Keith Phalp

Keith Phalp
Bournemouth University | BU · Faculty of Science and Technology

About

173
Publications
92,321
Reads
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2,252
Citations

Publications

Publications (173)
Article
Full-text available
Teleworking refers to the utilization of information and communication technologies for work done outside the workplace. The Covid-19 crisis led to increased utilisation of social networking tools within enterprises, especially when working remotely. The aim of their use is often to improve situational awareness, coordination, and collaboration amo...
Article
Full-text available
Procrastination refers to the voluntary delay of urgent tasks and can have several negative consequences such as stress, health issues and academic under-achievement. Several factors including personality, culture and gender have been identified as predictors of procrastination, although there are some conflicting findings within the literature. So...
Article
Purpose: It is important to promote assistive technologies to improve quality of life. The proposed SmartAbility Android Application recommends assistive technologies for people with reduced physical abilities, by focussing on actions that can be performed independently. Materials and methods: The SmartAbility Application uses Android built-in se...
Conference Paper
Full-text available
Task scheduling in cloud computing is considered as a significant issue that has attracted much attention over the last decade. In cloud environments, users expose considerable interest in submitting tasks on multiple Resource types. Subsequently, finding an optimal and most efficient server to host users' tasks seems a fundamental concern. Several...
Article
Full-text available
Digital Motivation refers to the use of software-based solutions to change, enhance, or maintain people's attitude and behaviour towards specific tasks, policies, and regulations. Gamifica-tion, persuasive technology and entertainment computing are example strands of such a paradigm. Digital Motivation has unique properties which necessitate carefu...
Thesis
Full-text available
Enterprises integrate social networking tools within their information systems to enhance social networking, situational awareness, coordination and collaboration amongst their members. Social interaction can be empowered by traditional tools such as E-mail, or specialised social platforms, including Workplace by Facebook and Slack. More specialise...
Article
Full-text available
Procrastination on social networking sites (SNS) can impact academic performance and user's well-being. SNSs embed features that encourage users to be always connected and updated, e.g. the notification features. Such persuasive features can exploit peer pressure as well and lead users to believe they are expected to interact immediately, especiall...
Conference Paper
Full-text available
Enterprises integrate social networking within their information systems to enhance collegiality, situational awareness, coordination and collaboration amongst their members. Social networking features can be seen in traditional systems such as the online profile, calendar, dashboard, auto-reply and status. More specialised systems enable bespoke f...
Conference Paper
Full-text available
Social transparency within an organisation refers to the intentional sharing by individuals of information relating to themselves and their group to others in the workplace. This includes announcing personal interests, activity status, priorities and personal achievements. Such transparency is typically intended to increase relatedness, motivation...
Conference Paper
Full-text available
Procrastination refers to a voluntary delay of a needed or committed task that might hurt productivity and wellbeing requirements such as self-acceptance, personal growth and positive relations with others. People might procrastinate due to a lack of motivation towards performing a task or a mismatch between the task and their skills. Social Networ...
Conference Paper
Full-text available
Social media provides a platform for information sharing and dissemination and has speedily become a popular method for individuals to relate to others regardless of the time and geographical distance. However, this wealth of connectivity and availability of information may lead to the experience of the Fear of Missing Out (FoMO) that typically ref...
Conference Paper
Full-text available
Social transparency through an enterprise information system refers to the use of digital media by individuals and groups to communicate their own information voluntarily to others within their work environment. It is typically meant to support positive work ethics such as collaboration, trust, efficiency and informed decision-making. Unmanaged soc...
Conference Paper
Full-text available
Social Network Sites (SNSs) are meant to facilitate interaction between people. The design of SNSs employs persuasive techniques with the aim of enhancing the user experience but also increasing interaction and user retention. Examples include the personalisation of content, temporarily available feeds, and notification and alert features. Socialne...
Conference Paper
Procrastination refers to a voluntary postponement that prevents people from performing their tasks and can hurt productivity and wellbeing. Procrastination might occur due to a lack of motivation to perform tasks or due to the low self-control that people might have over their time and task management. Social Networking Sites (hereafter SNS) are d...
Conference Paper
Full-text available
Procrastination refers to a voluntary postponement that prevents people from performing their tasks and can hurt productivity and wellbeing. Procrastination might occur due to a lack of motivation to perform tasks or due to the low self-control that people might have over their time and task management. Social Networking Sites (hereafter SNS) are d...
Preprint
Full-text available
The SmartAbility Android Application recommends Assistive Technology (AT) for people with reduced physical ability, by focusing on the actions (abilities) that can be performed independently. The Application utilises built-in sensor technologies in Android devices to detect user abilities, including head and limb movements, speech and blowing. The...
Chapter
Full-text available
The concept of goals is prominent in information systems and also artificial intelligence literature such as goal-oriented requirements engineering and self-adaptive systems. Digital motivation systems, e.g. gamification and persuasive technology, utilise the concept of behavioural goals which require a different mind-set on how to elicit and set t...
Article
Full-text available
Digital addiction (hereafter DA) denotes a problematic relationship with technology described by being compulsive, obsessive, impulsive and hasty. New research has identified cases where users’ digital behaviour shows symptoms meeting the clinical criteria of behavioural addiction. The online peer groups approach is one of the strategies to combat...
Chapter
Full-text available
There is a growing acceptance of the association between obsessive, compulsive and excessive usage of digital media, e.g., games and social networks, and users’ wellbeing, whether personal, economic or social. While specific causal relations between such Digital Addiction (DA) and the negative life experience can be debated, we argue in this paper...
Conference Paper
Full-text available
In this paper, a one-stop e-Government solution will be proposed for the existing Korean government multi-ministry Employment-Welfare plus system that utilizes latest IT technologies. Since 2001, the Korean government had established 11 initiatives and 31 roadmaps to build e-Government infrastructure. Although this infrastructure has been very succ...
Conference Paper
Full-text available
Cloud computing is a novel paradigm which provides on demand, scalable and pay-as-you-use computing resources in a virtualized form. With cloud computing, users are able to access large pools of resources anywhere without any limitation. In order to use the provided facilities by the cloud in an efficient way, the management of resources is an unde...
Article
Full-text available
Gamification corresponds to the use of game elements to encourage certain attitudes and behaviours in a serious context. When applied to enterprise teamwork, gamification can lead to negative side-effects which compromise its benefits. For example, applying competitive elements such as leaderboard may lead to clustering amongst team members and enc...
Article
Full-text available
Gamification refers to the use of game elements in a business context to change users' behaviours, mainly increasing motivation towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines and application areas. Despite the increasing interest, we still n...
Chapter
Full-text available
Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style...
Chapter
Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style...
Chapter
Crowdsourcing is an emerging paradigm, facilitated by the ease and scale of online connectivity, which harnesses the power of the crowds to solve problems and contribute knowledge. Crowdsourcing has been tried in practice and there are several commercial general-purpose crowdsourcing platforms on the web. Although the paradigm feasibility and impac...
Chapter
Crowdsourcing is an emerging paradigm, facilitated by the ease and scale of online connectivity, which harnesses the power of the crowds to solve problems and contribute knowledge. Crowdsourcing has been tried in practice and there are several commercial general-purpose crowdsourcing platforms on the web. Although the paradigm feasibility and impac...
Chapter
Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style...
Article
Full-text available
Online gambling, unlike other offline addiction forms, provides unprecedented opportunities for monitoring users’ behaviour in real-time, along with the ability to adapt persuasive interactions and messages that would match the gamblers usage and personal context. Online gambling industry usually offers Application Programming Interfaces (APIs) tha...
Article
Full-text available
Internet-led labour market has become so competitive it is forcing many organisations from different sectors to embrace e-recruitment. However, realising the value of the e-recruitment from a Requirements Engineering (RE) analysis perspective is challenging. This research was motivated by the results of a failed e-recruitment project conducted in m...
Preprint
Full-text available
Internet-led labour market has become so competitive forcing many organisations from different sectors to embrace e-recruitment. However, realising the value of the e-recruitment from a Requirements Engineering (RE) analysis perspective is challenging. This research is motivated by the results of a failed e-recruitment project conducted in military...
Conference Paper
Full-text available
Fear of missing out, (hereafter referred to as FoMO), is increasingly becoming an issue of concern in relation to the use of Social Network Sites (SNSs). Despite its importance, the effects of FoMO continue to receive limited attention, while guidance on how SNSs design is responsible for developing should and, also, combatting it, remains inadequa...
Article
Full-text available
Transparency is a key emerging requirement in modern businesses and their information systems. Transparency refers to the information which flows amongst stakeholders for the purpose of informed decision-making and taking the right action. Transparency is generally associated with positive connotations such as trust and accountability. However, it...
Chapter
Full-text available
Online peer group approach is inherently a persuasive technique as it is centered on peer pressure and surveillance. They are persuasive social networks equipped with tools and facilities that enable behaviour change. This paper presents the case for domain-specific persuasive social networks and provides insights on problematic and addictive behav...
Conference Paper
Full-text available
Personalised education has been a developmental goal across all levels of the UK education sector for many years. In particular, the Higher Education sector has struggled the most due to a lack of personalisation, as student numbers in lecture theatres have grown significantly, occasionally exceeding three hundred. Asa consequence, educators are co...
Conference Paper
Full-text available
In this paper, adaptivity and recommendation methods have been explored and implemented for an e-commerce web application of an online e-shop system, utilising Python web framework technologies. The approach used to create such adaptivity methods is described through the analysis of initial requirements, models and designs of the planned solution,...
Chapter
Full-text available
Gamification in businesses refers to the use of technology-assisted solutions to boost or change staff attitude, perception and behaviour, about the individual or collective goals and tasks. Previous research indicated that gamifi- cation techniques could introduce risks to the business environment, and not on- ly fail to make a positive change, bu...
Chapter
Full-text available
Gamification in businesses refers to the use of technology-assisted solutions to boost or change staff attitude, perception and behaviour, about the individual or collective goals and tasks. Previous research indicated that gamifi- cation techniques could introduce risks to the business environment, and not on- ly fail to make a positive change, bu...
Article
Full-text available
Transparency is a requirement that denotes the communication of information that should help audience to take informed decisions. The existing research on transparency in information systems usually focuses on the party who provides transparency and its inter-relation with other requirements such as privacy, security and regulatory requirements. En...
Conference Paper
Full-text available
Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Compu...
Conference Paper
Full-text available
Staff motivation leads to more efficiency, quality and enjoyment while performing tasks and fulfilling business requirements. Software-based motivation is the use of technology, such as gamification, persuasive technology and entertainment computing to facilitate and boost such behaviour and attitude. Despite its importance and unique peculiarities...
Conference Paper
Full-text available
Digital Addiction (DA) is an emerging behavioural phenomenon that denotes an obsessive and problematic usage of digital media. Such usage could meet various criteria of an addictive behaviour such as salience, conflict, tolerance and withdrawal symptoms and, hence, it would raise new challenges and ethical considerations on the way we engineer soft...
Conference Paper
Full-text available
Transparency is a requirement of businesses and their information systems. It is typically linked to positive ethical and economic attributes , such as trust and accountability. Despite its importance, transparency is often studied as a secondary concept and viewed through the lenses of adjacent concepts such as security, privacy and regulatory req...
Conference Paper
Full-text available
Software-based motivation refers to the use of tech- nology to enhance the engagement and efficiency of people in performing tasks and following a certain behaviour. Instances of such paradigm include gamification, persuasive technology and entertainment computing. Despite its potential, an ad- hoc introduction of software-based motivation to a bus...
Chapter
In this paper, the authors report about the DCI software architecture. While DCI was not invented by the authors of this paper, they believe it offers great potential for developing software that captures the end user’s mental model in the implementation and, therefore, bridges the gap between the user’s way of thinking about a program, i.e., busin...
Conference Paper
Full-text available
Digital Addiction (DA) denotes a problematic usage of digital devices characterised by properties such as being compulsive, impulsive, excessive and hasty. DA is associated with negative behaviours such as anxiety and depression. “Digital Detox” programs have started to appear and are mainly based on a relatively expensive and heavyweight in-patien...
Conference Paper
Full-text available
Digital Addiction (DA) denotes a problematic usage of digital devices characterised by properties such as being compulsive, impulsive, excessive and hasty. DA is associated with negative behaviours such as anxiety and depression. “Digital Detox” programs have started to appear and are mainly based on a relatively expensive and heavyweight in-patien...
Article
Full-text available
Digital Addiction refers to a problematic usage of digital devices characterised by being excessive, compulsive, impulsive and hasty. It is often associated with negative life experience such as anxiety and depression. To combat Digital Addiction, interactive e-health intervention applications started to appear to aid users adjust their usage style...