Diese Datenbank enthält über 40.000 Dokumente zu Themen aus den Bereichen Formalerschließung – Inhaltserschließung – Information Retrieval.
© 2015 W. Gödert, TH Köln, Institut für Informationswissenschaft / Powered by litecat, BIS Oldenburg (Stand: 28. April 2022)
1Sun, X. ; Zhou, X. ; Wang, Q. ; Sharples, S.: Investigating the impact of emotions on perceiving serendipitous information encountering.
In: Journal of the Association for Information Science and Technology. 73(2022) no.1, S.3-18.
Abstract: Despite the potential importance of emotional aspects in information seeking, there is a lack of adequate attention to emotions' role in facilitating serendipitous information encountering. This paper contributes to this research gap by investigating the role of emotions during the process of perceiving and experiencing serendipitous information encountering in a controlled laboratory setting. The results show that applying a sketch game can stimulate participants' emotions. Our findings indicate that participants are more likely to experience serendipitous information encountering under the influence of positive emotions. This study contributes to an understanding of the relationship between emotions and the perception of serendipitous information encountering. The implications of the possibilities of facilitating positive emotions to induce serendipitous information encountering are discussed.
Inhalt: Vgl.: https://asistdl.onlinelibrary.wiley.com/doi/10.1002/asi.24540.
2Zhou, X. ; Sun, X. ; Wang, Q. ; Sharples, S.: ¬A context-based study of serendipity in information research among Chinese scholars.
In: Journal of documentation. 74(2018) no.3, S.526-551.
Abstract: Purpose The current understanding of serendipity is based primarily on studies employing westerners as the participants, and it remains uncertain whether or not this understanding would be pervasive under different cultures, such as in China. In addition, there is not a sufficient systematic investigation of context during the occurrence of serendipity in current studies. The purpose of this paper is to examine the above issues by conducting a follow-up empirical study with a group of Chinese scholars. Design/methodology/approach The social media application "WeChat" was employed as a research tool. A diary-based study was conducted and 16 participants were required to send to the researchers any cases of serendipity they encountered during a period of two weeks, and this was followed by a post-interview. Findings Chinese scholars experienced serendipity in line with the three main processes of: encountering unexpectedness, connection-making and recognising the value. An updated context-based serendipity model was constructed, where the role of context during each episode of experiencing serendipity was identified, including the external context (e.g. time, location and status), the social context and the internal context (e.g. precipitating conditions, sagacity/perceptiveness and emotion). Originality/value The updated context model provides a further understanding of the role played by context during the different processes of serendipity. The framework for experiencing serendipity has been expanded, and this may be used to classify the categories of serendipity.
Inhalt: Vgl.: https://www.emeraldinsight.com/doi/full/10.1108/JD-05-2017-0079.
Themenfeld: Informationsdienstleistungen ; Benutzerstudien
3Pontis, S. ; Kefalidou, G. ; Blandford, A. ; Forth, J. ; Makri, S. ; Sharples, S. ; Wiggins, G. ; Woods, M.: Academics' responses to encountered information : context matters.
In: Journal of the Association for Information Science and Technology. 67(2016) no.8, S.1883-1903.
Abstract: An increasing number of tools are being developed to help academics interact with information, but little is known about the benefits of those tools for their users. This study evaluated academics' receptiveness to information proposed by a mobile app, the SerenA Notebook: information that is based in their inferred interests but does not relate directly to a prior recognized need. The evaluated app aimed at creating the experience of serendipitous encounters: generating ideas and inspiring thoughts, and potentially triggering follow-up actions, by providing users with suggestions related to their work and leisure interests. We studied how 20 academics interacted with messages sent by the mobile app (3 per day over 10 consecutive days). Collected data sets were analyzed using thematic analysis. We found that contextual factors (location, activity, and focus) strongly influenced their responses to messages. Academics described some unsolicited information as interesting but irrelevant when they could not make immediate use of it. They highlighted filtering information as their major struggle rather than finding information. Some messages that were positively received acted as reminders of activities participants were meant to be doing but were postponing, or were relevant to ongoing activities at the time the information was received.
Inhalt: Vgl.: http://onlinelibrary.wiley.com/doi/10.1002/asi.23502/abstract.
Themenfeld: Semantisches Umfeld in Indexierung u. Retrieval
4Makri, S. ; Blandford, A. ; Woods, M. ; Sharples, S. ; Maxwell, D.: "Making my own luck" : serendipity strategies and how to support them in digital information environments.
In: Journal of the Association for Information Science and Technology. 65(2014) no.11, S.2179-2194.
Abstract: Serendipity occurs when unexpected circumstances and an "aha" moment of insight result in a valuable, unanticipated outcome. Designing digital information environments to support serendipity can not only provide users with new knowledge, but also propel them in directions they might not otherwise have traveled in-surprising and delighting them along the way. As serendipity involves unexpected circumstances it cannot be directly controlled, but it can be potentially influenced. However, to the best of our knowledge, no previous work has focused on providing a rich empirical understanding of how it might be influenced. We interviewed 14 creative professionals to identify their self-reported strategies aimed at increasing the likelihood of serendipity. These strategies form a framework for examining ways existing digital environments support serendipity and for considering how future environments can create opportunities for it. This is a new way of thinking about how to design for serendipity; by supporting the strategies found to increase its likelihood rather than attempting to support serendipity as a discrete phenomenon, digital environments not only have the potential to help users experience serendipity but also encourage them to adopt the strategies necessary to experience it more often.