Stakeholder Engagement in Business Intelligence (BI) Solutions - A Case Study in End User Involvement

2008 ◽  
Vol 3 (2) ◽  
pp. 19-33
Author(s):  
Richard M. Kesner ◽  
Author(s):  
Robert W. Stone ◽  
John W. Henry

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


Author(s):  
John Gammack ◽  
Christopher Hodkinson

Consumer purchasing online is considered, with interactivity highlighted as a critical end-user issue. Levels of user interactivity up to and including virtual reality environments are now realistic in e-tailing. Conceptualizing interactivity to recognize the relevance of perceptions to consumer engagement motivates a focus on the user interface. Aspects relating to trust, usability and involvement are identified, and examined in a series of linked studies focusing on hedonic and high-involvement products, particularly surfboards. Preliminary studies across a range of businesses and products indicated consumer willingness to purchase hedonic products online, but many businesses imposed a high workload on online purchasers. Despite successful web marketing of hedonic products such as CDs, we found that no contemporary providers of customized surfboards offered finished product e-tailing, nor used virtual reality technology to demonstrate performance. A real case study of online swimwear purchase demonstrated an improved purchase process. “Beachtown”, a virtual reality e-tailing environment related to a coastal tourism economy allowed further examination of apparel, surfboard and holiday purchase. Results indicate that an enhanced interactive virtual environment increases end user involvement and willingness to purchase.


2019 ◽  
Vol 13 (3) ◽  
pp. 648-664 ◽  
Author(s):  
Juan Maria Sagarna Garcia ◽  
David Pereira Jerez

Purpose The purpose of this paper is to provide insights about the approaches and techniques of professionals that nowadays are designing Digital Products and Services (DPS) in the European agriculture. The emphasis is paid on the integration of end-users and participatory approaches such as agile, considering its current influence. Design/methodology/approach A survey was conducted to professionals of businesses and entities from 14 European countries. A balanced sample of replies was achieved between private–public background, size of the business or experience of experts. Afterwards, the collection of answers and the opinions of professionals were compared with the state of the art referred in the literature. It allowed checking its soundness and critically discusses the results. Findings From the raw analysis of responses, professionals show awareness about the importance of end-user involvement and they are eager to incorporate innovative farmers and early adopters to collect the best requirements for products and services. They also declare knowledge and uptake in their companies of new approaches, such as agile. Confronting results with literature, the discussion highlights some inconsistencies and possibilities for leveraging. Types of end-users considered should be enlarged. Their superficial participation must also be avoided. Originality/value There is a lack of research on procedures for projects in agro-food sector. Due to the momentum in the digital transformation of agriculture, there are many project teams working in developing DPS and are relevant to discuss about proper methodologies for improving success.


2002 ◽  
Vol 14 (4) ◽  
pp. 321-327 ◽  
Author(s):  
F. BARAZZONI ◽  
R. GRILLI ◽  
A. M. V. AMICOSANTE ◽  
S. BRESCIANINI ◽  
M. A. MARCA ◽  
...  

2019 ◽  
Vol 13 (2) ◽  
pp. 92-100 ◽  
Author(s):  
Rachel Proffitt ◽  
Stephanie Glegg ◽  
Danielle Levac ◽  
Belinda Lange

Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.


2016 ◽  
Vol 22 (8) ◽  
pp. 443-446 ◽  
Author(s):  
Léonie Walker ◽  
Jill Clendon

This paper reports a subset of data from a mixed methods project interviewing community nurses and nurse leaders/managers to explore the views, expectations, practice and attitudes of registered nurses working in the community concerning electronic health records and the use of mobile devices. Nurses displayed excellent understanding of privacy and consent concerning electronic patient records and health information technology (e-health). With targeted, individualised education, nurses use e-health and telehealth effectively. However, significant barriers were found regarding duplication of paper and electronic patient notes and multiple logins for different platforms and systems, resulting in forgotten and shared passwords. There was also evidence of some avoidance of essential systems; lack of infrastructure in some settings; inadequate systems for the use of digital cameras (e.g. tracking wound healing); and inability to access patient notes across settings to ensure integrated care. In conclusion, nurses are the largest group of health practitioners in New Zealand and are at the front line of patient care. Nurses need systems designed around their work methods and a good understanding of e-health in order to be able to use it effectively. Greater consultation with nurses is required to ensure the potential of e-health and its use is maximised.


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