My main research interests revolve around business and technology in e-commerce, and more specifically focused in the realm of user-generated information. I want to know how consumers or users are using or reacting to technology, whether that's through apps, social networks, or online retail sites. I have also worked with faculty and peers on projects on social media enterprise, online communities, and online advertisement priming.
I have presented my work at the Hawaii International Conference on System Sciences, the Workshop on Information Technologies and Systems, and the Big 10 IS Symposium. Many of these projects are in the final stages of submitting to a journal or are currently under review. Copies of these presentations are available on my LinkedIn Profile. “Managing Versions in Software Evolution: The Case of Mobile Game Apps” with Jingjing Zhang and Vijay Khatri
(Presented at the 2014 Workshop on Information Technologies and Systems) Brief Summary: In 2013, the Apple App Store reached over 1 million apps and over 70 billion downloads. With so many options to choose from, consumers find it hard to discover new apps and thus look toward the Top Charts. This means that app developers need to understand how to manage their lifecycle in order to increase their app's rank and longevity on the Top Charts, so that their app will be discovered by more consumers. While prior studies have mostly focused on predicting the demand for apps based on characteristics such as price, rating and size, we examine the version updates released by developers. Using a text mining approach, we classify all version updates into one of four version types and find that different version updates have varying impact on an app's longevity and success in the Top Charts. Data: Over 8,000 version updates from 2,000 Apple game apps, Top Chart rankings (Top 500) for six-month period. Methods and Tools: RapidMiner, Stata, Survival Analysis, Text Mining “Managing Versions in Software Evolution: The Case of Mobile Game Apps” with Jingjing Zhang and Vijay Khatri
(Presented at the 2014 Workshop on Information Technologies and Systems) Brief Summary: In 2013, the Apple App Store reached over 1 million apps and over 70 billion downloads. With so many options to choose from, consumers find it hard to discover new apps and thus look toward the Top Charts. This means that app developers need to understand how to manage their lifecycle in order to increase their app's rank and longevity on the Top Charts, so that their app will be discovered by more consumers. While prior studies have mostly focused on predicting the demand for apps based on characteristics such as price, rating and size, we examine the version updates released by developers. Using a text mining approach, we classify all version updates into one of four version types and find that different version updates have varying impact on an app's longevity and success in the Top Charts. Data: Over 8,000 version updates from 2,000 Apple game apps, Top Chart rankings (Top 500) for six-month period. Methods and Tools: RapidMiner, Stata, Survival Analysis, Text Mining “A Multimethod Study of Enterprise Social Media Implementation and Use” with Hillol Bala and Anne Massey
(Forthcoming at Journal of Organizational and End-User Computing) (Presented at 2015 Hawaii International Conference on System Sciences) Abstract: Enterprise social media (ESM) are web-based platforms dedicated to corporate-based communication and collaboration. Although the practitioner literature and industry reports have suggested the potential value of ESM for organizations, there has been limited research that focuses on employees’ reactions to ESM implementation and their post-implementation use behaviors. We conducted a mixed-methods study of a large-scale ESM implementation in a Fortune 500 manufacturing company and found that widely used IT adoption models and determinants failed to explain employees’ ESM use. To help explain this paradoxical finding, we leveraged our qualitative data and found several major challenges, both internal and external, that the company faced during ESM implementation. Our findings have a number of generalizable lessons for practice as well as implications for research. Data: Over 300 survey responses from large Fortune 500 company; Mixed-methods Methods and Tools: Qualitative Analysis, SmartPLS, Structural Equation Modeling “The Priming Effects of Relevant and Irrelevant Advertising in Online Auctions” with Alan Dennis, Ivy Yuan, Eric Webb, and Xuan Feng
(Presented at 2014 Big 10 IS Symposium and 2015 Hawaii International Conference on System Sciences) Brief Summary: How consumers behave in an online shopping environment has been the subject of research in multiple disciplines. However, most prior research has only focused on the rational cognition of an individual's decision making. This study examines the conscious side of decision-making by investigating the impact of relevant and irrelevant priming in advertisements. In short, we are looking to see whether consumers' behaviors (willingness price to pay) are influenced by the advertisements they see, regardless of its relevance to the product being purchased. Data: Over 600 participants over 7 experiments Methods and Tools: HLM, Repeated Measures, SPSS “Knowledge Collaboration in Community Source Software Development Projects: Role of Work Structure and Time” with Hillol Bala
(Research in progress) Summary: Community source software development (CSSD) is an emerging approach to create new enterprise-level systems. This study examines how members of a CSSD project communicate and collaborate to achieve a successful task completion. We look at work structure characteristics such as location, assignment, and knowledge, as well as communication pattern types like seeking or asking for information. Data: Over 1,500 comments and 800 tasks Methods and Tools: Qualitative Coding and Analysis, Quantitative Analysis “Dead No More: The Cultural Impacts of the Changing World Expos"
(Poster Here) (Presented the 2013 Kroc Peace Conference and the 2011 University of Notre Dame Undergraduate Research Conference) Summary: At one point, World Expos were regarded as one of three main international events of the world, on par with the Olympics and World Cup. Yet, the hype and excitement seem to have significantly decreased, with many assuming World Expos to be “dead” or “obsolete.” With the history of what used to be called “World Fairs” dating back to 1851, World Expos are an important part of global history that have not only introduced such important innovations as the Eiffel Tower, the Seattle Needle, the ice cream cone, and the hot dog, but have also united people from around the world. They are also expected to bring good fortune, both economically and culturally, to the host city. The objective of this project is to compare the cultural impacts of the 2010 Shanghai World Expo and 2012 Yeosu Expo and to analyze their success in terms of fulfilling the historical expectations of a World Expo. Interviews with locals of the host countries and personal observations lead to the prediction that while these World Expos are considered a continuation of the World Fairs that began in 1851, they clearly have less influence on innovation and the culture and economy of the host city. However, despite what others claim, the World Expos are not “dead” - they have merely changed from their original purpose. Interviews and observations showed that the world expos were used as a method of cultural rebranding. China worked to bring a more hospitable and welcoming image to its people, including the way they spoke, looked, and acted. Yeosu wanted to promote its own culture and place Yeosu on a more global level. Time Period: Summer 2010, 2011, 2012 Research Grants: 2010 Douglas Tong Hsu Endowment for Excellence in Asian Studies, 2011 and 2012 Center for Undergraduate Scholarly Engagement Summer Research Grant Methods and Tools: Interviews, Observations, Literature Search |
Conferences I've Attended or Presented At:
|