Towards an Explanatory Theory of Motivation in Software Engineering: A Qualitative Case Study of a Government Organization
A. César C. França, Adelnei de L. C. Felix, Fabio Q. B. da Silva
Abstract-Background – The research about motivation in software engineering has provided important insights in characterizing what are the factors and outcomes related to motivation. However, the complex relationships among these factors, including the moderating and mediating effects of organizational and individual characteristics, still require deeper explanatory investigation. Aim – Our general goal is to build explanatory theories of motivation in software organizations. In this article, we describe the construction of a grounded theory of motivation in the context of a government software development organization. Method – We performed a case study of a government software organization, focusing on the software engineers as the unit of analysis. For eight months, we conducted semi structured interviews, diary studies, and documental analyses, and analyzed the collected data using grounded theory procedures. Results – We extracted contextual factors that affect the motivation of software engineers and the outcomes associated with motivated behavior. Relationships among factors and outcomes were used to construct propositions that explain motivated behavior. Finally, the factors and propositions with higher explanatory power were used to create the central story of motivation in the organization. Conclusions – The balance between Job Stability and Growth Needs emerged as the core factors related to the motivation in the organization. Unclear growth perspectives combined with priorities based on political instead of technical aspects directly affected the intention to leave the organization.
Paper presented at the 16th International Conference on Evaluation and Assessment in Software Engineering, Ciudad Real, 2012.
http://www.haseresearch.com
Towards an Explanatory Theory of Motivation in Software Engineering: A Qualitative Case Study of a Small Software Company
A. César C. França, David E. S. Carneiro, Fabio Q. B. da Silva
Abstract-—Research on motivation has made important contributions for the software engineering practice, but it has mostly adopted quantitative approaches, towards generalizable statements. However, given the complexity of the human behavior, motivation seems to be affected by diverse environmental conditions, and to be moderated by individual and organizational characteristics. Therefore, contextualized and explanatory theories are needed to account for this diversity. This research presents a grounded theory aimed at describing and explaining the motivation of software engineers in the context of a small private software company, in Recife, Brazil. Semi structured interviews were carried out over four months, and data were analyzed using grounded theory procedures. As a result, we present statements that connect, relate, and make sense of contextual factors, describing the central story of motivation in the company. In this case study, learning and growth needs emerged as the strongest drivers of motivation, which in turn increase the goal commitment of engineers and create the conditions for better job performance.
Paper presented at XXVI Simpósio Brasileiro de Engenharia de Software, Natal, 2012.
http://www.haseresearch.com
1) The document discusses trends in using mobile technologies to record and study people's daily behaviors and contexts. 2) It describes traditional survey and diary study methods and their limitations in capturing real-world behaviors. 3) Mobile sensing and experience sampling methods enabled by mobile devices can overcome these limitations by collecting data in situ. 4) Recent trends include combining mobile logging with diary studies, using wearable cameras for lifelogging, context-triggered experience sampling, and leveraging mobile data for anticipatory systems and behavior change interventions.
This document summarizes a presentation on learning and teaching with learning technologies. It discusses exploring the SAMR model to understand deeper integration of technology to enhance classroom learning. Examples are provided of how technology could be used at different levels of the SAMR model in English and math lessons. Staff are encouraged to link technology use to their pedagogy by choosing a task and scaffolding it through the levels of the SAMR model. A digital Bloom's taxonomy is also presented to illustrate how technology can be applied at different levels of cognitive process.
Change buy in - how to get stakeholders to embrace changekate_bukowski
This document summarizes strategies for gaining stakeholder support for organizational change. It discusses:
1) Communicating the benefits of change to stakeholders can help reduce anxiety and gain their buy-in. Developing a detailed communications plan that engages stakeholders throughout the change process is important.
2) Identifying "clinical champions" or ambassadors for the change who can communicate the benefits to their colleagues is an effective way to promote adoption of the change.
3) Anticipating potential obstacles to change upfront and addressing stakeholders' concerns, like lack of time or computer skills, in the communications plan can help smooth the transition and gain cooperation. Regular updates on progress also maintain stakeholder involvement.
This document summarizes a research study investigating factors that influence the intention to use social media within virtual project teams. The study used a modified UTAUT model to survey 84 virtual team members. Key findings include: 1) Performance expectancy was the strongest predictor of intention; 2) Social influence, effort expectancy, and team trust were also significant predictors; 3) The model explained 52.7% of the variance in intention; 4) Intention did not vary by age, experience, gender or industry. Recommendations focus on ensuring social media aids productivity and overcoming trust issues for virtual teams.
Towards an Explanatory Theory of Motivation in Software Engineering: A Qualitative Case Study of a Government Organization
A. César C. França, Adelnei de L. C. Felix, Fabio Q. B. da Silva
Abstract-Background – The research about motivation in software engineering has provided important insights in characterizing what are the factors and outcomes related to motivation. However, the complex relationships among these factors, including the moderating and mediating effects of organizational and individual characteristics, still require deeper explanatory investigation. Aim – Our general goal is to build explanatory theories of motivation in software organizations. In this article, we describe the construction of a grounded theory of motivation in the context of a government software development organization. Method – We performed a case study of a government software organization, focusing on the software engineers as the unit of analysis. For eight months, we conducted semi structured interviews, diary studies, and documental analyses, and analyzed the collected data using grounded theory procedures. Results – We extracted contextual factors that affect the motivation of software engineers and the outcomes associated with motivated behavior. Relationships among factors and outcomes were used to construct propositions that explain motivated behavior. Finally, the factors and propositions with higher explanatory power were used to create the central story of motivation in the organization. Conclusions – The balance between Job Stability and Growth Needs emerged as the core factors related to the motivation in the organization. Unclear growth perspectives combined with priorities based on political instead of technical aspects directly affected the intention to leave the organization.
Paper presented at the 16th International Conference on Evaluation and Assessment in Software Engineering, Ciudad Real, 2012.
http://www.haseresearch.com
Towards an Explanatory Theory of Motivation in Software Engineering: A Qualitative Case Study of a Small Software Company
A. César C. França, David E. S. Carneiro, Fabio Q. B. da Silva
Abstract-—Research on motivation has made important contributions for the software engineering practice, but it has mostly adopted quantitative approaches, towards generalizable statements. However, given the complexity of the human behavior, motivation seems to be affected by diverse environmental conditions, and to be moderated by individual and organizational characteristics. Therefore, contextualized and explanatory theories are needed to account for this diversity. This research presents a grounded theory aimed at describing and explaining the motivation of software engineers in the context of a small private software company, in Recife, Brazil. Semi structured interviews were carried out over four months, and data were analyzed using grounded theory procedures. As a result, we present statements that connect, relate, and make sense of contextual factors, describing the central story of motivation in the company. In this case study, learning and growth needs emerged as the strongest drivers of motivation, which in turn increase the goal commitment of engineers and create the conditions for better job performance.
Paper presented at XXVI Simpósio Brasileiro de Engenharia de Software, Natal, 2012.
http://www.haseresearch.com
1) The document discusses trends in using mobile technologies to record and study people's daily behaviors and contexts. 2) It describes traditional survey and diary study methods and their limitations in capturing real-world behaviors. 3) Mobile sensing and experience sampling methods enabled by mobile devices can overcome these limitations by collecting data in situ. 4) Recent trends include combining mobile logging with diary studies, using wearable cameras for lifelogging, context-triggered experience sampling, and leveraging mobile data for anticipatory systems and behavior change interventions.
This document summarizes a presentation on learning and teaching with learning technologies. It discusses exploring the SAMR model to understand deeper integration of technology to enhance classroom learning. Examples are provided of how technology could be used at different levels of the SAMR model in English and math lessons. Staff are encouraged to link technology use to their pedagogy by choosing a task and scaffolding it through the levels of the SAMR model. A digital Bloom's taxonomy is also presented to illustrate how technology can be applied at different levels of cognitive process.
Change buy in - how to get stakeholders to embrace changekate_bukowski
This document summarizes strategies for gaining stakeholder support for organizational change. It discusses:
1) Communicating the benefits of change to stakeholders can help reduce anxiety and gain their buy-in. Developing a detailed communications plan that engages stakeholders throughout the change process is important.
2) Identifying "clinical champions" or ambassadors for the change who can communicate the benefits to their colleagues is an effective way to promote adoption of the change.
3) Anticipating potential obstacles to change upfront and addressing stakeholders' concerns, like lack of time or computer skills, in the communications plan can help smooth the transition and gain cooperation. Regular updates on progress also maintain stakeholder involvement.
This document summarizes a research study investigating factors that influence the intention to use social media within virtual project teams. The study used a modified UTAUT model to survey 84 virtual team members. Key findings include: 1) Performance expectancy was the strongest predictor of intention; 2) Social influence, effort expectancy, and team trust were also significant predictors; 3) The model explained 52.7% of the variance in intention; 4) Intention did not vary by age, experience, gender or industry. Recommendations focus on ensuring social media aids productivity and overcoming trust issues for virtual teams.
This document summarizes a seminar presentation about research at the intersection of behavioral science, human-computer interaction, and engineering to develop behavior change technologies. The presenter discusses their background and projects using a combined HCI/behavioral science process to create smartphone apps and other digital tools to promote physical activity. Example projects described include developing and testing multiple smartphone apps in a randomized controlled trial with older adults, validating smartphone-based activity monitors, and developing "just-in-time adaptive interventions". The presentation outlines a nine-step process for behavior change technology development and concludes by discussing opportunities for collaboration.
Data Collection Tool Used For Information About IndividualsChristy Hunt
The document discusses surveys as a data collection tool used to gather information about individuals. Surveys can be conducted in various ways such as printed questionnaires, telephone interviews, mail, in-person interviews, online, etc. However, standardized procedures are used to ensure every participant is asked the same questions in the same way to make the results reliable and generalizable. The document then discusses some questions and concerns about survey length, question types, and methodology.
GWT International Conference 2022 - Practice that transforms intergenerationa...Alison Clyde
Dr Shannon Jarrott, Ohio State University, USA shared a model of intergenerational practice informed by theory and tested over decades of community-based collaborative research with intergenerational practitioners, participants, and scholars.
PresentationTowards Perceiving and Resolving the Impediments to Reporting For...1405092
This document presents research on improving citizen reporting in developing countries. It discusses surveys conducted to understand barriers to online reporting. The surveys found that people are reluctant to report online due to too many questions and seeing it as a waste of time. However, participation was better in study-related and generic reporting surveys conducted by the researchers. Feedback from these surveys was forwarded to authorities and showed that anonymous, mobile-based reporting with fewer questions could improve participation. Future work involves developing a mobile app for reporting and expanding the surveys to more areas to improve citizen engagement in addressing social and national issues.
Evolution of Family Planning Impact Evaluation: New contexts and methodologic...MEASURE Evaluation
This document discusses the evolution of impact evaluations for family planning programs. It provides historical context on impact evaluations dating back to the 1990s, which primarily used randomized controlled trials and quasi-experimental designs. More recent considerations include theory-based approaches, systems-based approaches, and implementation science to evaluate family planning programs. The document recommends accepting a wide range of evaluation designs that meet but not exceed stakeholder needs.
Integrating Impact Planning into Research Projects: Reflections from the STEP...STEPS Centre
Seminar by Adrian Ely & Nathan Oxley on framings and practices in the societal 'impact' of research, summarising insights from the STEPS Centre working paper on the subject.
http://www.steps-centre.org/impact
Information management: the key to successfully implementing social media in ...Stefania Dangila
Thesis presentation- Master thesis of Stefania Dangila
This thesis focuses on the business functions of social media and the role of information management as a tool that could be used for the improvement of social media functions exploited in organizations. In other words, a study has been devised on the existing literature to investigate the aid of information management in advancing the use of LinkedIn and Twitter within the entire company.
Since empirical knowledge about the financial performance of Twitter and LinkedIn and the significant role of information management in improving this performance is very limited, a comprehensive framework was developed based on own interpretation, experience and knowledge on the subject which contains the concepts of social media, social media strategy, and business value. The framework illustrates the relations between the business stakeholders (senior executives, information managers, departmental or business unit managers, SM trained staff, and customers) and presents the role they have in the social media strategy application. Additionally, it proposes Information manager as the person who holds the responsibility for all relevant information management processes, the one responsible for collecting, managing and distributing valuable information to the other business stakeholders. This role can potentially be assigned to different managers, to a team of people or even to the Chief Information Officer; we find that the IT manager and his IT team are ideal candidates for the position of information manager. He/she verifies through the management reporting system if social media are beneficial and SM functions are exploited efficiently, business goals are met, and as a result business value is delivered or maximized. All in all, the rationale of this thesis is to provide a further insight in how the information manager, as head of the information management could contribute in the process of capturing or creating business value from SM.
To that purpose, interviews with experts to the area of information management or social media have been performed to gain a further insight on the business applications of social media tools and technologies, observe who holds the responsibility to manage, monitor, and control them in order to satisfy the business goals and deliver business value and how this process takes places within different organizations. The interview findings confirm that the companies are valuing social media business applications and strive to exploit them in the most effective way.
Copyright @ Stefania Dangila 2014
No part of this publication may be reproduced, copied, modified, adapted, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the author, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by
A Conceptual Design And Evaluation Framework For Mobile Persuasive Health Tec...Kate Campbell
This document presents a conceptual framework for designing and evaluating the usability of mobile persuasive health technologies. It begins with an introduction on the increasing popularity and use of mobile health apps but also notes that evaluating these apps, particularly with regards to usability, remains a challenge.
The document then reviews existing models for evaluating usability, including the Persuasive Systems Design (PSD) model, various usability models like ISO and Nielsen, and integrated models like PACMAD. It notes that while PSD is useful for design, it is limited for evaluation as its principles are subjective and cannot be easily quantified.
The paper then proposes extending the PSD model with an integrated usability model and using fuzzy analytic hierarchy process to
Usability testing: rapid results when you need them. Have a question about whether a new feature or design idea works for users? It’s easy to find out early, so your design process is as responsive as your code. We'll look at ways to run quick usability test, how to find users in the wild, and when to add it to your project plan. Yes, it can be fast, good, and cheap.
Presentation at the dotgov design conference - March 27, 2015
This document discusses using nudging techniques to change employee behavior during organizational transformations. The authors designed a survey using a Guttman scale to assess employee behaviors. They used an AI platform to deliver personalized dashboards to managers and employees based on survey responses. These dashboards showed why, what, and how to improve behaviors and who could help. They conducted surveys with and without accompanying nudging emails. The nudged survey saw 40% more clicks and 20% better clicks, indicating employees engaged more with action-oriented parts of the dashboards. The authors conclude nudging can increase employee engagement during organizational change efforts.
The document describes an internship at a software company. It includes the mission and vision of the host organization, an executive summary of the internship experience, and details of projects completed. The intern learned skills in Excel, data analysis, and report writing. Challenges included complex projects and time management. Overall, the internship provided valuable experience in software development processes.
The document summarizes research projects being conducted at the Biometric Standards, Performance, and Assurance Laboratory at Purdue University in Fall 2010. The projects include analyzing the impact of different training methods on biometric data collection, reviewing Indiana Department of Correction mug shots and capture processes, examining the standard compliance of legacy biometric data, mapping biometric modalities to a usability evaluation method, understanding sources of biometric error, and creating a framework to define the concept of habituation in biometric systems. The laboratory was established in 2001 to conduct applied biometric research focusing on testing, education, and engaging both academia and industry.
* Differences between Websites and Web Applications
* Research Techniques for Knowing Your Users
* Task Analysis
* UI/UX Design Principles for Web Applications
IMPACT CONVERSATIONS FOR FOUNDATIONS: LEAN IMPACT METHODOLOGYSoPact
Nonprofits and other grantee program organizations have a hard fought impact on the world. Behind the effort, fueling that work, social impact is driven by funders. But if someone were to ask your foundation, ‘what is your impact?’ Would your answer be able to go beyond stories from the field and general output numbers?
Lean Impact Measurement is a data-driven process for impact measurement and assessment developed by SoPact, social impact consultants, and a research team out of the University of Melbourne. This four step guide combines technological expertise tailored to the unique needs of the social sector with social impact expertise. From offline mobile data collection to metrics selection, Lean Impact Measurement’s framework intends to be actionable for realistic implementation. The methodology is inspired from lean startup movement and supported by a technology that helps streamline process in a short time.
So what’s your impact? Drive crucial grant impact conversation.
Towards data responsibility - how to put ideals into actionMindtrek
Track | Sustainable and Future-proof Tech
Mikko Eloholma Accelerator of Digital skills, TIEKE
Mindtrek Conference
3rd of October 2023.
Tampere, Finland
www.mindtrek.org
In this case study we identify the factors that influence the adoption of a new system in a major company in Saudi Arabia. We develop a theoretical framework to help derive better understanding of system adoption via socio-technical integration.
We formulation of 14 hypotheses that were tested via a survey of 42 system users. Management support and change management were found to be significant factors influencing system adoption. As a result, the 14 null hypotheses were rejected due to their statistical significance (p-value < 0.05). Discussions and recommendations for future research are discussed.
This document discusses using social and gamification elements to encourage fitness and healthy behaviors. It explores how tracking activity and sharing accomplishments on social media can motivate people. Gamifying fitness by awarding badges or turning exercise into games is also discussed as a way to make fitness more engaging. The document also references research showing that peer pressure from friends and seeing how one's own progress compares to others can promote greater physical activity levels.
This document is a resume for Wenjun Sun, who is pursuing a PhD in Industrial Engineering at the University of Wisconsin-Madison with a focus on human factors and ergonomics. It outlines her education, including an expected PhD from UW-Madison in August 2015, as well as relevant experience in areas such as user research, usability testing, and interactive design projects. Her objective is to obtain a position related to human-computer interaction, user experience, and other areas involving human factors engineering.
The technology uses reclaimed CO₂ as the dyeing medium in a closed loop process. When pressurized, CO₂ becomes supercritical (SC-CO₂). In this state CO₂ has a very high solvent power, allowing the dye to dissolve easily.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
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This document summarizes a seminar presentation about research at the intersection of behavioral science, human-computer interaction, and engineering to develop behavior change technologies. The presenter discusses their background and projects using a combined HCI/behavioral science process to create smartphone apps and other digital tools to promote physical activity. Example projects described include developing and testing multiple smartphone apps in a randomized controlled trial with older adults, validating smartphone-based activity monitors, and developing "just-in-time adaptive interventions". The presentation outlines a nine-step process for behavior change technology development and concludes by discussing opportunities for collaboration.
Data Collection Tool Used For Information About IndividualsChristy Hunt
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This document presents research on improving citizen reporting in developing countries. It discusses surveys conducted to understand barriers to online reporting. The surveys found that people are reluctant to report online due to too many questions and seeing it as a waste of time. However, participation was better in study-related and generic reporting surveys conducted by the researchers. Feedback from these surveys was forwarded to authorities and showed that anonymous, mobile-based reporting with fewer questions could improve participation. Future work involves developing a mobile app for reporting and expanding the surveys to more areas to improve citizen engagement in addressing social and national issues.
Evolution of Family Planning Impact Evaluation: New contexts and methodologic...MEASURE Evaluation
This document discusses the evolution of impact evaluations for family planning programs. It provides historical context on impact evaluations dating back to the 1990s, which primarily used randomized controlled trials and quasi-experimental designs. More recent considerations include theory-based approaches, systems-based approaches, and implementation science to evaluate family planning programs. The document recommends accepting a wide range of evaluation designs that meet but not exceed stakeholder needs.
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Seminar by Adrian Ely & Nathan Oxley on framings and practices in the societal 'impact' of research, summarising insights from the STEPS Centre working paper on the subject.
http://www.steps-centre.org/impact
Information management: the key to successfully implementing social media in ...Stefania Dangila
Thesis presentation- Master thesis of Stefania Dangila
This thesis focuses on the business functions of social media and the role of information management as a tool that could be used for the improvement of social media functions exploited in organizations. In other words, a study has been devised on the existing literature to investigate the aid of information management in advancing the use of LinkedIn and Twitter within the entire company.
Since empirical knowledge about the financial performance of Twitter and LinkedIn and the significant role of information management in improving this performance is very limited, a comprehensive framework was developed based on own interpretation, experience and knowledge on the subject which contains the concepts of social media, social media strategy, and business value. The framework illustrates the relations between the business stakeholders (senior executives, information managers, departmental or business unit managers, SM trained staff, and customers) and presents the role they have in the social media strategy application. Additionally, it proposes Information manager as the person who holds the responsibility for all relevant information management processes, the one responsible for collecting, managing and distributing valuable information to the other business stakeholders. This role can potentially be assigned to different managers, to a team of people or even to the Chief Information Officer; we find that the IT manager and his IT team are ideal candidates for the position of information manager. He/she verifies through the management reporting system if social media are beneficial and SM functions are exploited efficiently, business goals are met, and as a result business value is delivered or maximized. All in all, the rationale of this thesis is to provide a further insight in how the information manager, as head of the information management could contribute in the process of capturing or creating business value from SM.
To that purpose, interviews with experts to the area of information management or social media have been performed to gain a further insight on the business applications of social media tools and technologies, observe who holds the responsibility to manage, monitor, and control them in order to satisfy the business goals and deliver business value and how this process takes places within different organizations. The interview findings confirm that the companies are valuing social media business applications and strive to exploit them in the most effective way.
Copyright @ Stefania Dangila 2014
No part of this publication may be reproduced, copied, modified, adapted, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the author, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by
A Conceptual Design And Evaluation Framework For Mobile Persuasive Health Tec...Kate Campbell
This document presents a conceptual framework for designing and evaluating the usability of mobile persuasive health technologies. It begins with an introduction on the increasing popularity and use of mobile health apps but also notes that evaluating these apps, particularly with regards to usability, remains a challenge.
The document then reviews existing models for evaluating usability, including the Persuasive Systems Design (PSD) model, various usability models like ISO and Nielsen, and integrated models like PACMAD. It notes that while PSD is useful for design, it is limited for evaluation as its principles are subjective and cannot be easily quantified.
The paper then proposes extending the PSD model with an integrated usability model and using fuzzy analytic hierarchy process to
Usability testing: rapid results when you need them. Have a question about whether a new feature or design idea works for users? It’s easy to find out early, so your design process is as responsive as your code. We'll look at ways to run quick usability test, how to find users in the wild, and when to add it to your project plan. Yes, it can be fast, good, and cheap.
Presentation at the dotgov design conference - March 27, 2015
This document discusses using nudging techniques to change employee behavior during organizational transformations. The authors designed a survey using a Guttman scale to assess employee behaviors. They used an AI platform to deliver personalized dashboards to managers and employees based on survey responses. These dashboards showed why, what, and how to improve behaviors and who could help. They conducted surveys with and without accompanying nudging emails. The nudged survey saw 40% more clicks and 20% better clicks, indicating employees engaged more with action-oriented parts of the dashboards. The authors conclude nudging can increase employee engagement during organizational change efforts.
The document describes an internship at a software company. It includes the mission and vision of the host organization, an executive summary of the internship experience, and details of projects completed. The intern learned skills in Excel, data analysis, and report writing. Challenges included complex projects and time management. Overall, the internship provided valuable experience in software development processes.
The document summarizes research projects being conducted at the Biometric Standards, Performance, and Assurance Laboratory at Purdue University in Fall 2010. The projects include analyzing the impact of different training methods on biometric data collection, reviewing Indiana Department of Correction mug shots and capture processes, examining the standard compliance of legacy biometric data, mapping biometric modalities to a usability evaluation method, understanding sources of biometric error, and creating a framework to define the concept of habituation in biometric systems. The laboratory was established in 2001 to conduct applied biometric research focusing on testing, education, and engaging both academia and industry.
* Differences between Websites and Web Applications
* Research Techniques for Knowing Your Users
* Task Analysis
* UI/UX Design Principles for Web Applications
IMPACT CONVERSATIONS FOR FOUNDATIONS: LEAN IMPACT METHODOLOGYSoPact
Nonprofits and other grantee program organizations have a hard fought impact on the world. Behind the effort, fueling that work, social impact is driven by funders. But if someone were to ask your foundation, ‘what is your impact?’ Would your answer be able to go beyond stories from the field and general output numbers?
Lean Impact Measurement is a data-driven process for impact measurement and assessment developed by SoPact, social impact consultants, and a research team out of the University of Melbourne. This four step guide combines technological expertise tailored to the unique needs of the social sector with social impact expertise. From offline mobile data collection to metrics selection, Lean Impact Measurement’s framework intends to be actionable for realistic implementation. The methodology is inspired from lean startup movement and supported by a technology that helps streamline process in a short time.
So what’s your impact? Drive crucial grant impact conversation.
Towards data responsibility - how to put ideals into actionMindtrek
Track | Sustainable and Future-proof Tech
Mikko Eloholma Accelerator of Digital skills, TIEKE
Mindtrek Conference
3rd of October 2023.
Tampere, Finland
www.mindtrek.org
In this case study we identify the factors that influence the adoption of a new system in a major company in Saudi Arabia. We develop a theoretical framework to help derive better understanding of system adoption via socio-technical integration.
We formulation of 14 hypotheses that were tested via a survey of 42 system users. Management support and change management were found to be significant factors influencing system adoption. As a result, the 14 null hypotheses were rejected due to their statistical significance (p-value < 0.05). Discussions and recommendations for future research are discussed.
This document discusses using social and gamification elements to encourage fitness and healthy behaviors. It explores how tracking activity and sharing accomplishments on social media can motivate people. Gamifying fitness by awarding badges or turning exercise into games is also discussed as a way to make fitness more engaging. The document also references research showing that peer pressure from friends and seeing how one's own progress compares to others can promote greater physical activity levels.
This document is a resume for Wenjun Sun, who is pursuing a PhD in Industrial Engineering at the University of Wisconsin-Madison with a focus on human factors and ergonomics. It outlines her education, including an expected PhD from UW-Madison in August 2015, as well as relevant experience in areas such as user research, usability testing, and interactive design projects. Her objective is to obtain a position related to human-computer interaction, user experience, and other areas involving human factors engineering.
Similar to PhD Thesis Proposal - Design of Persuasive Apps Based on Self-Determination Theory (20)
The technology uses reclaimed CO₂ as the dyeing medium in a closed loop process. When pressurized, CO₂ becomes supercritical (SC-CO₂). In this state CO₂ has a very high solvent power, allowing the dye to dissolve easily.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
ESPP presentation to EU Waste Water Network, 4th June 2024 “EU policies driving nutrient removal and recycling
and the revised UWWTD (Urban Waste Water Treatment Directive)”
Describing and Interpreting an Immersive Learning Case with the Immersion Cub...Leonel Morgado
Current descriptions of immersive learning cases are often difficult or impossible to compare. This is due to a myriad of different options on what details to include, which aspects are relevant, and on the descriptive approaches employed. Also, these aspects often combine very specific details with more general guidelines or indicate intents and rationales without clarifying their implementation. In this paper we provide a method to describe immersive learning cases that is structured to enable comparisons, yet flexible enough to allow researchers and practitioners to decide which aspects to include. This method leverages a taxonomy that classifies educational aspects at three levels (uses, practices, and strategies) and then utilizes two frameworks, the Immersive Learning Brain and the Immersion Cube, to enable a structured description and interpretation of immersive learning cases. The method is then demonstrated on a published immersive learning case on training for wind turbine maintenance using virtual reality. Applying the method results in a structured artifact, the Immersive Learning Case Sheet, that tags the case with its proximal uses, practices, and strategies, and refines the free text case description to ensure that matching details are included. This contribution is thus a case description method in support of future comparative research of immersive learning cases. We then discuss how the resulting description and interpretation can be leveraged to change immersion learning cases, by enriching them (considering low-effort changes or additions) or innovating (exploring more challenging avenues of transformation). The method holds significant promise to support better-grounded research in immersive learning.
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
Current Ms word generated power point presentation covers major details about the micronuclei test. It's significance and assays to conduct it. It is used to detect the micronuclei formation inside the cells of nearly every multicellular organism. It's formation takes place during chromosomal sepration at metaphase.
The debris of the ‘last major merger’ is dynamically youngSérgio Sacani
The Milky Way’s (MW) inner stellar halo contains an [Fe/H]-rich component with highly eccentric orbits, often referred to as the
‘last major merger.’ Hypotheses for the origin of this component include Gaia-Sausage/Enceladus (GSE), where the progenitor
collided with the MW proto-disc 8–11 Gyr ago, and the Virgo Radial Merger (VRM), where the progenitor collided with the
MW disc within the last 3 Gyr. These two scenarios make different predictions about observable structure in local phase space,
because the morphology of debris depends on how long it has had to phase mix. The recently identified phase-space folds in Gaia
DR3 have positive caustic velocities, making them fundamentally different than the phase-mixed chevrons found in simulations
at late times. Roughly 20 per cent of the stars in the prograde local stellar halo are associated with the observed caustics. Based
on a simple phase-mixing model, the observed number of caustics are consistent with a merger that occurred 1–2 Gyr ago.
We also compare the observed phase-space distribution to FIRE-2 Latte simulations of GSE-like mergers, using a quantitative
measurement of phase mixing (2D causticality). The observed local phase-space distribution best matches the simulated data
1–2 Gyr after collision, and certainly not later than 3 Gyr. This is further evidence that the progenitor of the ‘last major merger’
did not collide with the MW proto-disc at early times, as is thought for the GSE, but instead collided with the MW disc within
the last few Gyr, consistent with the body of work surrounding the VRM.
3. Design of Persuasive Apps
Based on Self-Determination Theory
Gabriela Villalobos-Zúñiga
Thesis Proposal
Supervisor: Mauro Cherubini
HEC
Department of Information Systems
University of Lausanne
June 11th, 2018
Photo by William Hook on Unsplash
13. This presentation focuses on the design of app
features based on human motivation theory
Photo by lynda.com
14. This presentation focuses on the design of app
features based on human motivation theory
Related Work: Behavior Change Theories
Methodology: Test & Design of theory-based features
Research Questions: Theory <—> Design
Photo by lynda.com
16. Behavior Change Theories
Social Cognitive Theory (SCT)
Theory of Planned Behavior (TPB)
Transtheoretical Model (TTM)
Self-Determination Theory (SDT)
[Buchan,D.S. et al., 2012]
21. [Prochaska, J.O., & Velicer,W.F., 1997]
Pre-
contemplation
Stages of Change
Contemplation Preparation
Action Maintenance Termination
Transtheoretical Model
James O. Prochaska
22. [Prochaska, J.O., & Velicer,W.F., 1997]
Pre-
contemplation
Stages of Change
Contemplation Preparation
Action Maintenance Termination
Transtheoretical Model
James O. Prochaska
23. [Deci,E., & Ryan, R.M., 1985]
Cognitive
Evaluation Theory
Meta-Theory with 6 mini theories
Causality
Orientations
Theory
Goal Contents
Theory
Relationship
Motivation Theory
Organismic
Integration Theory
Basic
Psychological
Needs Theory
Theoretical Framework: Self-Determination
Theory
Richard Ryan and Edward Deci
24. [Deci,E., & Ryan, R.M., 1985]
Meta-Theory with 6 mini theories
Organismic
Integration Theory
Basic
Psychological
Needs Theory
Theoretical Framework: Self-Determination
Theory
Richard Ryan and Edward Deci
28. Research Gap
Pedometers contributed to internalize motivation for physical activity.
[Donnachie, C. et al. , 2017]
Mail-mediated intervention based on SDT-Basic Needs increased
participants’ exercise levels during intervention.
[Levy, S.S. et al. , 2004]
29. Research Gap
Pedometers contributed to internalize motivation for physical activity.
[Donnachie, C. et al. , 2017]
Mail-mediated intervention based on SDT-Basic Needs increased
participants’ exercise levels during intervention.
[Levy, S.S. et al. , 2004]
Required physical presence to give treatment
Limited to low scale and smaller number of people
reached
Limitation
Lack of clarity on the reasons why pedometers increased physical activity.
31. iMove a web-based computer tailored physical activity intervention
using motivational interviewing.
[Friederichs,S.A. et al. , 2014]
Basic needs web-based intervention to increase physical activity.
[Moreau,M. et al. , 2015]
Research Gap
32. iMove a web-based computer tailored physical activity intervention
using motivational interviewing.
[Friederichs,S.A. et al. , 2014]
Basic needs web-based intervention to increase physical activity.
[Moreau,M. et al. , 2015]
Even though the intervention is based on basic psychological
needs, authors did not report how the regulations affected the
autonomy of participants behavior.
Research Gap
Limitation
34. SDT web-based intervention does not outperform traditional physical
activity interventions.
[Friederichs,S.A. et al. , 2016]
SDT-computerized personal trainer with autonomy supportive and
controlling characteristics.
[Patrick,H. et al. , 2011]
Further studies are necessary to determine if this type of intervention
achieve long-term maintenance.
Research Gap
35. SDT web-based intervention does not outperform traditional physical
activity interventions.
[Friederichs,S.A. et al. , 2016]
SDT-computerized personal trainer with autonomy supportive and
controlling characteristics.
[Patrick,H. et al. , 2011]
Laboratory studies lack of ecological validity.
Further studies are necessary to determine if this type of intervention
achieve long-term maintenance.
No report of physical activity changes.
Limitation
Research Gap
36. Researchers did not report which design elements
contributed to their results.
No clear procedure of SDT feature design.
Lack of clarity on how the theory constructs reflect on
the design.
A
B
C
Research Gap - Summary
38. How to translate Self-Determination
Theory (SDT) basic psychological needs
into design of persuasive applications?
Which design component typically used
in the design of persuasive apps
generates a desired behavior outcome in
the context of physical activity?
Does the combination of SDT based
design elements increases or hinders
the effects of single elements towards
increasing physical activity?
Research Questions
39. H o w t o t r a n s l a t e S e l f -
Determination Theory (SDT) basic
psychological needs into design
of persuasive applications?
Competence
Autonomy
Relatedness
Research Questions
40. Which design component
typically used in the design of
persuasive apps generates a
desired behavior outcome in
the context of physical activity?
Research Questions
41. Does the combination of SDT
b a s e d d e s i g n e l e m e n t s
increases or hinders the effects
of single elements towards
increasing physical activity?
Research Questions
47. Study 1
Study 1:
Standardize research methodology
—technology, application domain,
sampling, administrative process—
Study 2
Study 3
Longitudinal ~6-month studies
Randomized Control Trials
[Oga-Baldwin,W.Q. et al. , 2017; Reinboth, M. D. et al., 2006; Hanus, M.D. et al., 2015]
Methodology
In the wild studies
56. B. Guidelines on how to implement SDT-based technological interventions
Expected Contribution
A. Bridge the gap between SDT and design of persuasive apps
57. B. Guidelines on how to implement SDT-based technological interventions
Expected Contribution
A. Bridge the gap between SDT and design of persuasive apps
"To increase competence and
relatedness, design leaderboards
with profile images, and include the
score on the top of the screen.”
58. B. Guidelines on how to implement SDT-based technological interventions
Tool for researchers
Test new combination of design elements
Finding replication in other application domains
Expected Contribution
A. Bridge the gap between SDT and design of persuasive apps
"To increase competence and
relatedness, design leaderboards
with profile images, and include the
score on the top of the screen.”
59. Work Materialization
ACM Transactions on Computer-Human Interaction (TOCHI)
ACM CHI Conference on Human Factors in Computing Systems
Villalobos-Zúñiga, G., & Cherubini M. (2018) A Short Workshop on Next Steps Towards Long
Term Self Tracking at CHI’18. Activity Self-Tracking with Smart Phones: How to Approach Odd
Measurements?
Villalobos-Zúñiga, G., & Cherubini M. (2017) Mobile Interface Design with Older Adults
Workshop at CHI’17. Not a Technology Person: Motivating Older Adults Toward the User of
Mobile Technology.
Cherubini M. & Villalobos-Zúñiga, G. Motivational Messages Do Not Push People To Walk
More (In preparation)
Preliminary Work
Expected Contribution
63. This presentation focuses on the design of app
features based on human motivation theory
Photo by lynda.com
64. This presentation focuses on the design of app
features based on human motivation theory
Related Work: Behavior Change Theories
Methodology: Test & Design of theory-based features
Research Questions: Theory <—> Design
Photo by lynda.com
66. Design of Persuasive Apps
Based on Self-Determination Theory
Gabriela Villalobos-Zúñiga
Thesis Proposal
Supervisor: Mauro Cherubini
HEC
Department of Information Systems
University of Lausanne
June 11th, 2018
Photo by William Hook on Unsplash
67.
68. PING Findings
Tangible rewards do not help to create healthy
routines.
Giving money to participants do not make them exercise more compare to
those who did not receive it.
Money produced a negative effect on physical activity.
Higher intrinsic motivation higher chances that tangible reward will reduce
motivation.
69. Rationale for selecting theories
SCT: Strong evidence supporting the effects of self-efficacy. However, these
was measured in only one dimension (strength), leaving other
aside(magnitude and generality)
Suggests more comprehensive evaluation of self-efficacy in relation to
physical behavior.
TPB: Some authors suggest the relation intention-behavior does not
diminishes over time, while others recommend to measure it as close as
possible to the start of the intended behavior.
TTM: A systematic review of TTM-based studies authors found no evidence
of positive effects of stage-based interventions as opposed to different
approaches.