Newer communication technologies (CTs) will always vie with more mature technologies for the attention of time-constrained legislators. As continual advances in CT make new methods of communication available to legislators, it is important to understand how newly introduced CTs influence novel and changing legislator behaviors. The mixed-method research presented in this study provides deep insights into the relationships between legislators and the CTs they use. This study offers many contributions, among them: it effectively bridges a gap between existing Internet Enabled CT (IECT) behavioral studies on non-legislators by expanding them to include legislator behavior; it expands existing narrowly focused research into the use of CT by legislators by including both IECT and mature CTs such as face-to-face meetings and telephone; it provides a fresh perspective on the factors that make CTs important to legislators, and it uncovers legislator behaviors that are both useful, and potentially harmful, to the process of democracy in the United States. In addition, this study confirms and extends existing research in areas such as minority party constituent communication frequency, and extends the topic of legislator CT behavior into some unanticipated areas such as constituent selective behaviors and the use of text messaging during floor debates which effectively enable lobbyists and paid consultants to participate real-time in floor debates in the Arizona House and Senate.
Most of challenges facing today's government cannot be resolved without collaborative efforts from multiple non-state stakeholders, organizations, and active participation from citizens. Collaborative governance has become an important form of management practice. Yet the success of this inclusive management approach depends on whether government agencies and all other involved parties can collectively deliberate and work toward the shared goals. This dissertation examines whether information technology (IT) tools and prior cooperative interactions can be used to facilitate the collaboration process, and how IT tools and prior cooperative interactions can, if at all, get citizens and communities more engaged in collaborative governance. It focuses on the individual and small groups engaged in deliberating on a local community problem, which is water sustainability in the Phoenix metropolitan area. Experiments were conducted to compare how people deliberate and interact with each other under different IT-facilitated deliberation environments and with different prehistory of interactions. The unique experimental site for this research is a designed deliberation space that can seat up to 25 participants surrounded by the immersive 260-degree seven-screen communal display. In total, 126 students from Arizona State University participated in the experiment. The experiment results show that the deliberation spaces can influence participants' engagement in the collaborative efforts toward collective goals. This dissertation demonstrates the great potential of well-designed IT-facilitated deliberation spaces for supporting policy deliberation and advancing collaborative governance. This dissertation provides practical suggestions for public managers and community leaders on how to design and develop the desired features of IT-facilitated interaction environments for face-to-face and computer-mediated online public deliberation activities. This dissertation also discusses lessons and strategies on how to build a stronger sense of community for promoting community-based efforts to achieve collective goals.
One approach to support such personalization is via self-experimentation using single-case designs. ‘Hack Your Health’ is a tool that guides individuals through an 18-day self-experiment to test if an intervention they choose (e.g., meditation, gratitude journaling) improves their own psychological well-being (e.g., stress, happiness), whether it fits in their routine, and whether they enjoy it.
The purpose of this work was to conduct a formative evaluation of Hack Your Health to examine user burden, adherence, and to evaluate its usefulness in supporting decision-making about a health intervention. A mixed-methods approach was used, and two versions of the tool were tested via two waves of participants (Wave 1, N=20; Wave 2, N=8). Participants completed their self-experiments and provided feedback via follow-up surveys (n=26) and interviews (n=20).
Findings indicated that the tool had high usability and low burden overall. Average survey completion rate was 91%, and compliance to protocol was 72%. Overall, participants found the experience useful to test if their chosen intervention helped them. However, there were discrepancies between participants’ intuition about intervention effect and results from analyses. Participants often relied on intuition/lived experience over results for decision-making. This suggested that the usefulness of Hack Your Health in its current form might be through the structure, accountability, and means for self-reflection it provided rather than the specific experimental design/results. Additionally, situations where performing interventions within a rigorous/restrictive experimental set-up may not be appropriate (e.g., when goal is to assess intervention enjoyment) were uncovered. Plausible design implications include: longer experimental and phase durations, accounting for non-compliance, missingness, and proximal/acute effects, and exploring strategies to complement quantitative data with participants’ lived experiences with interventions to effectively support decision-making. Future work should explore ways to balance scientific rigor with participants’ needs for such decision-making.
The second project is the Structural Inertia Model, which is intended to build theory around why larger firms may be less successful in capturing new marketshare than smaller firms, as well as to advance fitness landscape methods. The model explores the possibility that firms with larger scopes may be less effective in mitigating the costs of cooperation because conditions may arise that cause intrafirm conflicts. The model is implemented on structured fitness landscapes derived using the maximal order of interaction (NM) formulation and described using local optima networks (LONs), thus integrating these novel techniques.
Finally, firm dynamics can serve as a proxy for the ease at which people can voluntarily enter into the legal cooperative agreements that constitute firms. The third project, the Emergent Firm model, is an exploration of how this dynamic of voluntary association may be affected by differing capital institutions, and explores the macroeconomic implications of the economies that emerge out of the various resulting firm populations.
Maricopa County is the home of the Phoenix metropolitan area, an expansive city with serious air quality concerns. To ameliorate air quality in the county, the Maricopa County Air Quality Department developed a website and mobile application called "Clean Air Make More" as a means of outreach and engagement. In doing this, the county has found a way to engender a bilateral relationship between individuals and their government agency. This study analyzes the effectiveness of Clean Air Make More in establishing this relationship and engaging the community in efforts to improve air quality. It concludes that the design of the application effectively meets user needs, but marketing efforts should target populations disposed to taking action regarding air quality.
The Maricopa County Heat Relief Network (HRN) is an ad-hoc partially self-organized network with some attributes of hierarchical coordination that forms each year to provide heat relief and hydration to residents in need by operating as cooling centers. These HRN organizations are a collection of non-profit, governmental and religious organizations. This dissertation looks at the HRN from a complexity governance perspective and engaged different parts of the network in interviews to learn more about their perspective in delivering heat relief. Further, participatory modeling with a prototype agent based model was done with the HRN coordinating agencies to look for emergent outcomes in the HRN system and learn from their perspective. Chapter one evaluates organizational theory and complexity with climate adaptation, hazard preparedness and resilience in the HRN. Chapter two presents results from interviews with HRN facility managers and evaluates their perspective on how they function to offer heat relief. Chapter three finds that the HRN is a good example of complexity governance when engaged through a participatory agent based modeling approach. Chapter four engages the HRN coordinators in participatory agent based modeling interviews to increase their systems level awareness, learn about their perspective on heat relief delivery, and how the system can be improved. Chapter five looks across the different levels of the HRN investigated, the facility managers and coordinators, for differences and similarities in perspectives. The research conducted in this dissertation shows different levels of systems awareness of the different parts of the HRN and how participatory modeling can be used to increase systems awareness. Results indicate that there was very little horizontal network connection between HRN facility managers and most of the interaction was vertically coordinated indicating opportunities for increased network communication in the future both horizontally and vertically if communication interventions were put in place.
Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.