TY - GEN
T1 - Digitization of manufacturing companies
T2 - AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, 2018
AU - Merhar, Laura
AU - Berger, Christoph
AU - Braunreuther, Stefan
AU - Reinhart, Gunther
N1 - Publisher Copyright:
© 2019, Springer International Publishing AG, part of Springer Nature.
PY - 2019
Y1 - 2019
N2 - In the production environment, digital assistance systems become more important as an interface between human and machines. Considering implementation processes of new technologies, like mobile and wearable devices, employee acceptance is crucial. The research objective is to describe the current level of acceptance of production staff and to reveal the influencing factors for technology acceptance towards mobile and wearable devices in manufacturing environment. The impact of the degree of familiarity with the medium is of particular interest, because of the first-time implementation of devices that are already conversant from private surroundings, such as smartphones. The research method features an explorative, qualitative interview approach to examine complex attitude and decision-making processes in a theory-generating way. The qualitative content analysis implies differences between familiar and fairly unknown devices. Further results reveal several influencing factors such as robustness, wearing comfort, customizability, support of management or data protection that should be considered in implementation strategies.
AB - In the production environment, digital assistance systems become more important as an interface between human and machines. Considering implementation processes of new technologies, like mobile and wearable devices, employee acceptance is crucial. The research objective is to describe the current level of acceptance of production staff and to reveal the influencing factors for technology acceptance towards mobile and wearable devices in manufacturing environment. The impact of the degree of familiarity with the medium is of particular interest, because of the first-time implementation of devices that are already conversant from private surroundings, such as smartphones. The research method features an explorative, qualitative interview approach to examine complex attitude and decision-making processes in a theory-generating way. The qualitative content analysis implies differences between familiar and fairly unknown devices. Further results reveal several influencing factors such as robustness, wearing comfort, customizability, support of management or data protection that should be considered in implementation strategies.
KW - Digital assistance systems
KW - Employee participation
KW - Human factors
KW - Industry 4.0
KW - Mobile devices
KW - Production industry
KW - Technology acceptance
KW - Wearable devices
UR - http://www.scopus.com/inward/record.url?scp=85049359494&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-94619-1_18
DO - 10.1007/978-3-319-94619-1_18
M3 - Conference contribution
AN - SCOPUS:85049359494
SN - 9783319946184
T3 - Advances in Intelligent Systems and Computing
SP - 187
EP - 197
BT - Advances in Human Factors in Wearable Technologies and Game Design - Proceedings of the AHFE 2018 International Conferences on Human Factors and Wearable Technologies, and Human Factors in Game Design and Virtual Environments, 2018
A2 - Ahram, Tareq Z.
PB - Springer Verlag
Y2 - 21 July 2018 through 25 July 2018
ER -