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 - Teutenberg, Lukas A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - Current Design Practices in Applied Augmented Reality Research: A Methodological Review T2 - Computer-Human Interaction Research and Applications. CHIRA, 2024 N2 - 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. Y1 - 2025 UR - https://www.insticc.org/node/TechnicalProgram/chira/2024/presentationDetails/129048 U6 - https://doi.org/10.1007/978-3-031-82633-7_9 SP - 131 EP - 146 PB - Springer 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 - TY - RPRT A1 - Scheeg, Jochen A1 - Scheeg, Michaela A1 - Fitz, Lukas R. G. T1 - "Ich will loslegen"-Studie: Wie ticken Unternehmen die digital loslegen wollen? N2 - „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 Unterstützung für 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 ermöglicht neue Erkenntnisse. Sie zeigt Bedürfnisse und Widersprüche im Hinblick auf Digitalisierungsvorhaben auf. Wo setzen KKMU ihren Fokus, wie handeln sie und welche Potenziale und Hürden offenbaren sich im Kontext digitaler Lösungen? Die verschiedenen Punkte werden in der vorliegenden Fassung anhand von Hypothesen erläutert und abschließend diskutiert. Y1 - 2021 UR - https://ifii.eu/iwl-studie-wie-ticken-unternehmen-die-digital-loslegen-wollen N1 - Berichtsart: Studie; Institution: Institut für Innovations- und Infomationsmanagement GmbH, Werder und Brandenburg an der Havel, 2021 ER - TY - CHAP A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - Propositions towards the Impact of Moral Values in Information System Design on Information System Success Depicted by the DeLone & McLean Information System Success Model T2 - Proceedings of the 18th International Conference on e-Business - Volume 1: E-DaM, Lieusaint - Paris, France KW - Moral Values KW - Information System Design KW - Information System Success Y1 - 2021 SN - 978-989-758-527-2 U6 - https://doi.org/10.5220/0010626101950206 SN - 2184-772X SP - 195 EP - 206 PB - SciTePress ER - TY - JOUR A1 - Fitz, Lukas R. G. A1 - Scheeg, Michaela A1 - Scheeg, Jochen T1 - Amplifying Human Factors in the Inquiry of SMEs’ Needs in Digitalization Collaborations with External Service Providers BT - 3rd International Conference on Industry 4.0 and Smart Manufacturing JF - Procedia Computer Science KW - Digitalization KW - SME KW - Human-Centered Design KW - Open Innovation Y1 - 2022 U6 - https://doi.org/10.1016/j.procs.2022.01.257 SN - 1877-0509 VL - 200 SP - 595 EP - 601 PB - Elsevier ER - TY - JOUR A1 - Scheeg, Jochen A1 - Dzielinski, Patrick A1 - Fitz, Lukas R. G. T1 - Analyse von Digitalen Reifegradmodellen für Kleine und Mittlere Unternehmen/Analysis of Digital Maturity Models for SMEs Y1 - 2020 UR - https://ifii.eu/analysis-digital-maturity-models4sme PB - Institut für Innovations- und Informationsmanagement (ifii) ER - TY - JOUR A1 - Wagener, Jan A1 - Fitz, Lukas R. G. T1 - How to assemble an Automatic Water Dispenser System – Design of a Learning Station feat. Augmented Reality KW - augmented realiy KW - learning KW - industrial sector Y1 - 2022 UR - https://www.usf.edu/business/documents/desrist/paper_113.pdf PB - University of South Florida ER - TY - CHAP A1 - Fitz, Lukas R. G. A1 - Scheeg, Jochen T1 - What is Digital about Digital Innovation? An Ontological Discussion of Digitality T2 - Konferenz: 29th Americas Conference on Information Systems N2 - "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. Y1 - 2023 PB - Panama City, Panama 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 -