Dorit Nevo

Rensselaer Polytechnic Institute, Троя, New York, United States

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Publications (29)25.7 Total impact

  • Hossam Ali-Hassan · Dorit Nevo · Michael Wade
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    ABSTRACT: Organizations are increasingly adopting new technologies, such as social media, that afford employees a repertoire of uses not simply focused on work, but also on socialization and entertainment. Knowledge regarding the impact of such diverse technologies on job performance, however, is currently limited. This study adopts a technology use lens to study the effect of three categories of social media use – social, hedonic, and cognitive – on job performance, as mediated by three dimensions of social capital. The research was conducted via a large-scale survey within a multinational Information Technology company. Social and cognitive uses of technology were empirically shown to have a positive, albeit indirect, effect on employees’ routine and innovative job performance. Hedonic use of the technology, while having a direct negative impact on routine performance was shown to positively contribute to the development of social ties, leading to a mitigating positive influence on innovative performance. This interesting positive side of hedonic use, along with all findings from our study, are discussed and used to offer insights to future research and practice.
    No preview · Article · Apr 2015 · The Journal of Strategic Information Systems
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    ABSTRACT: This paper proposes the use of advanced data displays to promote the visualization of big data for supporting collaborative decision-making through enhanced synchronicity and team convergence. We review relevant literature and put forth propositions about the impact and interaction of task, data, and media attributes. We conclude by describing how the propositions can be empirically tested and highlighting the contributions of our work.
    No preview · Article · Mar 2015
  • S. Nevo · D. Nevo · A. Pinsonneault
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    ABSTRACT: The objective of this paper is to offer a differentiated approach towards post implementation change behaviors towards information technology. The majority of research to date has defined such behaviors as forms of 'adaptation.' In this paper we argue that the term adaptation is overloaded which can affect the way we theorize about such behaviors. We focus an important behavior that does not fit the definition of adaptation, a behavior which we term IT reinvention and demonstrate why it differs from adaptation and requires new theorizing.
    No preview · Article · Mar 2015
  • Dorit Nevo · Julia Kotlarsky
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    ABSTRACT: Crowdsourcing platforms that attract a large pool of potential workforce allow organizations to reduce permanent staff levels. However managing this “human cloud” requires new management models and skills. Therefore, Information Technology (IT) service providers engaging in crowdsourcing need to develop new capabilities to successfully utilize crowdsourcing in delivering services to their clients. To explore these capabilities we collected qualitative data from focus groups with crowdsourcing leaders at a large multinational technology organization. New capabilities we identified stem from the need of the traditional service provider to assume a “client” role in the crowdsourcing context, while still acting as a “vendor” in providing services to the end-client. This paper expands the research on vendor capabilities and IT outsourcing as well as offers important insights to organizations that are experimenting with, or considering, crowdsourcing.
    No preview · Article · Sep 2014 · Decision Support Systems
  • Hamed Tajedin · Dorit Nevo
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    ABSTRACT: With the advent of digitization, recent years have witnessed a surge toward collective undertaking of production process different from traditional ways of organizing. In this vein, crowdsourcing has lent itself into a successful emerging mode of organizing and firms are increasingly using it in their value creation activities. However, despite popularity in practice, crowdsourcing has received little attention from IS scholars. Specifically, what the determinants of success in this model are remains an unexplored area of research that we strive to address in this paper. We focus on software development via crowdsourcing and drawing on studies from IS success, OSS and software development, we build a model of success that has three determinants: the characteristics of the project, the composition of the crowd and the relationship among key players. Finally, we describe our research methodology and conclude with potential contributions of our work.
    No preview · Conference Paper · May 2013
  • DORIT NEVO · IZAK BENBASAT · YAIR WAND
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    ABSTRACT: Transactive memory is an effective mechanism for locating and coordinating expertise in small groups and has been shown to hold numerous benefits for groups and organizations. To extend transactive memory beyond the scope of small groups, researchers have proposed the use of information technology (IT). This paper provides an integrated discussion of our knowledge from three studies concerning IT support in transactive memory in organizations. Focusing on meta-memory, which is at the heart of transactive memory systems, we examine what meta-memory is maintained by members of transactive memory systems, whether providing this meta-memory in a technology-mediated environment can lead to transactive memory development, whether IT can realistically provide this meta-memory, and whether different requirements exist for different users and in different stages of transactive memory development. We discuss the implications of these studies to both research and practice.
    No preview · Article · Apr 2012 · Journal of Management Information Systems
  • Saggi Nevo · Dorit Nevo · Henry M. Kim
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    ABSTRACT: Although three-dimensional, immersive virtual worlds, such as Active Worlds, Second Life, and Teleplace have been in existence for several years, their organizational use is rather limited. This paper posits, perhaps counter intuitively, that the diffusion of virtual worlds within organizations could be enhanced by their recreational usage. This argument is motivated by the notion developed in this paper that the use of technologies need not remain within a single context, but instead can cross-contexts, for example from recreational to vocational. We term such shift cross-context IS continuance. This paper proposes that workers using virtual worlds for recreational (i.e., hedonic and social) use are suitably positioned to discover those technologies’ workplace applicability, thereby assisting in their diffusion within the organization. Building on the supporting results of an empirical study, this paper recommends that managers consider allowing for ‘playtime’ with virtual worlds as a mechanism for enhancing their adoption and subsequent diffusion in the workplace. From an information systems (IS)-research perspective, this paper makes several important contributions. First, it contributes to the IS continuance literature by arguing for, and providing evidence in support of, the existence of cross-context continuance. To date, this literature stream has examined only one aspect of continuance – for example, within-context. Second, this paper identifies recreational and work as distinct dimensions of technology usage, and hedonic and social usage as sub-dimensions of the former, thereby contributing to the contextualization of this core IS construct. Third, it is one of the early field studies dedicated to the empirical examination of virtual worlds.
    No preview · Article · Mar 2012 · Journal of Information Technology
  • Saggi Nevo · Dorit Nevo
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    ABSTRACT: The prevailing view in IS research considers technology users as passive actors in the innovation diffusion process who face only two possible behaviors regarding the technology they receive -- i.e., either use or nonuse. According to this view, individuals either accept the technology as it is presented to them or outright reject it. We contest this view and propose that a third behavior more accurately characterizes the landscape of post-adoption behaviors -- that is, IT reinvention. We argue that reinvention is important for post-adoption IS research and propose a new theory. By tracing a path from IT dissatisfaction to technology reinvention, this paper makes several contributions to IS research and practice. First, it sheds lights on a complex phenomenon -- that is, the consequences of IT dissatisfaction. Second, the paper informs managers on how to view IT dissatisfaction as a possible occasion for technology reinvention, with potentially positive outcomes.
    No preview · Article · Jan 2012
  • D. Nevo · J. Kotlarsky · S. Nevo
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    ABSTRACT: Technological advancements enable new sourcing models in software development such as cloud computing, software-as-a-service, and crowdsourcing. While the first two are perceived as a re-emergence of older models (e.g., ASP), crowdsourcing is a new model that creates an opportunity for a global workforce to compete with established service providers. Organizations engaging in crowdsourcing need to develop the capabilities to successfully utilize this sourcing model in delivering services to their clients. To explore these capabilities we collected qualitative data from focus groups with crowdsourcing leaders at a large technology organization. New capabilities we identified stem from the need of the traditional service provider to assume a "client" role in the crowdsourcing context, while still acting as a "vendor" in providing services to the end client. This paper expands the research on vendor capabilities and IS outsourcing as well as offers important insights to organizations that are experimenting with, or considering, crowdsourcing.
    No preview · Article · Jan 2012
  • Hossam Ali-Hassan · Dorit Nevo

    No preview · Conference Paper · Jul 2011
  • S. Nevo · D. Nevo · E. Carmel

    No preview · Article · Mar 2011
  • S. Nevo · D. Nevo
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    ABSTRACT: Although 3D immersive virtual worlds such as Active Worlds, Second Life, and There have been in existence for several years, their organizational use is limited and falls short of their recreational use (e.g., social and entertainment activities). In this paper we build on the diffusion of innovations and lateralization of the brain literatures to link recreational and organizational use of virtual worlds. Specifically, we theorize that play-time with virtual worlds (i.e., their use under recreational context) is conducive for re-inventing these technologies as beneficial tools for the workplace, impacting intentions to use them in the work context. The empirical evidence provides encouraging support, suggesting that organizations can leverage play-time to enhance adoption and diffusion of virtual worlds. This paper contributes to our understanding of the interplay between work and life in the context of technology use.
    No preview · Conference Paper · Feb 2011
  • Dorit Nevo · Izak Benbasat · Yair Wand
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    ABSTRACT: This paper explores the knowledge demands of expertise seekers for the purpose of designing effective expertise locator systems. We conduct an empirical investigation, using conjoint analysis and within-subject tests, exploring the relative importance assigned to different experts' attributes under two expertise seeking contexts: knowledge allocation and knowledge retrieval. Our results show that when choosing an expert to retrieve knowledge from (knowledge retrieval), expertise seekers will assign greater importance to the person's level of expertise. When selecting an expert to transfer knowledge to (knowledge allocation), attributes representing the network ties between the expert and the seeker and the benevolence of the expert will be perceived as more important. The results are important for the design of expertise locator systems that are better customized to fit the knowledge needs of their users.
    No preview · Conference Paper · Feb 2011
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    ABSTRACT: This paper presents an empirical study investigating the impact of organizational social computing on employees' innovative and in-role job performance. Specifically, we suggest that two key uses of social computing, representing the use of social computing tools for maintaining social relations and for generating and sharing content, are positively related to employees' access to knowledge. Access to knowledge, in the form of expertise location and access to codified information, is in turn positively associated with employees' innovative and in-role job performance. For this study a conceptual model is developed and tested via a cross-sectional survey. The findings suggest that the two key uses of organizational social computing are positively associated with access to knowledge which in turn is positively related to the two forms of job performance at varying degrees. Theoretical and practical implications are discussed, as are directions for future research.
    No preview · Conference Paper · Jan 2011
  • Hossam Ali-Hassan · Dorit Nevo · Saggi Nevo

    No preview · Article · May 2010 · ACM SIGMIS Database
  • Hossam Ali-Hassan · Dorit Nevo · Saggi Nevo
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    ABSTRACT: With advances in the areas of telecommunications, computing and miniaturization of computers, the use of mobile technology is becoming prevalent within organizations. Consequently, a shift towards a nomadic computing environment, capable of supporting workers anywhere and anytime, is commonly observed. While many of the issues associated with such environments are technological in nature, this paper focuses on the social aspect of the shift to a nomadic computing environment, and examines its impact of employees' ability to effectively collaborate with one another. Studying changes at the individual level, we argue that an increase in workers' social mobility, brought upon by the move to a nomadic computing environment, is likely to have a negative effect on their social capital. Social capital has been shown to positively impact collaboration in various settings, including the workplace. We further argue that the above negative effect is contingent upon the type of mobile technology used by nomadic workers. The paper concludes with suggestions for model extensions and avenues for future research.
    No preview · Article · May 2010 · ACM SIGMIS Database
  • Source
    Saggi Nevo · Dorit Nevo · Phillip Ein-Dor
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    ABSTRACT: Information technologies are an integral part of any organization and are constantly emerging and evolving. Theories explaining the impact of technological innovations on organizations and the individuals that populate them are developed as new technologies emerge, and future business applications are explored. Despite this richness of research, we have a fairly narrow view of how these technologies are related. Furthermore, new technologies are often assigned labels that strongly connote disconnect from existing technologies despite the fact that few true evolutionary leaps exist and, for the most part, information technologies evolve from each other and share many similarities. Consequently, our ability to apply knowledge gained from the application of one technology to interactions with another is limited. Developing general theories of information technologies require strong understanding of the different technologies that exist and how they are related. To this end, this article puts forward a concise classification of information technologies. Using a multidimensional scaling approach and survey data from IS academics, we identify three dimensions which capture the commonalities and differences among
    Preview · Article · Jan 2010 · Communications of the Association for Information Systems
  • Hossam Ali-Hassan · Dorit Nevo
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    ABSTRACT: Despite an increasing popularity, the impact and benefits of corporate social computing remain unclear. This paper aims at rigorously studying social computing tools as a new class of technology and provides a holistic definition and characterization. After a comprehensive literature review, we empirically explored the defining attributes and underlying dimensions of social computing as a whole using the multidimensional scaling (MDS) methodology. The study found that 13 representative exemplar tools differ over three dimensions: (i) their ability to support social interactions, social relations, and communities, (ii) their hedonic versus utilitarian focus, and (iii) their ability to support convergence versus conveyance of generated content. A Property Fitting (ProFit) study confirmed the interpretation of the dimensions. This provided a better understanding of this technology and allowed us to better theorize about the expected benefits and impacts of social computing on organizations, to offer guidelines for adoption and provide suggestions for future research.
    No preview · Conference Paper · Jan 2009
  • Saggi Nevo · Dorit Nevo · Phillip Ein-Dor
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    ABSTRACT: This paper puts forward an academic identity for the IS discipline which emerges out of its displayed academic artifacts - namely, papers published in two of the discipline's major journals (Information Systems Research and MIS Quarterly) between 1977 and 2006. Our study focuses on two specific attributes of these papers: the focal IT Artifact and the IS Theme. An analysis of 1056 papers reveals an academic identity characterized by a relatively persistent focus on a small set of IT Artifacts and a similarly small set of IS Themes. The analysis suggests that our academic identity is indicated by two central and enduring intellectual cores associated with a handful of IT Artifacts and IS Themes, which have captured the attention of IS researchers over three decades. This academic identity may be described as the scientific study of the design, development, and management of information technologies, as well as their use by and impact on individuals, groups, and organizations. Of particular interest are information technologies (and their specific components) that enable communication, collaboration, and decision making. A follow up analysis of the papers published in 2007 and 2008 provides support to the central and enduring nature of our discipline's intellectual core.
    No preview · Article · Jan 2009 · Communications of the Association for Information Systems
  • Dorit Nevo · Brent Furneaux · Yair Wand
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    ABSTRACT: In this paper we develop an evaluation framework for Knowledge Management Systems (KMS). The framework builds on the theoretical foundations underlying organizational Knowledge Management (KM) to identify key KM activities and the KMS capabilities required to support each activity. These capabilities are then used to form a benchmark for evaluating KMS. Organizations selecting KMS can use the framework to identify gaps and overlaps in the extent to which the capabilities provided and utilized by their current KMS portfolio meet the KM needs of the organization. Other applications of the framework are also discussed.
    No preview · Article · Dec 2008 · Information Technology and Management

Publication Stats

323 Citations
25.70 Total Impact Points

Institutions

  • 2014-2015
    • Rensselaer Polytechnic Institute
      Троя, New York, United States
  • 2005-2012
    • York University
      • Schulich School of Business
      Toronto, Ontario, Canada
  • 2011
    • CUNY Graduate Center
      New York, New York, United States
  • 2009
    • University of Toronto
      Toronto, Ontario, Canada
  • 2008-2009
    • New York University
      New York, New York, United States