Susanne Robra-Bissantz
Braunschweig University of Technology
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Publication
Featured researches published by Susanne Robra-Bissantz.
hawaii international conference on system sciences | 2017
Beke Redlich; Dominik Siemon; Christoph Lattemann; Susanne Robra-Bissantz
This paper presents an experiment on the impact of Shared Mental Models (SMM) on creative virtual teamwork. We tested whether the usage of an online whiteboard influences the building of SMM in the initial phase of virtual teamwork. As SMM are the foundation for successful collaboration in teams, we transferred the construct on measuring the team task and team goal in a creative virtual team process. In the first section of the paper a theoretical discussion on SMM, creativity and virtual teamwork will be presented. Subsequently, our experiment on virtual teamwork via the use of a virtual tool and its impact towards SMM will be introduced and the results will be discussed. We identified that specific creative competencies of virtual tools enhance the level of SMM but still lack in perceived efficiency compared to physically present teamwork. The findings recommend further research on the applicability, effectiveness and capabilities of creative virtual tools.
international workshop on groupware | 2015
Georg J.P. Link; Dominik Siemon; Gert-Jan de Vreede; Susanne Robra-Bissantz
Open innovation and crowdsourcing ideas rely on people to be creative through an online collaboration system. Creativity in online groups depends heavily on the interaction between group members. Anchored discussion was evaluated in a preliminary laboratory experiment as a new mode for creative interaction. In anchored discussion every comment is tied to some aspect of the idea. This first exploration generated novel insights for additional and refined research. Results indicate that anchored discussion leads to a more structured discussion amongst group members. For the same level of creativity, groups using anchored discussion needed less interaction and less discussion than the control groups. In a post session survey, participants made several suggestions on how to improve anchored discussion. We conclude that anchored discussion is promising as a new tool to aid online groups in creative collaboration.
International Conference on Design Science Research in Information Systems | 2014
Patrick Helmholz; Sebastian Vetter; Susanne Robra-Bissantz
The usage of online music content and mobile devices is becoming more and more a part of our daily lives. In recent years, research on contextual music recommendation has emerged and new services have been introduced. Driving is one of the most common listening situations. It differs from other listening situations in that the main focus is on driving, which means the mental load is higher. The scenario of listening to music while driving has been neglected in past research and is therefore reflected by the limited integration of textual music adaptation in car radios or infotainment systems. This paper presents the results of a preliminary study involving a driving simulator created to analyze the effects of various types of music on subjects while driving. As the results of the subjective measure show, there is a strong influence on the mental load of participants listening to fast-paced music while driving. According to these findings, a first prototype of an application was implemented allowing the driver to adjust the music selection with respect to the mental load as well as personal preference. This application uses contextual parameters and performs as a research prototype for future real-driving studies.
International Conference on Design Science Research in Information Systems | 2014
Dominik Siemon; Susanne Robra-Bissantz
Creativity support has been adressed in various fields of studies and already entered information technology with the development of different tools in order to enable, foster and improve the creative stage. In this paper we outline our approach of supporting the divergent thinking process during the generative stage by using information extraction and information retrieval methods as well as social media for the actual supporting content. A prototype that offers an automated support and that tries to produce a broad benefit for the idea generator was developed and will further be evaluated according to current design science guidelines.
Wirtschaftsinformatik und Angewandte Informatik | 2005
Susanne Robra-Bissantz
A Ubiquitous Customer Interface (UCI) is a concept for the different stationary and mobile media that are used in companies’ contact with private customers. Via the UCI contents are distributed to a mobile customer at any time and to any place, but under the condition that the supplier considers customers’ needs regarding media and content preferences. In this paper approaches for a UCI are developed from a customer’s point of view. An empirical study shows that customers in e-commerce find themselves in five different types of situation during the routine of a day. These types of situation have an impact on the preferred media and on the special need for information. The variable that determines the description of the types of situation is the mood of the customer. Based on these insights the concept of the UCI is transferred to the example of a financial service provider.
international workshop on groupware | 2016
Jens Lamprecht; Dominik Siemon; Susanne Robra-Bissantz
Through Online Social Networks, like Research Gate, Stack Exchange or Facebook, it’s easy to find a partner for cooperation, because Social Networks have the potential to connect thousands of people. To assist finding the right person for cooperation many of these networks have Recommender-Systems, but these systems mostly rely on the matching of keywords for each individual. This article shows on a conceptual level, that current Recommender-Systems for cooperation on Online Social Networks can be improved by additionally using personality for recommendations. Methods like Language Inquiry and Word Count (LIWC) can help to achieve this goal by presenting methods for an automated calculation of personality from user-generated content in these networks, without the need of questionnaires. Based on personality different cooperation types can be derived to improve recommendations for cooperation partners, leading to a better cooperation and therefore help to increase cooperation in Online Social Networks.
hawaii international conference on system sciences | 2015
Dominik Siemon; Linda Eckardt; Susanne Robra-Bissantz
Creativity has been addressed in a variety of research studies, with interest focusing on both individual and group creativity. In our research, we outline current studies analyzing the negative effects, which can arise when working collectively. Based on the design science research method, we developed an artifact, in order to prevent individuals from being negatively influenced by others. Our prototype implements an artificial intelligence-like system, which tries to act in a human manner and aims to support the user when he or she is working independently. In a field experiment, we evaluated the positive influence and negative effects, i.e. Social loafing and free-riding phenomena, during the idea generation stage. The results show that no social loafing effects appear while interacting with our artificial intelligence support system. However, the benefits of a group process were still experienced by the participants.
congress on evolutionary computation | 2005
Susanne Robra-Bissantz; Angela Zabel
As empirical studies show, customers often stop synchronous communication with a supplier during e-commerce processes. In order to overcome these stoppages, Push concepts on the interaction level take over or at least trigger customer activities. On the one hand this supports the customer in continuing his/her communication with the Web-shop, on the other hand it helps the supplier to regain control of transaction processes. This article deals with the identification of push opportunities on interaction level and shows concepts for individual push activities. These push concepts are prototypically implemented in a push system that may complement any shop system. For first experiences in a practical setting it is introduced to the customer portal of REHAU AG+Co.
Wirtschaftsinformatik und Angewandte Informatik | 2005
Susanne Robra-Bissantz; Kai-Uwe Götzelt
Unternehmen setzen zunehmend auch E-Learning-Angebote zur Wissensvermittlung an ihre Kunden ein. Kundenorientiertes E-Learning hat das Potenzial, als zusatzliches Leistungsangebot eines qualitats- oder serviceorientierten Anbieters zu seiner Differenzierung im Wettbewerb beizutragen. Um dieses Potenzial auszuschopfen ist jedoch eine genaue Analyse der Erfolgsfaktoren solcher Angebote notwendig. Dieser Beitrag zeigt in einem Rahmenmodell die Einflussfaktoren auf den Erfolg von kundenorientierten E-Learning-Angeboten auf und entwickelt in theoretischer sowie empirischer Analyse aus der Sicht potenzieller Nachfrager Erfolg versprechende Rahmenbedingungen und Ausgestaltungsansatze des kundenorientierten E-Learning.
Archive | 2017
Susanne Robra-Bissantz; Christoph Lattemann
Companies today seek to deepen their relationships with customers. As a very demanding concept we observe collaboration with customers and the integration of customers in firm’s value chain activities. Also companies increasingly bank on introducing game mechanisms in order to motivate common interactions. In this chapter we take Open Customer Innovation (OCI) as an example for customer relations. Starting with the problems that can be observed, we deduce possibly successful effects of gamification. Finally we introduce game mechanisms that can potentially save OCI from negative consequences and moreover serve as a guide for a serious approach to successful customer relationship management.