Wearables are becoming increasingly popular in different industries for various purposes. It is suggested that the market will reach 30 billion USD in 2020, containing a variety of products made by different companies. Yet one of the current issues is the large attrition rate of consumers no longer wearing their device. Current business models are built on technology push and therefore do not succeed in matching the technology to consumer needs. Previous studies have either focused on the technological features or adoption potential of wearables.Yet, little is known about the elements leading to attrition. Therefore the purpose of the paper is to identify the key determinants from a consumer perspective leading to dissatisfaction and eventually wearable attrition.
A Design Science Research project is presented, describing the creation of an Information System for the assessment of human competences while supporting learning. First, requirements that emanate from current mainstream competence evaluation practice are introduced. Then, design principles are presented to address the design requirements. Finally, design features are discussed that represent a concrete instantiation of the design principles in a working system prototype. The output of the design, development and evaluation of the artefact is presented as an Information Systems Design Theory. This theory provides principles that can be applied in different contexts where the evaluation of competences is needed.
This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Also, the application stimulates the visitor to look at cultural heritage elements in a different way, permitting the construction of personal narratives while creating a personal exposition. Using a methodology derived from action research, we present recommendations for the design of similar applications and conclude by proposing a high-level architecture for pervasive serious games applied to cultural heritage.
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