A Theoretical Integration of User Satisfaction and Technology Acceptance
Information Systems Research
Innovation Games: Creating Breakthrough Products Through Collaborative Play
Innovation Games: Creating Breakthrough Products Through Collaborative Play
Design Science Research Methods and Patterns: Innovating Information and Communication Technology
Design Science Research Methods and Patterns: Innovating Information and Communication Technology
Introduction to designing information and organizations with a positive lens
Information and Organization
International Journal of Information Management: The Journal for Information Professionals
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This paper examines how design thinking and serious games approaches can be used to support participation through the analysis of three case studies. Indeed we will analyze these approaches in three different contexts: (i) a state-owned multi-utilities company; (ii) a political party; (iii) an information system strategic committee. Our analysis framework relies on the concepts of "perceived usefulness" and "perceived ease of use" and we will use it to discuss the lessons learned. Our main finding is that these approaches really contributing in making complex and abstract matters more "tangible" and thus understandable.