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1.
Instant messaging (IM) was first introduced in the late 1990s. It has a relatively short history of adoption compared to other electronic media such as e-mail. In the first few years, the majority of IM users were teenagers. Only a relatively small portion of adult Internet users used IM. Recently as the young IM users gradually enter the workforce, an increasing popularity of IM among working professionals is expected. Consequently, the use of IM in the workplace for job-related task becomes more likely. The potential impact of IM will also become a more important organizational issue. This study compares the use of IM versus e-mail as the communication tool to facilitate group task for geographically dispersed teams. An experiment using 44 teams in the United States was conducted. The results show that teams using e-mail are more effective in terms of generating ideas than teams using IM. There are no significance differences between the two communication methods, in terms of task difficulty, playfulness, and ease of use.  相似文献   

2.
In the online environment, audio and instant messaging (IM) media are quite commonly used by people to communicate with each other and make offers as they negotiate. While we know much about how IM and audio differ, we know very little about how offers that are favorable to the recipient (termed unilateral concessions) are affected by what and how people communicate over these media. The purpose of this study is twofold – (1) to examine how such concessions are influenced by communication that is either neutral, or positive, or negative in affect; and (2) to determine how the use of IM, relative to the use of audio, influences the effects of these types of communication on unilateral concessions. We develop a research model based on prosocial theory, which suggests that negotiators using audio are predisposed to interpret their partners’ motivations and behaviors in a positive (prosocial) light while negotiators using IM are predisposed to interpret their partners’ motivations and behaviors in a negative (competitive) light. We manipulate the use of IM and audio in anexperiment designed to test predictions based on this theory. Our work provides theoretical and empirical support for the idea that communications other than concessions (such as positive, neutral, and negative affect) can lead to more or less self-sacrifice depending on the medium employed, and thereby motivate negotiators to make greater or fewer unilateral concessions. Specifically, we found that (1) positive affect comments can increase unilateral concession independent of the medium used by negotiators; (2) neutral affect comments can increase unilateral concession when negotiators use audio, but have little impact when they use IM; and (3) negative affect comments can decrease unilateral concession when negotiators use audio, but can increase unilateral concession when they use IM. These results provide insights to researchers and practical guidance for negotiators.  相似文献   

3.
Researchers in the past decade have been actively investigating technology use and disuse among conventional and communications technologies. However, recent advancements in expert systems technology has led to new questions about technology use. Where communications technology, such as e-mail or group collaboration software, facilitates co-evolution of problem solving and decision making among people, expert systems create a transaction between user and computer where ultimately, the computer generates the recommended courses of action. This also differs from conventional decision support tools that merely gather information to inform a human decision maker.This empirical study used theory of planned behavior to formulate hypotheses about the use, disuse, and misuse of an expert system decision support (EDSS) technology. It was found that EDSS use was negatively related to errors, whereas misuse of EDSS was positively related to errors. More positive attitudes and social influences led to increased EDSS use, while perceptions of control had no apparent effect. The interaction of social influences and attitudes had a significant non-linear relationship with EDSS misuse.  相似文献   

4.
This article considers the nature of e-mail from the recipient's perspective-what the seemingly free and easy communication really costs the recipient. Information gathered by electronic monitoring software is shown to be at odds with the results of an online survey of e-mail users' perceptions of their e-mail experience-users drastically underestimate the disruptive effects of e-mail. The conclusion is that the constant monitoring of e-mail actually reduces productivity and that there is a need for increased power, control, and awareness on the part of the e-mail recipient to ensure that e-mail remains a tool rather than a tyrant. It is necesssary to alert the user of the true cost of e-mail alerts.  相似文献   

5.
To improve task effectiveness of geographically dispersed teams, media selection approaches a complex issue involving media features and user characteristics. This study compares user perceptions about task effectiveness between instant messengers (IM) and e-mail (EM). Using a field experiment, the design contrasted teams using EM with teams using IM. Thirty-four teams of two graduate students were enrolled as participants from five universities in Taiwan. Two people were separated geographically and had to communicate accordingly. Results indicate that IM-supported teams generated more ideas and task success. However, no significant difference was found in task difficulty between the IM and EM users.  相似文献   

6.
Instant messaging (IM) has shown signs of becoming one of the main stream communication applications for users, like e-mail. Many people maintain constant contacts with multiple friends and relations via IM simultaneously whenever they are online, whether working on other applications or not. In addition to allowing instant exchange of text information, a unique feature of IM is its use of graphical icons that express emotions, known as emotional icons or emoticons. We explored their potential effects. Our model, based on prior theory and research, was tested using data collected from student users; it was analyzed to reveal potential effects of emoticons on various factors related to the use of IM. Our study used structural equation modeling (SEM) analysis; the results showed that the user of emoticons felt a positive effect on enjoyment, personal interaction, perceived information richness, and perceived usefulness. Our results suggested, however, that emoticons were not just enjoyable to use, but also a valuable addition to communication methods.  相似文献   

7.
The purpose of the study is to examine how e-mail affects work performance. E-mail communication studies have aroused both praise and query regarding the suitability, appropriateness and effectiveness of electronic messages in information management. Less is known about the effects of e-mail on work performance. We consider (1) which e-mail features affect work performance; (2) whether these features are differentially associated with positive (work effectiveness) or negative (stress and distress) side-effects; and (3) whether individual- and organizational-level characteristics are associated with positive and/or negative work performance. Using a secondary level analysis based on the Pew and American Life sample we show that extent, content, and increased volume of e-mail are (a) more frequently reported by managers than by non-managers (b) age, gender, marital status and education can become a critical issue (c) the amount of e-mail received and sent is positively related to work performance. These findings suggest that assessing the costs and benefits of electronic communication should cover individual features as well as e-mail-related features to assess their impact on work performance.  相似文献   

8.
Diffusion of electronic mail (e-mail) is not yet universal. So far, e-mail has been implemented successfully within organisations, but its implementation for communications between organisations has been rather limited. This situation is surprising, given the great potential of e-mail for interorganisational communication. E-mail encounters from a user's point of view, reviewed in this paper, suggest that users of BITNET, one of the predominant e-mail networks in the academic world, face difficulties while interacting with e-mail. These include addressing difficulties, unreliability issues, medium limitations, and interface problems. BITNET is just one of many interorganisational networks and may not be representative. Still, e-mail technology is unlikely to survive if human engineering and reliability are not uniformly satisfactory across all e-mail systems. Poorly engineered e-mail systems frustrate not only their users, but also users of other networks because of gateways between the networks. Therefore, e-mail users might resort to other communication media like facsimile or the telephone, and abandon e-mail altogether.

For e-mail to be competitive in the communication arena, an interdisciplinary effort should be directed toward standardisation of features like better addressing conventions, international user directories, uniform user interfaces, and sophisticated management of e-mail messages.  相似文献   


9.
The goal of this study is to explore how experiencing flow with IM, an Internet-based communication technology, can facilitate an individual’s perception on creativity. We argue that certain capabilities in IM, telepresence and perceived control, provide users a means to experience flow. We further investigate whether flow and its outcomes, positive affect and exploratory behavior have any influence on the perception of creativity of the users. Using an online survey with 207 observations we found that user’s perceived control over the technology and its ability to transport the user to a virtual environment were shown to facilitate the experience of flow. We found that flow in itself does not influence perceived expected creativity in its users but does indirectly influence perceived expected creativity through exploratory behavior and positive affect. From these initial findings we believe that our study provides implications for both users and designers on IT. Furthermore, managers can apply the findings during implementation and use of interactive information technologies for communications in the workplace.  相似文献   

10.
根据E-mail系统所要实现的功能和软件的界面友好性,将该系统(LKE-mail)划分为用户界面、邮件维护、新闻组和网络通信4个模块,并介绍了各模块的实现原理和方法,其中新闻组功能是Linux环境下其它E-mail软件不曾涉及的。  相似文献   

11.
Few studies in technology acceptance have explicitly addressed the acceptance of replacement technologies, technologies that replace legacy ones that have been in use. This article explores this issue through the theoretical lens of mental models. We contend that accepting replacement technologies entails both mental model maintenance and mental model building: mental model maintenance enables users to apply their knowledge of the legacy technologies, and mental model building helps users acquire new knowledge and reform their understanding to use replacement technologies. Both processes affect user perceptions about replacement technologies, which in turn affect user intentions to use them. In addition, this study explores how perceived compatibility between replacement and legacy technologies affects both mental model processes. A research model was developed and empirically tested with survey data. The results in general support our arguments. Based on the findings, we offer a few suggestions that can promote user acceptance of replacement technologies.  相似文献   

12.
Computer communication as an aid to independence for older adults   总被引:1,自引:0,他引:1  
Computer and communication technologies offer the potential of improving die quality of life for older people by providing them with links to information and services outside of the home. This study examined die feasibility of older people using an electronic text message system to perform routine communication tasks. In addition information was gathered to identify design parameters which facilitate the interactions of older people with such computer based systems. A specialized and simplified 'communication computer' was placed in the homes of 36 older women, aged 50-95 years. The system was provided with: a simple text-editor, basic electronic mail functions and access to news/ weather, movie reviews, and health information. Both performance data and user preference data were collected. Results indicated that the participants liked using the system, were able to use it with minimal difficulty, and that it provided a valuable means for social interaction and mental stimulation. The findings suggest that computer-based systems can be a valuable support tool for older adults if they are easy to use, and provide applications that are useful for them.  相似文献   

13.
Mobile information technologies (IT) are transforming individual work practices and organizations. These devices are extending not only the boundaries of the ‘office’ in space and time, but also the social context within which use occurs. In this paper, we investigate how extra-organizational influences can impact user satisfaction with mobile systems. The findings from our longitudinal study highlight the interrelatedness of different use contexts and their importance in perceptions of user satisfaction. The data indicate that varying social contexts of individual use (individual as employee, as professional, as private user, and as member of society) result in different social influences that affect the individual's perceptions of user satisfaction with the mobile technology. While existing theories explain user satisfaction with IT within the organizational context, our findings suggest that future studies of mobile IT in organizations should accommodate such extra-organizational contextual influences.  相似文献   

14.
Open-source software systems have become a viable alternative to proprietary systems. We collected data on the usage of an open-source workflow management system developed by a university research group, and examined this data with a focus on how three different user cohorts – students, academics and industry professionals – develop behavioral intentions to use the system. Building upon a framework of motivational components, we examined the group differences in extrinsic versus intrinsic motivations on continued usage intentions. Our study provides a detailed understanding of the use of open-source workflow management systems in different user communities. Moreover, it discusses implications for the provision of workflow management systems, the user-specific management of open-source systems and the development of services in the wider user community.  相似文献   

15.
Due to the intense competition and low switching cost, building user loyalty is critical for mobile instant messaging (IM) service providers. Integrating both perspectives of network externalities and flow experience, this research identified the factors affecting mobile IM user loyalty. Network externalities include referent network size and perceived complementarity. Flow experience includes perceived enjoyment and attention focus. We conducted data analysis with structural equation modeling (SEM). The results show that both network externalities and flow experience significantly affect perceived usefulness and satisfaction, further determining user loyalty. Thus mobile service providers need to improve their IM platforms, and deliver positive network externalities and good usage experience to users. Then they can facilitate users’ loyalty.  相似文献   

16.
Abstract

Computer and communication technologies offer the potential of improving die quality of life for older people by providing them with links to information and services outside of the home. This study examined die feasibility of older people using an electronic text message system to perform routine communication tasks. In addition information was gathered to identify design parameters which facilitate the interactions of older people with such computer based systems. A specialized and simplified ‘communication computer’ was placed in the homes of 36 older women, aged 50–95 years. The system was provided with: a simple text-editor, basic electronic mail functions and access to news/ weather, movie reviews, and health information. Both performance data and user preference data were collected. Results indicated that the participants liked using the system, were able to use it with minimal difficulty, and that it provided a valuable means for social interaction and mental stimulation. The findings suggest that computer-based systems can be a valuable support tool for older adults if they are easy to use, and provide applications that are useful for them.  相似文献   

17.
This study tests several assumptions about the circumstances under which an individual will elect to use an electronic mail system (EMS) in an organization. Based on earlier work in EMS, three sets of hypotheses were formulated. Data were obtained by surveying a total of 200 EMS account holders at an urban midwestern university. The survey instrument assessed self-reported use of the system, perceived managerial roles enacted by each user, and their perceptions of formal and informal pressure. Results show that (a) user perceptions of the medium 's usefulness will affect use, (b) EMSs are used by “liaisons” in organizations, and (c) formal and informal pressure can be used effectively to help induce nonusers to adopt. Implications for managers and future research are discussed.  相似文献   

18.
Millions of adults currently use instant messaging (IM) in the workplace, and yet there is very little research examining how use and perceptions of this new medium affect intra-organizational communication. While one of the characteristics of instant messaging is the ability to exchange real-time communication, what truly distinguishes instant messaging from other widely adopted forms of mediated communication is the integration of presence technology, which allows parties to detect if others are online and available to communicate. In this paper, we propose a theory of productivity benefits of presence-aware communication technology, building upon past research. Based on this model, we use a quasi-experimental longitudinal research design to test how providing instant messaging to selected workgroups at a Fortune 500 company impacts employees' attitudes and work behavior.

Results suggest that IM use had a positive effect on improving productivity with participants citing reductions in voice mail and phone tag, improvements to how easy it was to see if colleagues were online and available to communicate as well as increased productivity served by back-channel communications conducted via IM. Results and future research directions are discussed.  相似文献   

19.
Modern organizations face many significant challenges because of turbulent environments and a competitive global economy. Among these challenges are the use of information and communication technology (ICT), a multicultural workforce, and organizational designs that involve global virtual teams. Ad hoc teams create both opportunities and challenges for organizations and many organizations are trying to understand how the virtual environment affects team effectiveness. Our exploratory study focused on the effects of cultural diversity and ICT on team effectiveness. Interviews with 41 team members from nine countries employed by a Fortune 500 corporation were analyzed. Results suggested that cultural diversity had a positive influence on decision-making and a negative influence on communication. ICT mitigated the negative impact on intercultural communication and supported the positive impact on decision-making. Effective technologies for intercultural communication included e-mail, teleconferencing combined with e-Meetings, and team rooms. Cultural diversity influenced selection of the communication media.  相似文献   

20.
We present the design, implementation, and deployment of a wearable computing platform for measuring and analyzing human behavior in organizational settings. We propose the use of wearable electronic badges capable of automatically measuring the amount of face-to-face interaction, conversational time, physical proximity to other people, and physical activity levels in order to capture individual and collective patterns of behavior. Our goal is to be able to understand how patterns of behavior shape individuals and organizations. By using on-body sensors in large groups of people for extended periods of time in naturalistic settings, we have been able to identify, measure, and quantify social interactions, group behavior, and organizational dynamics. We deployed this wearable computing platform in a group of 22 employees working in a real organization over a period of one month. Using these automatic measurements, we were able to predict employees' self-assessments of job satisfaction and their own perceptions of group interaction quality by combining data collected with our platform and e-mail communication data. In particular, the total amount of communication was predictive of both of these assessments, and betweenness in the social network exhibited a high negative correlation with group interaction satisfaction. We also found that physical proximity and e-mail exchange had a negative correlation of r = -0.55 (p 0.01), which has far-reaching implications for past and future research on social networks.  相似文献   

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