A K M Najmul Islam
Biographic Data
| ID | 4431899 |
|---|---|
| NAME | A K M Najmul Islam |
| GIVEN NAMES | A K M Najmul |
| FAMILY NAME | Islam |
| SIGNATURE | ISLAM A K M N |
| AFFILIATIONS | Lappeenranta-Lahti University of Technology |
| ORCID | 0000-0003-2236-3278 |
| VERIFIED | Yes |
| TOTAL WORKS | 24 |
| TOTAL CITATIONS | 40 |
| WORKS AS AUTHOR | 24 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 4 |
Human-Robo-advisor collaboration in decision-making
Enablers and inhibitors of AI assimilation in hiring
Purpose Most prior studies have primarily investigated AI adoption, with less attention given to AI assimilation in human resource management (HRM). Additionally, prior studies often lack empirical verification of the extent to which human–AI collaboration might alleviate challenges and promote AI assimilation in the HRM context. Thus, this study aims to explore AI assimilation in recruitment with a balanced view that identifies both enabling and…
Blockchain for sustainable consumption
Purpose There is little empirical evidence on how blockchain affordances may encourage consumers to make sustainable choices. Thus, this paper examines how blockchain affordances affect consumers’ sustainable consumption. Design/methodology/approach We focus on three blockchain affordances: transparency, traceability, and immutability in this paper. By integrating the affordance lens and theory of consumption values (TCV), we develop a research m…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
The dark side of social media platforms
Research indicates that social media platform (SMP) use may adversely influence university students' academic performance (AP)—a phenomenon broadly known as the dark side of social media (DoSM). Our study applies the Situation-Organism-Behaviour-Consequence (S-O-B-C) framework to explicate pathways through which situational triggers (loneliness and self-presentation) lead to students' experience of cognitive (information and communication) overlo…
Explainable Artificial Intelligence (XAI) from a user perspective
The rapid growth and use of artificial intelligence (AI)-based systems have raised concerns regarding explainability. Recent studies have discussed the emerging demand for explainable AI (XAI); however, a systematic review of explainable artificial intelligence from an end user's perspective can provide a comprehensive understanding of the current situation and help close the research gap. The purpose of this study was to perform a systematic lit…
What drives managers towards algorithm aversion and how to overcome it? Mitigating the impact of innovation resistance through technology readiness
Artificial intelligence has been increasingly used in many managerial decision-making contexts for its superior performance. However, many managers are still averse to using AI algorithms in decision-making. The benefits of algorithms cannot be realized optimally if managers are reluctant to use them. Although there are many studies investigating the factors that make an individual averse towards algorithms, studies examining such factors in the …
Playing location-based games is associated with psychological well-being
Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players' psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and per…
Coping with pandemics using social network sites
Prior research has often portrayed information technology (IT) as a stressor. In this paper, we propose and demonstrate that IT can also be an effective means of coping with life stressors, including those induced by pandemics such as COVID-19. We thus deviate from the common IT-as-a-stressor perspective and adopt an IT-as-a-coping-mechanism viewpoint. To this end, we apply the stressor-detachment model from organisational psychology to the use o…
What influences algorithmic decision-making? A systematic literature review on algorithm aversion
With the continuing application of artificial intelligence (AI) technologies in decision-making, algorithmic decision-making is becoming more efficient, often even outperforming humans. Despite this superior performance, people often consciously or unconsciously display reluctance to rely on algorithms, a phenomenon known as algorithm aversion. Viewed as a behavioral anomaly, algorithm aversion has recently attracted much scholarly attention. Wit…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Does multitasking computer self-efficacy mitigate the impact of social media affordances on overload and fatigue among professionals
Purpose This paper investigates the moderating role of multitasking computer self-efficacy on the relationship between social media affordances and social media overload as well as its moderation between social media overload and social media fatigue. Design/methodology/approach The authors hypothesize that social media affordances will have a positive impact on social media overload (i.e. information and communication overload). They also hypoth…
Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience
Augmented reality (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokémon GO (N = 515). Our findings show that nostalgic feelings about Pokémon increased imagining AR…
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Impact of Online Information on Self-Isolation Intention During the Covid-19 Pandemic
BACKGROUND: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previou…
Unusual purchasing behavior during the early stages of the Covid-19 pandemic
During the COVID-19 pandemic, unusual consumer behavior, such as hoarding toilet paper, was reported globally. We investigated this behavior when fears of consumer market disruptions started circulating, to capture human behavior in this unique situation. Based on the stimulus-organism-response (S-O-R) framework, we propose a structural model connecting exposure to online information sources (environmental stimuli) to two behavioral responses: un…
Did location-based games motivate players to socialize during Covid-19
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and…
Applying the Sobc paradigm to explain how social media overload affects academic performance
Misinformation sharing and social media fatigue during Covid-19
Fighting coronavirus with faith
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field
Is boredom proneness related to social media overload and fatigue? A stress–strain–outcome approach
Purpose Social media overload and fatigue have become common phenomena that are negatively affecting people's well-being and productivity. It is, therefore, important to understand the causes of social media overload and fatigue. One of the reasons why many people engage with social media is to avoid boredom. Thus, the purpose of this paper is to investigate how boredom proneness relates to social media overload and fatigue. Design/methodology/ap…
The dark side of social media – and Fifty Shades of Grey introduction to the special issue
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Is boredom proneness related to social media overload and fatigue? A stress–strain–outcome approach
Purpose Social media overload and fatigue have become common phenomena that are negatively affecting people's well-being and productivity. It is, therefore, important to understand the causes of social media overload and fatigue. One of the reasons why many people engage with social media is to avoid boredom. Thus, the purpose of this paper is to investigate how boredom proneness relates to social media overload and fatigue. Design/methodology/ap…
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
The dark side of social media – and Fifty Shades of Grey introduction to the special issue
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
Enablers and inhibitors of AI assimilation in hiring
Purpose Most prior studies have primarily investigated AI adoption, with less attention given to AI assimilation in human resource management (HRM). Additionally, prior studies often lack empirical verification of the extent to which human–AI collaboration might alleviate challenges and promote AI assimilation in the HRM context. Thus, this study aims to explore AI assimilation in recruitment with a balanced view that identifies both enabling and…
Blockchain for sustainable consumption
Purpose There is little empirical evidence on how blockchain affordances may encourage consumers to make sustainable choices. Thus, this paper examines how blockchain affordances affect consumers’ sustainable consumption. Design/methodology/approach We focus on three blockchain affordances: transparency, traceability, and immutability in this paper. By integrating the affordance lens and theory of consumption values (TCV), we develop a research m…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
The dark side of social media – and Fifty Shades of Grey introduction to the special issue
Impact of Online Information on Self-Isolation Intention During the Covid-19 Pandemic
BACKGROUND: During the coronavirus disease (COVID-19) pandemic, governments issued movement restrictions and placed areas into quarantine to combat the spread of the disease. In addition, individuals were encouraged to adopt personal health measures such as social isolation. Information regarding the disease and recommended avoidance measures were distributed through a variety of channels including social media, news websites, and emails. Previou…
Unusual purchasing behavior during the early stages of the Covid-19 pandemic
During the COVID-19 pandemic, unusual consumer behavior, such as hoarding toilet paper, was reported globally. We investigated this behavior when fears of consumer market disruptions started circulating, to capture human behavior in this unique situation. Based on the stimulus-organism-response (S-O-R) framework, we propose a structural model connecting exposure to online information sources (environmental stimuli) to two behavioral responses: un…
Did location-based games motivate players to socialize during Covid-19
Location-based games (LBGs) are typically played outdoors, as moving in the game is done by moving in the real world. However, during the COVID-19 pandemic, people were advised and even forced by governments to stay home and avoid social contact to slow down the spreading of the virus. The major LBG developers reacted by making in-game adjustments that allow playing from home, while still maintaining some incentives for players to go outdoors and…
Applying the Sobc paradigm to explain how social media overload affects academic performance
Misinformation sharing and social media fatigue during Covid-19
Fighting coronavirus with faith
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field
Is boredom proneness related to social media overload and fatigue? A stress–strain–outcome approach
Purpose Social media overload and fatigue have become common phenomena that are negatively affecting people's well-being and productivity. It is, therefore, important to understand the causes of social media overload and fatigue. One of the reasons why many people engage with social media is to avoid boredom. Thus, the purpose of this paper is to investigate how boredom proneness relates to social media overload and fatigue. Design/methodology/ap…
Does multitasking computer self-efficacy mitigate the impact of social media affordances on overload and fatigue among professionals
Purpose This paper investigates the moderating role of multitasking computer self-efficacy on the relationship between social media affordances and social media overload as well as its moderation between social media overload and social media fatigue. Design/methodology/approach The authors hypothesize that social media affordances will have a positive impact on social media overload (i.e. information and communication overload). They also hypoth…
Why playing augmented reality games feels meaningful to players? The roles of imagination and social experience
Augmented reality (AR) games such as location-based games add virtual content on top of the real world. We investigate why playing these games feels meaningful to players by focusing on the dimensions of imagination and sociality. We theorise a structural model that we test with data collected from a global sample of players of the popular AR game Pokémon GO (N = 515). Our findings show that nostalgic feelings about Pokémon increased imagining AR…
Continued use intention of wearable health technologies among the elderly
Purpose Wearable health technologies (WHTs) show promise in improving the health and well-being of the aging population because they promote healthy lifestyles. They can be used to collect health information from users and encourage them to be physically active. Despite potential benefits of WHTs, recent studies have shown that older people have low continued use intention toward WHTs. Previous work on this topic is disjointed, and new theoretica…
Understanding the impact of information sources on Covid-19 related preventive measures in Finland
The COVID-19 pandemic amplified the influence of information reporting on human behavior, as people were forced to quickly adapt to a new health threatening situation by relying on new information. Drawing from protection-motivation and cognitive load theories, we formulated a structural model eliciting the impact of the three online information sources: (1) social media, (2) official websites, and (3) other online news sources; on motivation to …
Playing location-based games is associated with psychological well-being
Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players' psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and per…
Coping with pandemics using social network sites
Prior research has often portrayed information technology (IT) as a stressor. In this paper, we propose and demonstrate that IT can also be an effective means of coping with life stressors, including those induced by pandemics such as COVID-19. We thus deviate from the common IT-as-a-stressor perspective and adopt an IT-as-a-coping-mechanism viewpoint. To this end, we apply the stressor-detachment model from organisational psychology to the use o…
What influences algorithmic decision-making? A systematic literature review on algorithm aversion
With the continuing application of artificial intelligence (AI) technologies in decision-making, algorithmic decision-making is becoming more efficient, often even outperforming humans. Despite this superior performance, people often consciously or unconsciously display reluctance to rely on algorithms, a phenomenon known as algorithm aversion. Viewed as a behavioral anomaly, algorithm aversion has recently attracted much scholarly attention. Wit…
How to explain AI systems to end users
Purpose Inscrutable machine learning (ML) models are part of increasingly many information systems. Understanding how these models behave, and what their output is based on, is a challenge for developers let alone non-technical end users. Design/methodology/approach The authors investigate how AI systems and their decisions ought to be explained for end users through a systematic literature review. Findings The authors’ synthesis of the literatur…
Territorial or nomadic? Geo-social determinants of location-based IT use
Purpose Location-based games (LBGs) have afforded novel information technology (IT) developments in how people interact with the physical world. Namely, LBGs have spurred a wave of territoriality (i.e. controlling) and exploration (i.e. discovering) of augmented physical space that are driven by different social dynamics related to group formation, social connectivity and altruism. The aim of this study is to investigate this dynamic and how it i…
The dark side of social media platforms
Research indicates that social media platform (SMP) use may adversely influence university students' academic performance (AP)—a phenomenon broadly known as the dark side of social media (DoSM). Our study applies the Situation-Organism-Behaviour-Consequence (S-O-B-C) framework to explicate pathways through which situational triggers (loneliness and self-presentation) lead to students' experience of cognitive (information and communication) overlo…
Explainable Artificial Intelligence (XAI) from a user perspective
The rapid growth and use of artificial intelligence (AI)-based systems have raised concerns regarding explainability. Recent studies have discussed the emerging demand for explainable AI (XAI); however, a systematic review of explainable artificial intelligence from an end user's perspective can provide a comprehensive understanding of the current situation and help close the research gap. The purpose of this study was to perform a systematic lit…
What drives managers towards algorithm aversion and how to overcome it? Mitigating the impact of innovation resistance through technology readiness
Artificial intelligence has been increasingly used in many managerial decision-making contexts for its superior performance. However, many managers are still averse to using AI algorithms in decision-making. The benefits of algorithms cannot be realized optimally if managers are reluctant to use them. Although there are many studies investigating the factors that make an individual averse towards algorithms, studies examining such factors in the …
Blockchain for sustainable consumption
Purpose There is little empirical evidence on how blockchain affordances may encourage consumers to make sustainable choices. Thus, this paper examines how blockchain affordances affect consumers’ sustainable consumption. Design/methodology/approach We focus on three blockchain affordances: transparency, traceability, and immutability in this paper. By integrating the affordance lens and theory of consumption values (TCV), we develop a research m…
Social comparisons at social networking sites
Purpose A major portion of our social interaction now occurs online, facilitated by social networking sites (SNSs) that enable people to connect and communicate at will. However, the characteristics of SNS communication can introduce problematic outcomes on otherwise healthy processes, one of which is social comparison. In this work, we investigate whether compulsive SNS use could be driven by two phenomena related to social comparison: the fear …
Human-Robo-advisor collaboration in decision-making
Enablers and inhibitors of AI assimilation in hiring
Purpose Most prior studies have primarily investigated AI adoption, with less attention given to AI assimilation in human resource management (HRM). Additionally, prior studies often lack empirical verification of the extent to which human–AI collaboration might alleviate challenges and promote AI assimilation in the HRM context. Thus, this study aims to explore AI assimilation in recruitment with a balanced view that identifies both enabling and…
Computer Science (20 works) · Psychology (17 works) · Social Psychology (14 works) · World Wide Web (11 works) · Impact of Technology on Adolescents (10 works) · Social media (9 works) · Business (8 works) · Information overload (6 works) · Medicine (6 works) · Sociology (6 works)