TY - CHAP A1 - Fitz, Lukas R. G. A1 - Veldyaeva, Ekaterina A1 - Teutenberg, Lukas A1 - Scheeg, Michaela A1 - Scheeg, Jochen T1 - Puzzle away the Puzzledness: Action-Design Study of an Educational Escape Room for Intervention in SMEs’ Perception towards ICT Adoption T2 - Konferenz: 57th Hawaii International Conference on System Sciences (HICSS); Honolulu, HI, USA N2 - 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. Y1 - 2023 UR - https://hdl.handle.net/10125/107027 SN - 978-0-9981331-7-1 U6 - https://doi.org/10.24251/HICSS.2024.642 SP - 5347 EP - 5356 ER - TY - CHAP A1 - Veldyaeva, Ekaterina A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - Developing Digital Competencies in Small and Medium-Sized Enterprises Through Microlearning Applications: A Research Agenda T2 - Konferenz: Perspectives in Business Informatics Research 22nd International Conference on Business Informatics Research, BIR 2023, Ascoli Piceno, Italy, September 13–15, 2023, Proceedings N2 - 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. Y1 - 2023 U6 - https://doi.org/10.1007/978-3-031-43126-5_7 SP - 41 EP - 58 ER - TY - CHAP A1 - Fitz, Lukas R. G. A1 - Veldyaeva, Ekaterina A1 - Kunze, Adrian A1 - Scheeg, Michaela A1 - Scheeg, Jochen T1 - aiSnoop: An AI-assisted Social Listening Tool for SME Managers T2 - 31st Americas Conference on Information Systems, AMCIS 2025, Montréal, Canada, 2025 N2 - 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. Y1 - 2025 UR - https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1231&context=amcis2025 SP - 1 EP - 11 PB - Association for Information Systems ER - TY - CHAP A1 - Veldyaeva, Ekaterina A1 - Fitz, Lukas R. G. A1 - Scheeg, Michaela A1 - Scheeg, Jochen T1 - Unlocking AI for SMEs: How an Educational Escape Room Shapes Perceptions towards Technology Adoption Decision-Making T2 - Proceedings of the 58th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 2025 N2 - 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. Y1 - 2025 UR - https://hdl.handle.net/10125/109437 SP - 4905 EP - 4914 ER - TY - CHAP A1 - Veldyaeva, Ekaterina A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - Gamifying IT Service Management Education for Future IT Professionals T2 - Pacific Asia Conference on Information Systems, Ho Chi Minh City, Vietnam, 2024 N2 - 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. Y1 - 2024 UR - https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1066&context=pacis2024 SP - 1 EP - 9 ER - TY - CHAP A1 - Fitz, Lukas R. G. A1 - Teutenberg, Lukas A1 - Veldyaeva, Ekaterina A1 - Scheeg, Jochen T1 - Augmented Reality Solution Requirements for Human-Building Interactions: Lessons Learned from an Applied Science Project T2 - 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 N2 - 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. Y1 - 2026 SN - 978-3-032-12775-4 SN - 978-3-032-12773-0 U6 - https://doi.org/10.1007/978-3-032-12773-0_21 SP - 217 EP - 225 PB - Springer ET - 1 ER -