Enterprise Systems Lifecycle 2 and 3 Flashcards

1
Q

Why is the Post-Implementation Phase important?

A

Individual technology adoption and use is a mandatory condition for creating impacts with technology

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2
Q

Organizational Adoption Decision Factors

A

Capabilities of the software (Flexibility, Usability, Accessibility, …)

Vendor Profile (perceived strength and stability)

Economics and financial risk (hardware, software, consultancy, new staff)

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3
Q

Individual Adoption Decision

A

Individuals commitment to use technology features for work tasks

Technology characteristics (e.g. usefulness)

Individual characteristics (e.g. age)

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4
Q

Technology Adoption to Technology Use

A

Technology adoption is the process of deciding on whether to adopt or reject a (new) technology.

Individual Adoption Decision

Technology Use is the process of interacting with a technology in order to perform a task.

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5
Q

What is the Goal of the research area Technology Adoption

A

Identify factors that explain the adoption of a (new) technology

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6
Q

Antecedents/Factorss of Individual ES Adoption

A

Usability/familiar way of use

Performance -> Loading Times/Responsiveness

Intuitive use

Level of integration with current landscape

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7
Q

Technology Acceptance Model (TAM)

A

-> Perceived Usefulness
External Variables
-> Perceived Ease of Use

-> Attitude Towards Using -> Behavioral Intention toUse -> Actual System Use

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8
Q

Perceived Usefulness

A

The degree to which a person believes that using a particular system would enhance his or her job performance

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9
Q

Perceived Ease of Use

A

The degree to which a person believes that using a particular system would be free from effort

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10
Q

Attitude

A

Individual’s positive or negative feeling about performing the target behavior (e.g. using a system)

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11
Q

Intention to use

A

Assuming that a person has access to the system they intend to use it

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12
Q

What is Gamification

A

the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

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13
Q

Examples for Gamification

A

Duolingo

Compliance Trainings

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14
Q

Adaptation

A

Adaptation are the cognitive and behavioural efforts exerted by users to manage specific consequence associated with a significant IT event that occurs in their work environment

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15
Q

Adaptation examples

A

Benefits Satisficing Strategy: Using Workarounds

Self Preservation Strategy: Avoidance and self-deception

Seek Training: Benefits Maximizing/Disturbance Handling Strategy

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16
Q

Workaround Definition

A

A workaround is a goal-driven adaptation to an existing work system in order to overcome or minimize the impact of obstacles, exceptions, or structural constraints that prevent a user from achieving a desired level of efficiency, effectiveness, or goals

Example: Call colleague instead of creating an entry in the system

17
Q

Habit definition

A

learned sequences of acts that have become automatic responses to specific cues and are functional in obtaining certain goals or end-states

18
Q

How do Habits form

A

Stable Context: At work

Frequency of repetition: Every day

Satisfactory results: Gets the job done

Comprehensiveness of use: Excel is used for many different tasks

–> Habit/Habitual use of excel