@inproceedings{HafnerThim2022, author = {Hafner, Julee and Thim, Christof}, title = {Innovation in organizations: learning, unlearning, and intentional forgetting}, series = {Proceedings of the 55th Hawaii International Conference on System Sciences (HICSS)}, booktitle = {Proceedings of the 55th Hawaii International Conference on System Sciences (HICSS)}, publisher = {University of Hawai'i at Manoa Hamilton Library}, address = {Honolulu, HI}, isbn = {978-099813315-7}, pages = {4784 -- 4785}, year = {2022}, abstract = {We welcome you to the 53rd Hawaii International Conference on System Sciences (HICSS) conference. After joining with Intentional Forgetting Minitrack last year, this is the fourth year of the Organizational Learning Minitrack. We add Unlearning, and Intentional Forgetting to proudly bring you the latest research focused on organizational learning issues within the Knowledge Innovation and Entrepreneurial Systems Track. The ability to update, change and use current knowledge effectively, especially in light of the ongoing knowledge explosion, can be costly for any organization. Organizations that consider themselves "learning" or "knowledge-based" organizations must develop a competent workforce using KM strategies. Success in organizations involves developing a variety of human factors for changing competencies. With technological change, modification and revisions, many skills require updating for a competitive advantage in the marketplace. The focus on new techniques and insights into how individuals and organizations use their knowledge is our focus for the improvement of organizational learning in this Minitrack.}, language = {en} } @inproceedings{HaferKiy2013, author = {Hafer, J{\"o}rg and Kiy, Alexander}, title = {The university-wide introduction of an ePortfolio system as transdisciplinary task}, series = {Proceedings of the PLE Conference 2013: Learning and Diversity in the Cities of the Future}, booktitle = {Proceedings of the PLE Conference 2013: Learning and Diversity in the Cities of the Future}, editor = {Buchem, Ilona and Graham, Attwell and Tur, Gemma}, publisher = {Logos}, address = {Berlin}, pages = {363 -- 373}, year = {2013}, language = {en} } @inproceedings{HaegeleFriedelSchlagenhaufetal.2014, author = {Haegele, Claudia and Friedel, Eva and Schlagenhauf, Florian and Sterzer, Philipp and Beck, Anne and Bermpohl, Felix and Rapp, Michael A. and Stoy, Meline and Stroehle, Andreas and Dolan, Raymond J. and Heinz, Andreas}, title = {Reward expectation and affective responses across psychiatric disorders - A dimensional approach}, series = {Biological psychiatry : a journal of psychiatric neuroscience and therapeutics ; a publication of the Society of Biological Psychiatry}, volume = {75}, booktitle = {Biological psychiatry : a journal of psychiatric neuroscience and therapeutics ; a publication of the Society of Biological Psychiatry}, number = {9}, publisher = {Elsevier}, address = {New York}, issn = {0006-3223}, pages = {91S -- 92S}, year = {2014}, language = {en} } @inproceedings{HaaseThimBender2021, author = {Haase, Jennifer and Thim, Christof and Bender, Benedict}, title = {Expanding modeling notations}, series = {Business Process Management Workshops. BPM 2021 / Lecture Notes in Business Information Processing}, booktitle = {Business Process Management Workshops. BPM 2021 / Lecture Notes in Business Information Processing}, number = {436}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-94342-4}, doi = {10.1007/978-3-030-94343-1_15}, pages = {193 -- 196}, year = {2021}, abstract = {Creativity is a common aspect of business processes and thus needs a proper representation through process modeling notations. However, creative processes constitute highly flexible process elements, as new and unforeseeable outcome is developed. This presents a challenge for modeling languages. Current methods representing creative-intensive work are rather less able to capture creative specifics which are relevant to successfully run and manage these processes. We outline the concept of creative-intensive processes and present an example from a game design process in order to derive critical process aspects relevant for its modeling. Six aspects are detected, with first and foremost: process flexibility, as well as temporal uncertainty, experience, types of creative problems, phases of the creative process and individual criteria. By first analyzing what aspects of creative work modeling notations already cover, we further discuss which modeling extensions need to be developed to better represent creativity within business processes. We argue that a proper representation of creative work would not just improve the management of those processes, but can further enable process actors to more efficiently run these creative processes and adjust them to better fit to the creative needs.}, language = {en} } @inproceedings{HaaseMatthiesenSchueffleretal.2020, author = {Haase, Jennifer and Matthiesen, Julia and Sch{\"u}ffler, Arnulf and Kluge, Annette}, title = {Retentivity beats prior knowledge as predictor for the acquisition and adaptation of new production processes}, series = {Proceedings of the 53rd Hawaii International Conference on System Sciences}, volume = {53}, booktitle = {Proceedings of the 53rd Hawaii International Conference on System Sciences}, doi = {10125/64331}, pages = {4797 -- 4805}, year = {2020}, abstract = {In the time of digitalization the demand for organizational change is rising and demands ways to cope with fundamental changes on the organizational as well as individual level. As a basis, learning and forgetting mechanisms need to be understood in order to guide a change process efficiently and successfully. Our research aims to get a better understanding of individual differences and mechanisms in the change context by performing an experiment where individuals learn and later re-learn a complex production process using a simulation setting. The individual's performance, as well as retentivity and prior knowledge is assessed. Our results show that higher retentivity goes along with better learning and forgetting performances. Prior knowledge did not reveal such relation to the learning and forgetting performances. The influence of age and gender is discussed in detail.}, language = {en} } @inproceedings{Haase2020, author = {Haase, Jennifer}, title = {How games spoil creativity}, series = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, booktitle = {International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology}, publisher = {International Society for Professional Innovation Management}, address = {Manchester}, pages = {1 -- 12}, year = {2020}, abstract = {The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out.}, language = {en} } @inproceedings{Guenzel2008, author = {G{\"u}nzel, Stephan}, title = {The space-image}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-24561}, year = {2008}, abstract = {In recent computer game research a paradigmatic shift is observable: Games today are first and foremost conceived as a new medium characterized by their status as an interactive image. The shift in attention towards this aspect becomes apparent in a new approach that is, first and foremost, aware of the spatiality of games or their spatial structures. This rejects traditional approaches on the basis that the medial specificity of games can no longer be reduced to textual or ludic properties, but has to be seen in medial constituted spatiality. For this purpose, seminal studies on the spatiality of computer games are resumed and their advantages and disadvantages are discussed. In connection with this, and against the background of the philosophical method of phenomenology, we propose three steps in describing computer games as space images: With this method it is possible to describe games with respect to the possible appearance of spatiality in a pictorial medium.}, language = {en} } @inproceedings{GuentherWinkler2012, author = {G{\"u}nther, Oliver and Winkler, Till J.}, title = {Explaining the governance of software as a service applications}, series = {Multikonferenz Wirtschaftsinformatik 2012 - Tagungsband der MKWI 2012}, booktitle = {Multikonferenz Wirtschaftsinformatik 2012 - Tagungsband der MKWI 2012}, publisher = {Gito}, address = {Berlin}, isbn = {978-3-942183-63-5}, pages = {599 -- 612}, year = {2012}, abstract = {Defining the allocation of decision rights for enterprise applications is a crucial issue in IT governance and organization design. Today, emerging delivery models such as Software as a Service (SaaS) defy the notion of the internal IT department as the focal point of centralized governance. Recognizing the importance of this issue, we find that the phenomenon of 'SaaS governance' itself is not yet well understood. Based on two cases of SaaS adoption, we take a process-theoretic approach to investigate the complex interaction between factors that influence in the allocation of SaaS authority. The results suggest that some factors, such as the locus of initiative and the decision for SaaS, interact with absorptive capacities and determine the later mode of application governance at a very early stage. Thus, the initiative for introducing SaaS emerges as an important intermediate variable between the overall IT governance mode and the resulting SaaS governance outcome.}, language = {en} } @inproceedings{GundlachKoesterKrasnovaetal.2020, author = {Gundlach, Jana and K{\"o}ster, Antonia and Krasnova, Hanna and Tarafdar, Monideepa}, title = {How messy is your news feed}, series = {Proceedings of the 28th European Conference on Information Systems (ECIS) : ECIS 2020 Research Papers}, booktitle = {Proceedings of the 28th European Conference on Information Systems (ECIS) : ECIS 2020 Research Papers}, publisher = {AIS Electronic Library (AISeL)}, address = {[Erscheinungsort nicht ermittelbar]}, year = {2020}, abstract = {Social Networking Sites (SNSs) are pervasive in our daily lives. However, emerging reports suggest that people are increasingly dissatisfied with their experience of SNSs News Feeds. Motivated by the cognitive load theory, the paper postulates that arrangement and presentation of information are important constituents of one's Facebook News Feed experience. Integrating these factors into the novel concept of 'perceived disorder', this paper hypothesizes that the perception of disorder elicited by the Facebook News Feed plays an important role in causing discontinuance intentions. Drawing on the Stressor-Strain-Outcome Model, we suggest that perceived disorder leads to SNS discontinuance intention and is partially mediated by SNS fatigue. The paper uses the responses of 268 Facebook users to investigate these relationships and introduces perceived disorder as a novel stressor. Besides adding to the existing body of literature, these insights are of relevance to internet service providers, policy makers and SNS users.}, language = {en} } @inproceedings{GruenerMuehleGayvoronskayaetal.2019, author = {Gr{\"u}ner, Andreas and M{\"u}hle, Alexander and Gayvoronskaya, Tatiana and Meinel, Christoph}, title = {A quantifiable trustmModel for Blockchain-based identity management}, series = {IEEE 2018 International Congress on Cybermatics / 2018 IEEE Conferences on Internet of Things, Green Computing and Communications, cyber, physical and Social Computing, Smart Data, Blockchain, Computer and Information Technology}, booktitle = {IEEE 2018 International Congress on Cybermatics / 2018 IEEE Conferences on Internet of Things, Green Computing and Communications, cyber, physical and Social Computing, Smart Data, Blockchain, Computer and Information Technology}, publisher = {IEEE}, address = {New York}, isbn = {978-1-5386-7975-3}, doi = {10.1109/Cybermatics_2018.2018.00250}, pages = {1475 -- 1482}, year = {2019}, language = {en} }