Design, Development, and Evaluation of Collaboration Technologies

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    Open Innovation Platform Design: The Case of Social Product Development
    ( 2022-01-04) Roy, Vanessa ; Nobis, Elijah ; Abhari, Kaveh ; Dagoc, Francezca ; Parsons, Mikay
    Open Innovation as a new product development strategy has been used by businesses for decades. However, Social Product Development (SPD) has been recently introduced and popularized as an open innovation business model. The SPD model formalizes and monetizes the collaboration between an organization and creative communities through introducing new products and services. Either managed by intermediaries or directly by innovation sponsors, SPD platforms enable and support online innovative communities to ideate, collaborate, and network. Despite their abilities, many of these platforms do not provide fulfilling user experiences. To bridge this gap, the present study focuses on how SPD platform developers can offer more robust user interfaces (UI) and engaging user experiences (UX) alongside the six key SPD processes—social engagement, ideation, experiential communication, social validation, co-development, and co-commercialization. Building on experience and affordances theories, we offer a design framework that can more broadly inform the design and evaluation of open innovation platforms.
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    'License to VIT’ - A Design Taxonomy for Visual Inquiry Tools
    ( 2022-01-04) Möller, Frederik ; Steffen, Barbara
    Visual Inquiry Tools are valuable assets to work conjointly on an ill-structured or wicked problem and solve it creatively. With visual inquiry tools, designers can sketch the problem-space of an artifact-to-be-designed and generate solutions in a priori defined ontological elements. While there exists guidance in how visual inquiry tools should be designed content-wise, there is a lack of clarification on the design options available to design them. Subsequently, the paper proposes a taxonomy of visual inquiry tools outlining options for their design. We do this by incorporating a sample of 24 visual inquiry tools developed in the scientific literature corpus as well as 15 through empirical examples
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    How to get things done in social virtual reality – A study of team cohesion in social virtual reality–enabled teams
    ( 2022-01-04) Torro, Osku ; Holopainen, Jani ; Jalo, Henri ; Pirkkalainen, Henri ; Lähtevänoja, Antti
    Social virtual reality (SVR) enables teams to operate in a virtual environment that simulates and enhances real-world interactions. However, there is an absence of empirical analysis of how SVR can affect the performance of virtual teams. This paper documents how SVR affects the formation of team cohesion (i.e., task cohesion and social cohesion), which is a critical success factor for team performance. To address this gap in the research, we conducted a qualitative study by interviewing 20 members from virtual teams assigned to perform a challenging collaborative task in SVR. As a contribution, our study identifies five primary affordances and 11 sub-affordances for team cohesion in SVR. We also found that team cohesion actualization was limited in the use of SVR environments of our study. However, we conclude that hindrances to team cohesion formation in SVR can be mitigated by focusing on the further development of material properties of SVR.
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    How Feature- and Communication Constraints in CSS Affect Creative Collaboration in Virtual Teams - An Activity Theory Perspective
    ( 2022-01-04) Pilcicki, Raoul ; Siemon, Dominik ; Lattemann, Christoph
    New Creativity Support Systems (CSS) provide additional features, but are also growing more complex and difficult to operate. Via new functionalities, CSS aim to facilitate virtual creative collaboration and enable better outcomes. However, research shows that, especially in the context of creativity, better outcomes are not always the result of more options and features. Our study applies activity theory (AT) as a lens in order to examine how constraints can be applied to creative collaboration in virtual teams. This study advances research on collaboration in information systems (IS) as well as human-centered development of IT-artifacts that facilitate creative collaboration. Our findings provide two practical takeaways for CSS developers and virtual teams: First, constraints in CSS can be designed to substantially benefit idea generation and exploration beyond routine performance; second, constraints can be designed to help teams access the potential of CSS faster and more efficiently.
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