Value perception increases when people engage in producing physical objects. However, information differs from physical objects by being intangible and easy-tocopy. Information as an experience good is inherently challenging to evaluate a priori; therefore, comparing value before and after different types of experience is likely to inform theory about users' preferences regarding information. Prior research mostly refers to consuming information and rarely considers the experience of producing information as a factor affecting information value. The current research compares the effect of experiencing online information through production and consumption processes on value perception. In a set of 6 experiments with 178 participants, willingness-to-pay by consumers and willingness-to-accept payment by producers are measured before and after consumption and production of information, independently and as repeated measures.In the experiments, we define and implement a framework for an information production process. The results show that the value of information is dynamic. Value perception increased after experiencing information, especially when people engaged in producing information compared to consuming it. This study offers a window toward the practical design of new digital information products.
Information sources require consumers to use them in order to evaluate their quality, meaning that they are experience goods. The value perceived before acquisition and use may be different from the value obtained by actual use. Understanding the value perception gap is likely to inform more efficient selection of information sources. The current research studies the value gap in a learning situation. We examine information value perceptions before and after experiencing information in an experiment with 113 software engineers engaged in a problem-based learning task while using and evaluating three types of information sources: supportive, reflective and reciprocal. The results indicate that before using an information source, the subjective value for supportive information is lower than for reflective information. In addition, 55% of the participants preferred to obtain information when presented with a choice. After using an information source no correlation was observed between perceived value of information before and after the use of information source (value gap); participants assigned a higher user experience (UX) value to reflective and reciprocal information than to supportive information; positive correlation between UX value and revealed information value; positive correlation between learning achievement and revealed information value; Reciprocal information is associated with higher learning achievement than reflective and supportive; use of information led to higher learning achievement than avoidance of information. Reciprocal information supports high achievement in software engineering informal learning. Reflective information is valued higher than supportive information sources. If supportive information is essential, learning environments designers should invest heavily in interface design combining reciprocal and reflective elements, such as forums and "try it yourself", respectively
Research to date on the value of information has mostly focused on the consumption side of information, namely, that consumers need to experience information in order to evaluate it. When it comes to digital media, users have multiple roles. In this context, materiality is applied to assess the role that technological components play in the interaction between user and digital media. The concurrent consumption and production of information raises questions as to the influence of information production on information value perception. To this end, we conceptualize the information production process. The fundamental assumption in this research is that value perception changes as a result of production experience. Furthermore, this study examines the boundaries of value perception for producers of information. 309 participants took part in a set of experiments. Willingness-to-pay by consumers and willingness-to-accept payment by producers were measured before and after consumption/ production/ peer-production. Results show that consumers’ and producers’ subjective value before their experience were equivalent; Change in value perception before and after consumption/production produced a statistically significant effect; Producers who evaluate the information after the experience, evaluated it higher than producers who evaluated the information before the experience; and value perception measured before the production by a single producer is lower than value perception by peer-producers. Hypotheses were accepted. If accepted, additional results will be presented at the conference.
We address the disparity between availability of information and its actual implementation in decisions in the context of Web Accessibility (W-A). Organizations are aware of the importance of W-A for alleviating barriers to interaction with online platforms, such as visual, motor, hearing, and cognitive impairments. Information regarding inclusion design is abundant but implementation is partial. Applying W-A refers to implementing technical and graphical solutions to assist people with disabilities in access and use of online systems. We hypothesized that people who produce information are more likely to decide to apply W-A than information consumers. A total of 651 participants took part in a set of eight experiments. Consumers read information about W-A and producers created the same information. Decisions regarding applying W-A knowledge were measured before and after information use. Results reveal that (1) collaborative information consumption is related to a change in decision; (2) The extent of change in decision relates to the number of collaborating producers; (3) Collaborative information production increases the intent to make a practical decision to apply W-A. This study emphasizes the interaction between information experience and peer collaboration regarding applying W-A knowledge. Insights contribute to organizations knowledge definitions while highlighting the impact of group activity on decision-making
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