PurposeThis study aims to develop an understanding of how customers of a physical retail store valuate receiving location-based mobile phone messages when they are in proximity of the store. It proposes and tests a model relating two benefits (personalization and location congruency) and two sacrifices (privacy concern and intrusiveness) to message value perceptions and store visit attitudes.Design/methodology/approachThe study uses a vignette-based survey to collect data from a sample of 1,225 customers of a fashion retailer. The postulated research model is estimated using SmartPLS 3.0 with the consistent-PLS algorithm and further validated via a post-hoc test.FindingsThe empirical testing confirms the predictive validity and robustness of the model and reveals that location congruency and intrusiveness are the location-based message characteristics with the strongest effects on message value and store visit attitude.Originality/valueThe paper adds to the underexplored field of store entry research and extends previous location-based messaging studies by integrating personalization, location congruency, privacy concern and intrusiveness into one validated model.
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Hundreds of sensors in our smartphones, cars, houses and other "smart" devices feed the IoT, that monitors both our functioning, and that of the smart devices. In 2050 the Internet of Things - which processes and stores all sensor data - will require a multiple of all the current energy together in air traffic and meat consumption. Living an environmentally friendly life will be just a drop in the ocean. With every step we take, servers all over the world start to analyze and store sensor data from the smartphone in our pocket. Habermas states that the system supplants ("colonizes") the lifeworld. It is of great importance that economic and social disciplines make a serious effort to restore the balance between the system world and the lifeworld.
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What is a pop-up store and how can it be used for organisational counterspacing? The pop-up can be interpreted as a fashionable and hypermodern platform focusing on the needs of a younger generation of consumers that searches for new experiences and is prone to ad hoc decision-making. From this perspective, the pop-up is a typical expression of the experience economy. But it is more. The ephemeral pop-up store, usually lasting from one day to six months, is also a spatial practice on the boundary between place as something stable/univocal and space as something transitory/polyphonic. Organizational theory has criticized the idea of a stable place and proposed the concept of spacing with a focus on the becoming of space. In this article, the pop-up store is introduced as a fashionable intervention into organizational spacing. It suggests a complementary perspective to non-representational theory and frames the pop-up as co-actor engaging everyday users in appropriating space. Drawing on Lefebvre’s notions of differential space, festival and evental moment, theory is revisited and then operationalized in two pop-up store experiments. Apart from contributing to the ongoing theoretical exploration of the spacing concept, this article aims to inspire differential pop-up practices in organisations. https://www.linkedin.com/in/overdiek12345/
Door de transitie naar een biobased en circulaire economie neemt de behoefte aan biomassa als bron van grondstoffen en chemicaliën toe. De teelt van vezelhennep staat daarom opnieuw in de belangstelling vanwege de veelzijdigheid van het gewas. De vezels uit de stengel worden bijvoorbeeld gebruikt voor textieltoepassingen en plantinhoudsstoffen uit de bladeren en bloemen (o.a. Cannabidiol (CBD)) worden gebruikt als voedingssupplement vanwege de gezondheidsbevorderende eigenschappen. Echter, vezelhennep bevat, naast het bekende CBD, nog een veel breder scala aan plantinhoudsstoffen waaraan gezondheidsbevorderende effecten worden toegeschreven. Afhankelijk van het productie/extractieproces en de gebruikte cultivars komen de andere plantinhoudsstoffen in meer of mindere mate in de producten terecht. Vanuit de producenten van vezelhennep extracten is er vraag naar betere karakterisatie van hun extracten en er is behoefte aan meer kennis over de gezondheidseffecten van de extracten zodat de toepasbaarheid vergroot kan worden. Het doel van dit project is dan ook om een relatie te leggen tussen samenstelling aan secundaire plantinhoudsstoffen van verschillende vezelhennepextracten en de gezondheidseffecten van deze extracten. Om dit doel te bereiken zal er onderzoek gedaan worden naar de invloed van verschillende extractiemethodes, cultivars en bewaarmethodes op de samenstelling aan plantinhoudsstoffen en zal een nieuwe methode voor het verkrijgen van plantinhoudsstoffen doorontwikkeld worden. Deze extracten worden vervolgens getest op hun effecten op de humane gezondheid middels een unieke combinatie aan modelsystemen om de relatie te kunnen leggen met specifieke samenstelling. Veroudering is hier als overkoepeld thema gekozen, omdat het in de vergrijzende samenleving steeds relevanter wordt om gezonder oud te worden. Als subthema’s is gekozen voor afweerfunctie, neuro-inflammatie en spierfunctie. De resultaten zullen worden toegepast om nieuwe, beter gekarakteriseerde extracten op de markt te kunnen brengen. Tevens is dit project, door het multidisciplinaire karakter, uitermate geschikt om een hybride leeromgeving te ontwikkelen waarin studenten worden geleerd om multidisciplinair te werken.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.