Generally, the solutions based on information and communication technologies (ICT) provide positive outcomes for both companies and employees. However, the process of digital transformation (DT) can be the cause of digital transformation stress (DTS), when the work demands caused by fast implementation of ICT are elevated and employees' resources are limited. Based on the Job Demand-Resources (JD-R) Model we claim that DT, rapidly accelerating in the COVID-19 pandemic, can increase the level of DTS and general stress at work. To reduce these negative effects of DTS, we propose the online intervention aimed to strengthen employees' resources, such as self-efficacy. In this article we evaluate the effectiveness of the blended intervention, based on cognitive behavioral therapy (CBT) and social cognitive therapy, composed of a prototyped online training (e-stressless) and series of interactive online workshops. In a longitudinal study, we examined the change in DTS, perceived stress at work, attitudes toward DT, self-efficacy and burnout in two time points, before and after the intervention. We compared five groups of participants (558 in total), three groups not qualified (n = 417), and two groups qualified to intervention (n = 141). Our results revealed that the designed blended intervention decreased DTS and one of the dimensions of burnout, namely disengagement. More specifically, the results showed that in the group of active participants of the blended intervention DTS significantly decreased [M T1 = 3.23, M T2 = 3.00, t(432) = 1.96, p = 0.051], and in the group of ineligible participants DTS significantly increased [MT1 = 1.76, MT2 = 2.02, t(432) = 4.17, p < 0.001]. This research paves way for the creation of blended online intervention which could help in addressing employee digital transformation stress before it starts having adverse effects on employee performance and well-being.
In this article we report a case study of a Language and Culture-oriented transdisciplinary XR hackathon organized with Goethe-Institut. The hackathon was hosted as an online event in November 2020 by our University Lab in collaboration with Goethe-Institut as a follow-up to our previous co-organized event within our research group Living Lab. We have improved the formula of the event based on lessons learned from its previous edition. First, in one of the two hackathon tracks we provided the participants with a custom VR framework, to serve as a starting point for their designs to skip the repetitive early development stage. In cooperation with our partner, Goethe-Institut, we have also outlined best modern research-backed language-learning practices and methods and gathered them into actionable evaluation criteria.
We propose a one-day transdisciplinary creative workshop in the broad area of HCI focused on multiple opportunities of incorporating participatory design into research and industry practice. This workshop will become a venue to share experiences and novel ideas in this area. At the same time, we will brainstorm and explore frontiers of HCI related to engaging end users in design and development practices of established and emerging ICT solutions often overlooked in terms of co-design. We welcome a wide scope of contributions in HCI which explore sustainable opportunities for participatory design and development practices in the context of interconnected business, social, economic and environmental issues. The contributions ought to explore challenges and opportunities related to co-design at the frontiers of HCI - participatory design of newest and complex technologies, not easily explainable or intuitive, novel collaborative (remote or distributed) approaches to empowering users to prepare them to contribute as well as to engaging them directly in co-design.
A significant problem with immersive virtual reality (IVR) experiments is the ability to compare research conditions. VR kits and IVR environments are complex and diverse but researchers from different fields, e.g. ICT, psychology, or marketing, often neglect to describe them with a level of detail sufficient to situate their research on the IVR landscape. Careful reporting of these conditions may increase the applicability of research results and their impact on the shared body of knowledge on HCI and IVR. Based on literature review, our experience, practice and a synthesis of key IVR factors, in this article we present a reference checklist for describing research conditions of IVR experiments. Including these in publications will contribute to the comparability of IVR research and help other researchers decide to what extent reported results are relevant to their own research goals. The compiled checklist is a ready-to-use reference tool and takes into account key hardware, software and human factors as well as diverse factors connected to visual, audio, tactile, and other aspects of interaction.
Digital transformation (DT) is the process of transformation of the business world with the use of information and communication technology (ICT) solutions. It not only has a large impact on organizations – their competitiveness and performance, but also on employee well-being and their stress levels. To measure the stress associated with such digital changes we used the concept of Digital Transformation Stress (DTS), and its verified psychometric survey-based tools. In this study we proposed and verified an alternative, automatic tool to measure DTS based on sentiment analysis of help desk ticket data set. First, we conducted sentiment analysis (SA) of help desk tickets of an international financial company to estimate how employees’ stress could manifest in official written communication. We identified negative emotions markers and analysed the relationships between the ticket registration frequency and negative emotion markers. Our interdisciplinary research confirmed that there is high and positive correlation between the stress measurement results based on the established psychometric survey and sentiment analysis results of help desk ticket data set. We conclude that the novel tool we proposed allows for continuous monitoring of DTS among employees in any organization, without psychometric surveys. It is an attractive alternative to lengthy questionnaires, as it makes better use of employees’ time while continuously monitoring stress levels to evaluate at any time if an intervention, such as training, tool upgrade or any other support is needed to safeguard employee’s job satisfaction and their well-being.
In this exploratory study we evaluated the engagement, performance and preferences of older adults who interacted with different citizen science tasks. Out of 40 projects recently active on the Zooniverse platform we selected top ones to be represented by 8 diverse, yet standardized, microtasks, 2 in each category of image, audio, text and pattern recognition. Next, 33 older adults performed these microtasks at home and evaluated each task right after its completion to, finally, share what could encourage them to engage with such tasks in their free time. Based on the results we draw preliminary conclusions regarding older adults' motivations for engaging with such crowdsourcing tasks and suggest some guidelines for task design while discussing interesting avenues for further inquiry in the area of crowdsourcing for older adults.
In this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific requirement. In our case, it was to build a Bauhaus-themed German Language Learning VR App. We constructed this experiment to simulate how representatives of different disciplines may work together towards a very specific purpose under time pressure. So, each participating team consisted of members of various expert-fields: software development (Unity or Unreal), design, psychology and linguistics. The results of this study cast light on the recommended cycle of design thinking and customer-centered design in VR. Especially in interdisciplinary rapid prototyping conditions, where stakeholders initially do not share competences. They also showcase educational benefits of working in transdisciplinary environments. This study, combined with our previous work on human factors in rapid software development and co-design, including hackathon dynamics, allowed us to formulate recommendations for organizing content creation VR hackathons for specific purposes. We also provide guidelines on how to prepare the participants to work in rapid prototyping VR environments and benefit from such experiences in the long term.
In this exploratory study, we examine the possibilities of non-invasive Brain-Computer Interface (BCI) in the context of Smart Home Technology (SHT) targeted at older adults. During two workshops, one stationary, and one online via Zoom, we researched the insights of the end users concerning the potential of the BCI in the SHT setting. We explored its advantages and drawbacks, and the features older adults see as vital as well as the ones that they would benefit from. Apart from evaluating the participants' perception of such devices during the two workshops we also analyzed some key considerations resulting from the insights gathered during the workshops, such as potential barriers, ways to mitigate them, strengths and opportunities connected to BCI. These may be useful for designing BCI interaction paradigms and pinpointing areas of interest to pursue in further studies.