Track Description A few years back, we perceived the rapid uptake of mobile media, ubiquitous computing, and IoT (Internet of Things) to be an interesting academic phenomenon. Today, these technologies have permeated our lives to an unprecedented degree, and the interplay of people, computing, data, and things is evolving at an increasingly fast pace in practice and daily lives. We connect to friends, family members, colleagues, and communities 24/7, and we interact with objects surrounding us, such as our fridge, car, drones, or even robots. Indeed, receiving data from embedded sensors and other similar devices that monitor health conditions and other aspects of life has become integral of our everyday life and routines.

Given this emerging landscape, IS researchers inevitably face a plethora of new digitalization challenges to explore, understand, explain and design: What do people expect from interactions with other people, data, and things? What are the contextual factors that drive their behavior? What are the technology affordances that influence and shape these use patterns? What is the impact of these interactions on individuals, organizations, and society at large? How can we design innovative solutions to improve the interplay of people, computing, data, and things?

Moreover, there are many theoretical and practical questions that emanate from the abundance of data that characterizes our contemporary life. They range from tackling socio-technical aspects associated with the volume, variety, velocity, and veracity of data in an interconnected digital/mobile environment to extracting information and knowledge resources that help organizations and institutions to innovate. Such renewal of organizational practices involves amongst others redefining customer relationships, optimizing distributed operations, and empowering employees. This calls for IS researchers both to build revelatory theory about the novel organizational capabilities required to build successful entrepreneurial ecosystems, as well as to address new and existing design problems by creating useful, innovative, and reusable solutions enabled by IoT, mobile devices, ubiquitous computing, and other digital technologies.
Track Chairs Paul Pavlou
Ting Li
Wonseok Oh


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