Australian Computer Society: ACS Digital Library
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Compliance with security guidelines in teenagers: The conflicting role of peer influence and personal norms
What drives teenagers to comply with computer password guidelines? Using an extended form of protection motivation theory (PMT) (Rogers, 1983), we found that even if teenage computer users believe they are susceptible to being hacked, or that being hacked would be detrimental, it has no bearing on their password choices. Other motives outside of PMT also drive teenage security behaviour. Personal norms fully mediate the relationship between the perceived severity of threat and compliance intentions such that perceived severity is not sufficient to encourage compliance. Teenagers must actually feel obligated to comply. While personal norms may encourage compliance, concerns about feeling embarrassed or ashamed if their social media accounts are hacked into actually encourages compliance. On the other hand, peer influence, such as the fear of being teased about someone hacking into their account, discourages compliance. Our study contributes to understanding early security practices and highlights potential differences between adult and teenage behaviours to consider in future studies. For example, our findings suggest that password security guidelines alone will not suffice to ensure teenage compliance; they may need enforced password rules at the authentication level to eliminate any opportunity to violate password rules. Our study will benefit children and parents as well as organizations that have changed work practices to enable employees to work from home, but which places children in danger of clicking on malicious links on their parents’ computers. To our knowledge, this is the first password security study that applies PMT to examine computer-based security behaviours in teenagers
Designing archival information systems through partnerships with Indigenous communities: Developing the Mukurtu Hubs and Spokes Model in Australia
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Indigenous peoples in Australia have been heavily documented in colonial archives and collections. The past two decades have seen significant materials from Galleries, Libraries, Archives and Museums (GLAM) institutions being returned to Indigenous communities in Australia through physical or digital repatriation of materials. The digital return of materials requires both appropriate systems for returning both the digital collections, metadata and contextual information that relates to them, and agreements, policies, and procedures for meaningfully engaging with Indigenous communities throughout the process. Importantly, the information returned needs to be accessible, readable, and usable in local community contexts based on understanding local community needs. This paper discusses priorities around engaging with Indigenous peoples to reshape and build archival information systems and access points that support community requirements for digital return and management of cultural heritage materials in local settings. The paper discusses future priorities for designing archival information systems to support Indigenous sovereignty, including data stewardship and preservation approaches. These concerns are discussed and raised as part of the research and development of the global Mukurtu Content Management System (CMS) project, including within the New South Wales (NSW) Australian Mukurtu Hub
Gamifying the gig: transitioning the dark side to bright side of online engagement
Gig work has transformed the work culture, globally. It’s sprawl, and popularity has also attracted excellent talent to join the gig workforce, most of which are online. While it has unfolded new avenues to showcase talent, its management irregularities have resulted in more significant dropouts. The study addresses a key research gap investigating the dropouts of gig workers on digital earning platforms by the moderating impact of gamified interventions on online platforms. We have based our arguments and derived our hypotheses based on social exchange theory and self-determination theory. A total of 367 responses were collected from white-collar gig workers who have completed tasks on one or more gig platforms in the past two years. We test our hypotheses using partial least square structural equation modelling (PLS-SEM). Results confirm that gamifying the online platform would enhance job satisfaction and productivity of gig employees, reducing the chances of quitting gig work. It is further observed that in the case of gig workers, high-performance work systems have a non-significant effect on the intentions to quit. The results contribute to the redesigning of online gig platforms with a layer of gamified artifacts to increase gig workers' retention
Information Technology Governance and the individuals' behavior: A cross-sectional study
Information technology (IT) is increasingly important to organizations and has become essential to the development of sustainable business growth. It is therefore necessary to adopt IT governance (ITG) mechanisms to ensure better solutions, sustainable growth, and better decision-making. As employee behavior is a competitive differential, this work focuses on the behavioral expression of ITG. It aims at analyzing ITG institutionalization's effect on the main dimensions of Organizational Citizenship Behavior (OCB) in Portugal. OCB describes individuals' voluntary commitment to an organization, including attitudes outside of their contractual functions. A descriptive-confirmative ex post facto research was conducted through survey research to 112 employees of IT-related departments and divisions from companies of all sizes in Portugal. The partial least square-structural equation modeling (PLS-SEM) method was used to test the overall model. The general hypothesis was confirmed, showing that ITG institutionalization positively affects individuals' OCBs in Portuguese organizations. In practical terms, it is possible to show organizations that by implementing their ITG Mechanisms, they are increasing employees' OCBs and, consequently, organizational effectiveness
Effect of barrier related factors on perceived usefulness and ease of use of social media applications in the Australian healthcare sector
Despite the growing popularity of social media internationally, an extant review of the literature revealed a low rate of social media usage among healthcare professionals. While cynicism amongst healthcare professionals might be a reason, there might be other factors that could explain healthcare professionals’ reluctance to use social media in their practices. This research investigated potential barriers that affected healthcare professionals’ behavioural intention to use social media. A cross-sectional survey was randomly administered to 824 healthcare professionals working in Australian healthcare organisations. At the end of data collection, 219 usable responses were collected. Analysis of data via structural equation model (SEM) found that perceived trust, privacy threats, professional boundary, facilitating conditions and self-efficacy significantly influence the notion of perceived usefulness and ease of use. In addition, information quality directly influences health professionals’ perceived ease of utilising social media technology. The result also indicated that gender moderates the relationship between barrier-related factors and perceived usefulness and ease of use. This study’s findings have important implications for healthcare providers and policymakers regarding medical professionals’ perceptions of the potential challenges in using social media as well as developing strategies to counter misinformation against the backdrop of COVID-19
Health Seekers’ Acceptance and Adoption Determinants of Telemedicine in Emerging Economies
This study investigates health seekers’ acceptance and adoption determinants of telemedicine services in a rural public hospital setting in an emerging economy using an adapted, extended Technology Acceptance Model. The present study pursued synthesising a plethora of existing literature and contextualised the significance of seven broad categories of potential determinants that significantly affect patients’ acceptance and adoption intentions: perceived usefulness, perceived ease of use, self-efficacy, service quality, privacy and data security, social influence, and facilitating conditions. The partial least square structural equation modeling technique was employed to test the conceptual model and research hypotheses. A cross-sectional survey was administered among 500 telemedicine users in randomly selected rural and remote areas of Bangladesh. Excluding self-efficacy and ease of use, five determinants expressively contributed to patients’ acceptance of telemedicine adoption, explaining 65% of the variance (R2) in behavioural Intention. The empirical findings have the quality of rigour obtained from rich data sets in health informatics and can contribute to build telemedicine into an institutionalised health infrastructure in Bangladesh and similar settings. Pertinent implications, limitations and future research directions were recommended to secure the long-term sustainability of telemedicine healthcare projects
Why have consumers opposed, postponed, and rejected Innovations during a pandemic? A Study of mobile payment Innovations
The highly infectious nature of the COVID-19 virus has made the use of contactless payment methods a health exigency. Yet, consumers are resisting using mobile payments (m-payments) during the pandemic, a confounding behavior that needs to be better understood. The present study explicates this behavior by examining consumer resistance to m-payments during the COVID-19 pandemic. In addition, it provides more granular findings by measuring three levels of resistance/non-adoption, namely, postponement, opposition, and rejection. In this way, the study adds depth to the literature, which has largely examined resistance at an aggregate level to yield generic findings. Toward this end, the study draws upon the Innovation Resistance Theory (IRT) to propose that usage, value, risk, tradition, and image barriers influence the three levels of resistance/non-adoption differently. An artificial neural network analysis (ANN) of the data collected from 406 non-users of m-payments confirmed that the influence of the five barriers varies for the three levels of resistance/non-adoption. The results further suggest that the usage barrier is the most significant contributor to opposition and rejection intentions toward m-payments, whereas the image barrier is the most influential for postponement intentions. This study thus makes a useful contribution to theory and practice
Do policymakers use social media for policy design? A Twitter analytics approach
Social media has been used widely for communicating information, awareness, and promote public policies by government agencies. However, limited attention has been paid to the use of social media in improving the design of public policies. This paper explores to what extent citizens' responses/opinions expressed on social media platforms contribute to policy design. The paper analyzes discussion about the 'Ayushman Bharat' scheme on Twitter through social media analytics techniques (e.g., content analytics) and then traces the change in policy design over two years. To validate findings from Twitter data, and assess the evolution in policy design, we conducted in-depth interviews with experts and extensive document analysis. The paper reveals that consistently similar issues were raised by the experts in the past as well as by the citizens in the current scheme. However, over the period, the policy design has not changed significantly. Therefore, despite a strong social media presence, its optimum use to improve policy effectiveness is yet to be achieved. The paper contributes by exploring the role social media can play in the public policy process and policy design in developing countries' contexts and identifies gaps in existing social media strategies of public agencies
Editorial for the Special Section on Indigenous Use of Information and Communication Technologies: Information Systems and the Practice of Indigenous Self-determination
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications
In recent times gamification has increasingly been used by brands through smartphones to interact effectively with their consumers. The core assumption for creating gamified environment is that it will develop engagement with the consumer and motivate them to use their product or services. However, beyond this assumption, there is dearth empirical evidence regarding how much effective these gamified features are in engaging consumers. Therefore, this research analyses the relationship between flow, brand engagement, self-brand connection and brand usage intent among consumers (N = 360)of two gamified mobile applications. The findings show that the multidimensional construct flow formed by five dimensions i.e. challenge, feedback, autonomy, immersion, and interaction positively associates with cognitive brand engagement and emotional brand engagement. Additionally, both these forms of brand engagement further strengthen consumers’ brand connection and motivate them for further use. These results imply that gamified environment can augment consumer engagement with brand and further increase usage intention. Therefore, gamification can be an effective technique in brand management and brand managers can use it to strengthen relationship with consumers and increasing possibility of using their brands