@inproceedings{FitzVeldyaevaTeutenbergetal.2023, author = {Fitz, Lukas R. G. and Veldyaeva, Ekaterina and Teutenberg, Lukas and Scheeg, Michaela and Scheeg, Jochen}, title = {Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs' Perception towards ICT Adoption}, series = {Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA}, booktitle = {Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA}, isbn = {978-0-9981331-7-1}, doi = {10.24251/HICSS.2024.642}, pages = {5347 -- 5356}, year = {2023}, abstract = {Digital transformation initiatives in small and medium-sized enterprises (SME) are often hampered by individual practitioners' perceptions of information and communication technology (ICT). This research employs an educational escape room (ER) game for an intervention towards informed decision-making on ICT adoption in SMEs. ER design and implementation are elaborated and consequently tested with SME practitioners, all embedded in an action-design study based on a qualitative research methodology. The result highlights a trade-off between creating immersive game experiences and achieving learning objectives. Still, the outcome implies an impact on players' perception of ICT integrated in the ER. The findings contribute to the emerging field of serious games for learning and shed light on the potential of game-based interventions for SMEs.}, language = {en} } @inproceedings{TeutenbergFitzScheeg2025, author = {Teutenberg, Lukas and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Current Design Practices in Applied Augmented Reality Research: A Methodological Review}, series = {Computer-Human Interaction Research and Applications. CHIRA, 2024}, booktitle = {Computer-Human Interaction Research and Applications. CHIRA, 2024}, publisher = {Springer}, doi = {10.1007/978-3-031-82633-7_9}, pages = {131 -- 146}, year = {2025}, abstract = {Successful Augmented Reality (AR) solutions require high technology acceptance and desire among users. Applying appropriate design methodologies can enhance the development of desirable AR systems and help to streamline design research projects. This article presents a methodological literature review of 58 pertinent articles, exploring the representation of methodological design frameworks in currently applied AR research practice. In result, User-Centered Design was identified most frequently by a large margin. Though, it could be observed that most articles from the field of applied AR only marginally describe any design processes. Moreover, Human-Centered Design, Participatory Design and Value Sensitive Design were only scantily represented; less than half of the papers followed a Design Science Research or Action Design Research approach. Several implications for applied research and practice are derived from these findings and discussed together with future research opportunities. Overall, this study contributes to the refinement of methodological design practice in the field of applied AR research.}, language = {en} } @inproceedings{FitzTeutenbergVeldyaevaetal.2026, author = {Fitz, Lukas R. G. and Teutenberg, Lukas and Veldyaeva, Ekaterina and Scheeg, Jochen}, title = {Augmented Reality Solution Requirements for Human-Building Interactions: Lessons Learned from an Applied Science Project}, series = {Konferenz: 27th International Conference on Human-Computer Interaction, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part III, HCI International 2025 - Late Breaking Papers}, booktitle = {Konferenz: 27th International Conference on Human-Computer Interaction, HCII 2025, Gothenburg, Sweden, June 22-27, 2025, Proceedings, Part III, HCI International 2025 - Late Breaking Papers}, edition = {1}, publisher = {Springer}, isbn = {978-3-032-12775-4}, doi = {10.1007/978-3-032-12773-0_21}, pages = {217 -- 225}, year = {2026}, abstract = {One popular application domain for Augmented Reality (AR) technology is facilitating human-building interactions (HBI). Such applications help users to retrieve and transact information through localized interaction points displayed on their (mobile) devices. Growing adoption of AR technology underlines the importance of incorporating suitable AR components for HBI, which is important for effective implementation and testing of HBI-AR use cases, increasing user satisfaction, and long-term viability. In this context, our short paper presents key experiences and lessons learned from an applied science project targeting the development and evaluation of an HBI-AR university campus app. Drawing on an ex-post inquiry of project collaborator experiences, we prescriptively highlight relevant AR solution requirements for this specific design context. Our findings amplify the importance of (1) balancing trade-offs between different spatial embedding computation methods, (2) modularity, customizability, and testability for efficient software development, and (3) taking building complexity and prototype maturity requirements into account when taking AR solution make-or-buy decisions. Our shared insights may inform future best practices and design principles for convergent HBI and AR projects in research and practice.}, language = {en} } @techreport{ScheegScheegFitz2021, author = {Scheeg, Jochen and Scheeg, Michaela and Fitz, Lukas R. G.}, title = {"Ich will loslegen"-Studie: Wie ticken Unternehmen die digital loslegen wollen?}, pages = {48}, year = {2021}, abstract = {„Ich will loslegen!" (IWL). Dieser Ausruf spiegelt die Motivation der befragten Unternehmer*innen zu einem Zeitpunkt wider, an dem sie sich entschlossen haben, ein erstes oder neues Digitalisierungsprojekt zu initiieren. Um aktiv eine Unterst{\"u}tzung f{\"u}r das Vorhaben anzufragen, beantworteten kleinste, kleine und mittlere Unternehmen (KKMU) die 100 Fragen des IST-1-Fragebogens. Unsere IWL-Studie beinhaltet die Analyse der Antworten der Unternehmer*innen und erm{\"o}glicht neue Erkenntnisse. Sie zeigt Bed{\"u}rfnisse und Widerspr{\"u}che im Hinblick auf Digitalisierungsvorhaben auf. Wo setzen KKMU ihren Fokus, wie handeln sie und welche Potenziale und H{\"u}rden offenbaren sich im Kontext digitaler L{\"o}sungen? Die verschiedenen Punkte werden in der vorliegenden Fassung anhand von Hypothesen erl{\"a}utert und abschließend diskutiert.}, language = {de} } @inproceedings{FitzScheeg2021, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Propositions towards the Impact of Moral Values in Information System Design on Information System Success Depicted by the DeLone \& McLean Information System Success Model}, series = {Proceedings of the 18th International Conference on e-Business - Volume 1: E-DaM, Lieusaint - Paris, France}, booktitle = {Proceedings of the 18th International Conference on e-Business - Volume 1: E-DaM, Lieusaint - Paris, France}, publisher = {SciTePress}, isbn = {978-989-758-527-2}, issn = {2184-772X}, doi = {10.5220/0010626101950206}, pages = {195 -- 206}, year = {2021}, language = {en} } @article{FitzScheegScheeg2022, author = {Fitz, Lukas R. G. and Scheeg, Michaela and Scheeg, Jochen}, title = {Amplifying Human Factors in the Inquiry of SMEs' Needs in Digitalization Collaborations with External Service Providers}, series = {Procedia Computer Science}, volume = {200}, journal = {Procedia Computer Science}, publisher = {Elsevier}, issn = {1877-0509}, doi = {10.1016/j.procs.2022.01.257}, pages = {595 -- 601}, year = {2022}, language = {en} } @article{ScheegDzielinskiFitz2020, author = {Scheeg, Jochen and Dzielinski, Patrick and Fitz, Lukas R. G.}, title = {Analyse von Digitalen Reifegradmodellen f{\"u}r Kleine und Mittlere Unternehmen/Analysis of Digital Maturity Models for SMEs}, publisher = {Institut f{\"u}r Innovations- und Informationsmanagement (ifii)}, year = {2020}, language = {de} } @article{WagenerFitz2022, author = {Wagener, Jan and Fitz, Lukas R. G.}, title = {How to assemble an Automatic Water Dispenser System - Design of a Learning Station feat. Augmented Reality}, publisher = {University of South Florida}, pages = {6}, year = {2022}, language = {en} } @inproceedings{FitzScheeg2023, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {What is Digital about Digital Innovation? An Ontological Discussion of Digitality}, series = {Konferenz: 29th Americas Conference on Information Systems}, booktitle = {Konferenz: 29th Americas Conference on Information Systems}, publisher = {Panama City, Panama}, year = {2023}, abstract = {"Digital" is a popular adjective for concepts related to electronic, computerized or networked processes in current research and practice. From an ontological-theoretical perspective, the prevalence of digital things triggers the question, how Digitality itself could be conceptualized. This article studies the ontology of Digitality and consequently discusses Digital Innovation (DI) from a new perspective. First, literature on Digitality is analyzed. Based on the findings, an ontological conceptual framework of Digitality (OCFD) is proposed. It describes four layers of Digitality: physical foundations, virtuality, digital culture and world, and digital metaphysics. From a human perspective, requirements to grasp and embody Digitality are highlighted, as well as the expansion of reality. Finally, Digitality is discussed as a paradigm of DI and exemplary digital phenomena are projected onto the OCFD. This paper contributes to DI research and practice through theory-building towards a better understanding of ontological characteristics and practical implications of Digitality in DI.}, language = {en} } @inproceedings{VeldyaevaFitzScheeg2023, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Developing Digital Competencies in Small and Medium-Sized Enterprises Through Microlearning Applications: A Research Agenda}, series = {Konferenz: Perspectives in Business Informatics Research 22nd International Conference on Business Informatics Research, BIR 2023, Ascoli Piceno, Italy, September 13-15, 2023, Proceedings}, booktitle = {Konferenz: Perspectives in Business Informatics Research 22nd International Conference on Business Informatics Research, BIR 2023, Ascoli Piceno, Italy, September 13-15, 2023, Proceedings}, doi = {10.1007/978-3-031-43126-5_7}, pages = {41 -- 58}, year = {2023}, abstract = {This article presents a research outline on the use of microlearning applications to develop digital competencies in Small and Medium-sized Enter-prises (SMEs). The digital transformation of businesses has become essential for their survival, and SMEs need to develop digital competencies (DC) to remain competitive in the market. Microlearning (ML), a form of learning that involves small, bite-sized learning modules, has been gaining popularity in recent years as a way to efficiently and effectively develop skills. Through a semi-systematic literature review approach, our study examines prevalent knowledge in the area of ML and DC and discusses interrelations. As a result, we propose a research roadmap consisting of six research questions targeting four dimensions of ML for DC development in SMEs: 1) context, 2) formats, 3) reward system, and 4) complexity level.}, language = {en} } @incollection{FitzScheeg2023, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Small Businesses Participating in Digital Platform Ecosystems - A Descriptive Literature Review}, series = {Digital Transformation. PLAIS EuroSymposium 2023. Lecture Notes in Business Information Processing}, booktitle = {Digital Transformation. PLAIS EuroSymposium 2023. Lecture Notes in Business Information Processing}, doi = {10.1007/978-3-031-43590-4_3}, year = {2023}, abstract = {The emergence of digital multi-sided platforms has disrupted day-to-day business in many industries. Nowadays, many small businesses participate in digital platform (DP) ecosystems and act as value creators or complementors. Investigating the small business perspective does not have a rich tradition in platform research yet. In response, this paper presents a systematic literature review (SLR) analyzing the thematic points of focus and highlighting new avenues for information systems and small business research. We find that objectives related to digital transformation, digital strategy- and business model-development, and DP adoption are fundamental topics in the conjunction of small business and DP ecosystems. Based on the findings, an agenda for future research is developed, including propositions for practice-oriented and human-centered approaches fostering sustilience, innovation capabilities and digital leadership competencies in small businesses facing DP ecosystem participation.}, language = {en} } @inproceedings{CraigFitzMiller2025, author = {Craig, Kevin and Fitz, Lukas R. G. and Miller, Kasey}, title = {IT Identity fostering User Innovation on Digital Platforms: The Role of Self-Esteem}, series = {AMCIS 2025, 31st Americas Conference on Information Systems, Montr{\´e}al, Canada, 2025}, booktitle = {AMCIS 2025, 31st Americas Conference on Information Systems, Montr{\´e}al, Canada, 2025}, publisher = {Association for Information Systems}, pages = {1 -- 9}, year = {2025}, abstract = {Digital platforms can grow by motivating users to explore new ways to use a wider range of affiliated products and services. This work explores the power of IT Identity to motivate such innovative use, through identity's ability to intrinsically motivate behavior. Data from 209 Amazon.com users indicates that IT Identity may cause Trying to Innovate with an IT, mediated by Self-Esteem.}, language = {en} } @inproceedings{FitzVeldyaevaKunzeetal.2025, author = {Fitz, Lukas R. G. and Veldyaeva, Ekaterina and Kunze, Adrian and Scheeg, Michaela and Scheeg, Jochen}, title = {aiSnoop: An AI-assisted Social Listening Tool for SME Managers}, series = {31st Americas Conference on Information Systems, AMCIS 2025, Montr{\´e}al, Canada, 2025}, booktitle = {31st Americas Conference on Information Systems, AMCIS 2025, Montr{\´e}al, Canada, 2025}, publisher = {Association for Information Systems}, pages = {1 -- 11}, year = {2025}, abstract = {With growing popularity of social networks and online brand engagement, small and medium-sized enterprises (SME) are facing challenges in leveraging business value effectively from interactions with their online communities. Social listening tools, enhanced by artificial intelligence (AI), help enterprises to better understand customer needs and trends by synthesizing engagement and interaction data from various channels into actionable insights. However, prevalent tools widely appear too costly, inaccessible and complex to handle for SME managers. In response, we present this article on the design of "aiSnoop", an AI-assisted social listening tool for SME managers. The article describes how the tool was developed, demonstrated and evaluated as a design artifact with an SME-contextualized design science research approach. We find that automation, usability and transparency, and advanced AI integration are important social listening tool capabilities for SMEs, contributing to the broader discussion on AI-assisted decision-support system design from an SME-and practice-oriented research perspective.}, language = {en} } @article{FitzScheeg2025, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Alternative digital platforms: comparative analysis through the lens of Corporate Aikido}, series = {Information Systems and e-Business Management}, journal = {Information Systems and e-Business Management}, publisher = {Springer}, doi = {10.1007/s10257-025-00703-8}, pages = {1 -- 22}, year = {2025}, abstract = {Competing with dominant players in the digital platform (DP) economy is an increasingly complex and expensive endeavor for alternative digital platform (ADP) providers trying to disrupt established platform ecosystems. Nevertheless, ADPs position themselves deliberately in the competitive space of large competitors, targeting customer groups whose values and mindsets differ from mainstream DPs. Although there are many examples to find in practice, the variety of ADPs across different DP ecosystems and industries, especially in regards of strategic objectives, directions and characteristics, has not been researched in-depth yet. Based on a systematic, practice-based artifact review, this paper analyses and compares 105 ADPs in the competitive space of dominant DP ecosystem players. The study utilizes the theory of Corporate Aikido as an analytical framework, mapping the strategic elements of overthrowing established value propositions and turning a competitors' strengths into weaknesses. Our findings indicate that privacy- and security-awareness, empowerment and inclusivity, premium quality and curation, open source and free access, uncensored, transparent and decentralized platforms as well as ecological and climate-friendly offers shape the landscape of alternative approaches in today's DP economy. The results are subsequently discussed, yielding managerial implications and future opportunities for DP research.}, language = {en} } @article{FitzScheeg2025, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Coping Practices of Small- and Medium-Sized Enterprises Facing Power Asymmetry in Digital Platform Business}, series = {Strategic Change}, journal = {Strategic Change}, publisher = {Wiley}, doi = {10.1002/jsc.2657}, pages = {1 -- 21}, year = {2025}, abstract = {Digital platform (DP) enterprises have risen to the top of the global economy by inverting traditional business models. They earn money through matchmaking, transaction facilitation, and efficient orchestration of other stakeholders' resources. Small- and medium-sized enterprises (SMEs) play a decisive role in this success story: they offer products and services on many leading DPs and thereby feed platform networks as sellers and suppliers. On the other hand, while DPs enable SMEs to reach new customers and outsource costly managerial tasks, many SMEs struggle with the negative consequences of asymmetric power dynamics and dependency risks in platform business. This paper analyzes 14 cases of SMEs that face power asymmetry as DP value providers, unraveling challenges encountered and coping practices employed in this situation. The findings reveal that power asymmetry between dominant DPs and SMEs creates significant challenges, including exploitative relationships, loss of autonomy, surveillance pressures, and devaluation of SME contributions, while SMEs cope through disintermediation, multi-homing, individual resistance tactics, and striving for more equitable DP models. Moreover, three relationality types are identified: DPs being SMEs' "partners," "tools," and "necessary evil." This article offers a new perspective on boundaries of SME strategies in the DP economy and contributes with empirical insights to the advancing field of entrepreneurial platform research.}, language = {en} } @inproceedings{VeldyaevaFitzScheegetal.2025, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Michaela and Scheeg, Jochen}, title = {Unlocking AI for SMEs: How an Educational Escape Room Shapes Perceptions towards Technology Adoption Decision-Making}, series = {Proceedings of the 58th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 2025}, booktitle = {Proceedings of the 58th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 2025}, pages = {4905 -- 4914}, year = {2025}, abstract = {Facing modern challenges of digital transformation, small and medium-sized enterprises (SMEs) need to ensure informed and strategic decision-making before adopting new digital technology. This study builds upon Action Design Research (ADR) on educational escape room design targeting SME practitioners in technology adoption decision-making. We hypothesize that the game experience influences SMEs' artificial intelligence (AI) adoption decisions regarding technology-, organization- and environment-related perceptions and evaluate the survey data of 70 participants, who are SME owners or members. According to the results, the game-based approach was well-received. Engagement in the game positively influenced participants' affective state and improved self-reflection. The experience influenced participants' perceptions of AI's transformative potential. In order to facilitate easier transfer to different personal business contexts, future design iterations will include more process-neutral AI applications. The study contributes to research on game-based knowledge transfer in organizational contexts, providing insightful results and encouraging further exploration in this emerging field.}, language = {en} } @inproceedings{FitzScheeg2024, author = {Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Content-And-Review Platform Engagement of End-Users and Local Businesses - An Explorative Analysis Based on Google Maps Data}, series = {Digital Economy. Emerging Technologies and Business Innovation. ICDEc 2024. Lecture Notes in Business Information Processing}, volume = {530}, booktitle = {Digital Economy. Emerging Technologies and Business Innovation. ICDEc 2024. Lecture Notes in Business Information Processing}, publisher = {Springer}, doi = {10.1007/978-3-031-76365-6_12}, pages = {179 -- 192}, year = {2024}, abstract = {One fundamental value proposition of every digital platform is to facilitate transactions between two or more stakeholders. Active user engagement is therefore a crucial success factor for platforms to thrive, grow and establish a competitive network. This paper delves into the topic of platform engagement on content-and-review platforms by using Google Maps as a research tool. Applying a qualitative approach, a descriptive analysis of local business entities' data on Google Maps is elaborated, focusing particularly on engagement activi-ties in the conjunction of business-owners and end-users. The findings suggest that under-, over-, and non-engagement are less desirable for local business entities. Following a practice-oriented discussion, strategic pathways are proposed to leverage business value from platform engagement activities.}, language = {en} } @inproceedings{FitzScheegScheeg2024, author = {Fitz, Lukas R. G. and Scheeg, Michaela and Scheeg, Jochen}, title = {Information, Inspiration, Innovation - Designing an Open Innovation Platform for SME Digital Transformation Projects}, series = {CENTERIS - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2023}, booktitle = {CENTERIS - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2023}, publisher = {Elsevier}, doi = {10.1016/j.procs.2024.06.276}, pages = {11009 -- 11114}, year = {2024}, abstract = {When small- and medium-sized Enterprises (SMEs) pursue digital transformation (DT) projects, awareness for available solutions and exploration of best practices and collaboration opportunities belong to key activities. This short paper presents background, design and preliminary evaluation of an open innovation (OI) platform for SME DT, which showcases projects completed by collaborating expert institutions and offers new project pitches. Initial findings from user tests with SME practitioners indicate that the solution supports SMEs in DT exploration phases. Moreover, insights on SME OI platform design criteria are derived.}, language = {en} } @inproceedings{VeldyaevaFitzScheeg2024, author = {Veldyaeva, Ekaterina and Fitz, Lukas R. G. and Scheeg, Jochen}, title = {Gamifying IT Service Management Education for Future IT Professionals}, series = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, booktitle = {Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024}, pages = {1 -- 9}, year = {2024}, abstract = {IT Service Management (ITSM) education is nowadays an established subject of IT-related higher education programs worldwide. The recent years have witnessed significant developments in software and ITSM frameworks, which underscores the importance of adapting educational formats to meet the latest standards. Recent developments include the introduction of practice-oriented approaches and case-based learning. Building upon previous literature, this study describes and evaluates the first iteration of a teaching case integrating a simulation game for practicing ITIL® 4 foundations in an undergraduate ITSM curriculum. The game-based approach shows scalability and dynamism, fostering high student engagement and content comprehension. It represents a promising avenue for training IT workers and contributes to ongoing ITSM education development.}, language = {en} }