10.12.2020 Technologies on the edge of tool and toy (Köse)

Contemporary technologies are like living systems: The way we use them reflects and defines their future of being a tool or toy. Some of the main enablers of this adaptability are gamification and content. They affect not only how technologies are conceived but also how much they are used.
KTM Dicle Berfin Köse
Published
10.12.2020

Contemporary technologies inherently have a dual character, that is, they can be used for both fun and utility. With the video game Merchants, the employees can be trained in negotiation and resolving conflicts, which are crucial skills in today’s corporate world. Facebook, initially launched for social networking, is now used as a marketplace to buy and sell goods, for political campaigns, job hunting, self-promotion, coordinating/following events, etc. Therefore, it is increasingly important to recognize this duality and its enablers in order to avoid one-sided perspectives that limit the design, evaluation and foresight about technology and its use.

Dicle Berfin Köse revises in her dissertation the conceptualization and the understanding of the use of dual technologies

The results of the thesis theorize the adaptation of information systems to dual systems: “Information systems are seen as social systems that provide interaction settings for people to engage in reproduced relations and regular practices. These relations or practices that are hedonic or utilitarian in nature shape technology use through different applications of contextual resources”, suggests M.Sc. Dicle Berfin Köse in her dissertation.

It is evident that today’s technologies might be used and experienced differently according to the user's conception of the system. Users may regard the same system as either utility- or fun- oriented, or something in between. This difference in expectation space affects how users experience the technology.

Information systems do not work like closed black boxes. It can serve different purposes by the use of complementary services and user generated content. Yet, it is not only the content we generate, but also the content that we consume that affects our technology experience. It turns out that hedonic content can create habituation of technology use; yet, we also need utilitarian content to be satisfied with a technology.

The results of the thesis provide design implications for practitioners. These implications are particularly important for the game industry, where games can be blended with non-game use purposes. The growing integration of AR/VR technology with health and education solutions may also benefit from the results of this research because these technologies are designed to address a blend of pleasure and utility oriented engagements. In addition, the results particularly related to the effects of content can provide design implications to the media industry (e.g., online news and streaming services). The extension of this research to different services and wider populations can provide more valid and generalizable scientific and societal contributions.

M.Sc. (Econ. & Bus. Adm.) Dicle Berfin Köse defends her doctoral dissertation in Information Systems: “Dual Information Systems: The Complicated Relationship of Hedonic and Utilitarian Values“. Thursday 10.12.2020 starting at 12. Opponent Prof. Thomas Chesney (Nottingham University Business School, UK) and Custos Senior Lecturer Hannakaisa Isomäki (Ģֱ). The doctoral dissertation is held in English.

The audience can follow the dissertation online.
Link to the Zoom Webinar (Zoom application or Google Chrome web browser recommended):
Phone number to which the audience can present possible additional questions at the end of the event (to the custos): +358 45 8492114