In order to improve the effects of project-based learning (PBL), the author developed a visual tool that supports team organization by visually representing the personal skills data of team members. In a PBL activity performed... more
In order to improve the effects of project-based learning (PBL), the author developed a visual tool that supports team organization by visually representing the personal skills data of team members. In a PBL activity performed by student teams, the organization of the teams gives rise to unexpected variations in level of learning. However, organizing appropriate teams is not so easy. The tool developed by the author visualizes the skills data of persons and teams in several representations. It makes it easy to identify the features of teams and their members, and helps eliminate trialand-error in the process of organizing teams. The author also evaluated the adequateness of past team organization by using actual skills data.
The World Wide Web offers unprecedented opportunities for companies to appeal to both cognitive and hedonic customers. While other media require a trade-off between informative and entertaining content, the Internet makes it possible to... more
The World Wide Web offers unprecedented opportunities for companies to appeal to both cognitive and hedonic customers. While other media require a trade-off between informative and entertaining content, the Internet makes it possible to combine various multimedia tools in order to create a holistic online experience. Consequently, companies combine utilitarian and hedonic elements in order to improve the overall effectiveness and efficiency of their web-sites. In this exploratory research we present the results of a longitudinal study, analyzing the usage of four different communication instruments (wallpapers/screensavers, e-cards, sweep-stakes, online games) on corporate websites. Additionally, we differentiate between sites offering high and low involvement products. In order to visualize our results and to illustrate which combinations of instruments turn out to be the most popular, we use log-linear models. Our results indicate that companies have reduced the usage of hedonic instruments over time while simultaneously particular combinations have become quite successful.
In the World Wide Web companies can design Web sites which appeal to both utilitarian and hedonic customers. Other than traditional media, which require a trade-off between informative and entertaining content, the Internet allows for the... more
In the World Wide Web companies can design Web sites which appeal to both utilitarian and hedonic customers. Other than traditional media, which require a trade-off between informative and entertaining content, the Internet allows for the combination of multimedia tools in order to produce a holistic online experience. Companies therefore incorporate hedonic elements into their site in order to improve its overall effectiveness and efficiency. In this exploratory study we show the results of a longitudinal survey, in which we monitored the usage of four different communication instruments (sweepstakes, online games, wallpapers/screensavers, e-cards) on commercial websites. We differentiate between sites offering high and low involvement products and use loglinear models to visualize our results and to find the combinations of instruments which turned out to be stable over time. Our results show that companies in general have reduced the usage of hedonic instruments (e.g. ecards) dur...
The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and... more
The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and efficiency. In this exploratory research paper we present the results of a longitudinal study, in which we analyze the use of four different hedonic information technologies (wallpapers/screensavers, e-cards, sweepstakes, online games) on corporate websites. We differentiate between sites which offer high and low involvement products. We use log-linear models to visualize our results and to show which combinations of hedonic instruments are most popular over time. Our results show that in general companies have reduced the application of hedonic instruments over time while simultaneously specific combinations of instruments have become quite popular.
The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and... more
The Internet allows combining various multimedia applications in order to create a holistic online experience. Companies integrate utilitarian and hedonic elements in their Websites in order to improve their overall effectiveness and efficiency. In this exploratory research paper we present the results of a longitudinal study, in which we analyze the use of four different hedonic information technologies (wallpapers/screensavers, e-cards, sweepstakes, online games) on corporate websites. We differentiate between sites which offer high and low involvement products. We use log-linear models to visualize our results and to show which combinations of hedonic instruments are most popular over time. Our results show that in general companies have reduced the application of hedonic instruments over time while simultaneously specific combinations of instruments have become quite popular.