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Revolutionizing Workshops: Supporting Participants’ Creativity with Persuasive Technology (Markt- und Unternehmensentwicklung Markets and Organisations)

معرفی کتاب «Revolutionizing Workshops: Supporting Participants’ Creativity with Persuasive Technology (Markt- und Unternehmensentwicklung Markets and Organisations)» نوشتهٔ Max Jalowski (auth.)، منتشرشده توسط نشر Springer Fachmedien Wiesbaden Springer Gabler در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Dr. Max Jalowski designs strategies for revolutionizing workshops by introducing persuasive technology.His results show that investigating the behavior of participants in design workshops offers various application potentials for persuasive technology. He presents scenarios how established persuasive technologies can be used in participatory design and how new technologies can be designed. Furthermore, he presents four artifacts for the application in workshopswhich contribute to the generation of design knowledge. Finally,he derives design principles to support future applications and research. About the author Dr. Max Jalowski is a postdoctoral researcher at Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), Department of Information Systems, Chair of Information Systems – Innovation and Value Creation (Prof. Dr. Kathrin M. Möslein). His research focuses ondesigningtechnologies, persuasive technology, user behavior in creativeprocesses and digital innovation. Foreword Preface Abstract Contents Abbreviations List of Figures List of Tables 1 Introduction: Motivation and Research Setting 1.1 Motivation and Relevance 1.2 Overall Research Design 1.2.1 Research Questions 1.2.2 Research Approach 1.3 Structure of the Dissertation 2 Foundations: Conceptual Background 2.1 Objectives and Structure 2.2 Persuasive Technology and Behavior Change Support Systems 2.3 Collaborative Design: Co-Creation, Co-Design and Participatory Design 2.4 Creativity in Individual and Group Levels 2.5 Conclusion and Implications 3 Study 1: Supporting Participants in Creative Processes with Persuasive Technology 3.1 Objectives and Structure 3.2 Theoretical Background: Relationships of Key Concepts 3.3 Method and Data 3.3.1 Case Study Research 3.3.2 Research Setting 3.3.3 Data Collection and Analysis 3.4 Findings 3.4.1 Participants' Behavior 3.4.2 Types of Change in Creative Processes 3.4.3 The Potential of Persuasive Technology 3.5 Discussion 3.5.1 Theoretical Contributions 3.5.2 Practical Contributions 3.6 Conclusion and Implications 4 Study 2: Categorizing Persuasive Technology for Participatory Design 4.1 Objectives and Structure 4.2 Theoretical Background 4.2.1 The Role of Technology in Persuasive Technology 4.2.2 Methods, Toolkits and Tools for Participatory Design 4.2.3 Motivation of Participants and Other Success Factors 4.3 Research Design 4.3.1 Literature Review 4.3.2 Design and Evaluation of the Artifact 4.4 Findings 4.4.1 Persuasive Technology Platforms 4.4.2 Artifact Description: Applications for Persuasive Technologies in Participatory Design 4.4.3 Evaluation 4.5 Discussion 4.5.1 Theoretical Contributions 4.5.2 Practical Contributions 4.6 Conclusion and Implications 5 Study 3: Modelling and Creating Persuasive Technology for Participatory Design 5.1 Objectives and Structure 5.2 Theoretical Background 5.2.1 Toolkits and Canvases for Designing Technology 5.2.2 Reference Modelling 5.2.3 Designing Persuasive Technology 5.3 Combining the Approaches 5.3.1 Approaches towards a Reference Model 5.3.2 A Reference Model for Creating Persuasive Technology for Participatory Design 5.3.3 A Toolkit for Integrating Persuasive Technologies in Design Processes 5.3.4 Application of the Reference Model 5.4 Discussion 5.4.1 Theoretical Contributions 5.4.2 Practical Contributions 5.5 Conclusion and Implications 6 Study 4: Implementing Persuasive Technology in Participatory Design 6.1 Objectives and Structure 6.2 Theoretical Background 6.2.1 Digital Innovation 6.2.2 Creativity Support Tools 6.2.3 Analyzing the Persuasion Context 6.3 Research Design 6.3.1 Problem and Motivation 6.3.2 Objectives 6.3.3 Design and Development 6.3.4 Demonstration and Evaluation 6.3.5 Communication 6.4 Findings 6.4.1 Artifact Description: Prototypes for Supporting Participants 6.4.2 Evaluation 6.5 Discussion 6.5.1 Theoretical Contributions 6.5.2 Practical Contributions 6.6 Conclusion and Implications 7 Summarizing Findings and Implications 7.1 Objectives and Structure 7.2 Summary of Chapters 1–6 7.2.1 Summary of Chapter 1 7.2.2 Summary of Chapter 2 7.2.3 Summary of Chapter 3 7.2.4 Summary of Chapter 4 7.2.5 Summary of Chapter 5 7.2.6 Summary of Chapter 6 7.3 Combining the Results 7.3.1 Overall Discussion and Implications of the Results of Studies 1–4 7.3.2 Design Principles for Persuasive Technology in Participatory Design Workshops 7.4 Limitations and Future Research 7.5 Concluding Remarks A Author's Work Relevant to this Dissertation Code Structure of Study 1 Screenshots of the Online Implementation of the PT Navigator Canvases for Creating Persuasive Technology for Participatory Design Schema and Examples on the Configuration of Artifacts 1–4 Screenshots of the Artifact for Eval4-Workshop References Dr. Max Jalowski designs strategies for revolutionizing workshops by introducing persuasive technology. His results show that investigating the behavior of participants in design workshops offers various application potentials for persuasive technology. He presents scenarios how established persuasive technologies can be used in participatory design and how new technologies can be designed. Furthermore, he presents four artifacts for the application in workshopswhich contribute to the generation of design knowledge. Finally, he derives design principles to support future applications and research. About the author Dr. Max Jalowski is a postdoctoral researcher at Friedrich-Alexander-Universitat Erlangen-Nurnberg (FAU), Department of Information Systems, Chair of Information Systems Innovation and Value Creation (Prof. Dr. Kathrin M. Moslein). His research focuses ondesigningtechnologies, persuasive technology, user behavior in creativeprocesses and digital innovation
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