Markus Salo
University of Jyväskylä
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Publication
Featured researches published by Markus Salo.
Pervasive and Mobile Computing | 2013
Markus Salo; Thomas Olsson; Markus Makkonen; Antti Hautamäki; Lauri Frank
Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedonic and other-oriented value.
ambient intelligence | 2013
Matthias Baldauf; Markus Salo; Stefan Suette; Peter Fröhlich
Whereas mobile devices have been heavily investigated as remote controls for distant displays, research on the fundamental first step, the pairing with the display, is scarce. In a comparative user study with 31 participants we evaluated five potential pairing techniques concerning their performance and acceptance for connecting to a public display and gained insights into the general requirements for pairing techniques in this special usage context. Besides four established mobile interaction techniques (touching an NFC tag, capturing a QR code, scanning, and manual input), our study considered a recent appropriate pairing technique called display pointing, which allows passers-by to connect to available displays just by pointing their smartphone at the installation, for the first time. Our results show that display pointing is superior to traditional alternatives to a large extent. Yet, its quick response times can result in a perceived lack of control if not handled appropriately. Further, we learnt that long distance techniques are generally preferred while the type of device gesture as well as security concerns are of less relevance.
foundations of digital games | 2017
Tuomas Kari; Jonne Arjoranta; Markus Salo
Digital games are one of the most popular entertainment media in the world. Their allure and widespread popularity makes them an interesting and highly potential platform for behavior change attempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. The study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. The analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routines more meaningful, expressed more positive emotions, and were more motivated to explore their surroundings.
hawaii international conference on system sciences | 2013
Markus Salo
Current consumer-level mobile Internet applications involve many potential sources of dissatisfaction. Studying these sources is necessary, especially for newer application areas such as mobile interaction with the real world. This study combined previous studies to form a categorization framework of dissatisfaction sources and gathered qualitative data using critical incident technique and overall evaluation questionnaire to describe the sources in detail. This article proposes insights into characteristics, temporality, and combinations of sources.
Information Systems Journal | 2018
Markus Salo; Henri Pirkkalainen; Tiina Koskelainen
It is common for users of social networking sites and services (SNS) to suffer from technostress and the various associated strains that hinder their well‐being. Despite prior SNS stress studies having provided valuable knowledge regarding SNS stressors and their use consequences, they have not examined the various strains related to well‐being that those stressors can create nor the underlying SNS characteristics. To address this gap in the research, we used a qualitative approach involving narrative interviews. As a contribution, our findings reveal four types of strains related to well‐being (concentration problems, sleep problems, identity problems, and social relation problems) as well as two different patterns with distinct sets of SNS stressors and SNS characteristics that generate those strains. As practical implications, the findings of this study can help technostressed users to identify their strains, understand their underlying SNS characteristics and SNS stressors, and increase the possibility that they will be able to avoid the strains in the future.
hawaii international conference on system sciences | 2017
Juuli Lintula; Tuure Tuunanen; Markus Salo
This study conceptualizes the notion of value codestruction by reviewing and synthesizing the scattered and scarce value co-destruction literature in interdisciplinary fields. Building on our synthesis, we outline a conceptual framework for the value co-destruction process consisting of three interrelated categories of key concepts. Our framework helps in identifying, analyzing and rectifying unwanted outcomes of a service process and highlighting the dynamic nature of value co-destruction in service systems.
International Journal of Human-computer Interaction | 2014
Markus Salo
Extreme service or product experiences have a major influence on perceptions and behavior. Therefore, numerous studies have collected such single positive and negative experiences to understand which factors affect (dis)satisfaction, value, and quality. However, most of these studies lack the process approach needed for understanding why and how these experiences take place and proceed, whereas the context of mobile applications has also remained highly unexplored. This study aims to fill the gap by presenting the mobile experience process model with empirical evidence of extreme experiences from 606 actual mobile application users. With the help of the model and the detailed descriptions of its elements, researchers and practitioners will be able to understand triggers, interactions, and perceptions that build up to single experiences and identify differences between positive and negative extreme experiences as well as different application types.
Communications of The Ais | 2018
Markus Salo; Markus Makkonen
Mobile application providers face high user losses because users can easily and often switch to an alternative application. Researchers have recently started to study information technology (IT) switching. However, no studies have concentrated on the unique context of mobile applications. Mobile application switching differs from the switching behavior related to many other IT products and services because of the highlighted role of alternatives, beta versions, updates, reviews, and users’ spontaneous behavior. To address this gap, we develop a mobile-specific model by using a qualitative research approach. As a theoretical contribution, we introduce trialing behavior as a predecessor of switching behavior and present six new behavioral antecedents for them. As practical implications, we suggest ways for mobile application providers and developers to reduce user churn.
scandinavian conference on information systems | 2017
Markus Salo; Henri Pirkkalainen; Tiina Koskelainen
Numerous users of social networking sites and services (SNS) suffer from technostress and its various strains that hinder well-being. Despite a growing research interest on technostress, the extant studies have not explained what kinds of various strains can SNS use create and how can these strains be traced back to different stressors. To address this gap in research, we employed a qualitative approach by narrative interviews. As a contribution, our findings introduce four SNS strains (concentration problems, sleep problems, identity problems, and social relation problems) and explain how they link with different underlying SNS stressors. As practical implications, the findings of this study can help technostressed users to identify their SNS strains, understand how they are created, and increase their possibilities to avoid the strains in the future.
international symposium on mixed and augmented reality | 2011
Thomas Olsson; Markus Salo