Information Systems in Organizations 4.2 The power of consumer systems
Course Topics Overview Unit 1: Introduction Unit 2: Systems Analysis Unit 3: Organizational Systems Unit 4: Consumer Systems
Unit 4 – Consumer Systems What does digital life look like today? 4.1. Types of consumer systems 4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones) 4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems 4.2.1. Social networks: the multiplicative value of networks 4.2.2. Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems 4.3.1. Impact on individuals: Digital identity management 4.3.2. Impact on organizations (innovation) and society (revolution)
Extra credit #2 Find an article related to any topics on our curriculum. Article must bring together business and technology, and relate to one of our key learning objectives. Good places to look for articles are: InfoWeek, ComputerWorld, Business Week, Wall Street Journal, etc (hard copy or online article). Make sure to include your source. Summarize in one paragraph the key points of the article and why you think it is relevant to this class. Send your paragraph & article (link to the article or scanned copy) to me by December 1. Potential of 5 points added to exam #2
Is BYOD Good or Bad? Working in groups of 2-3 Left side of the classroom – What are the pros of BYOD Right side of the classroom – What are the cons of BYOD
Is there any stopping BYOD?
Spotify Issues Working in groups of 2-3 Left side of the classroom - Record Labels Right side of the classroom – Spotify What would work for everyone?
Class Activity Worksheet : Consumer systems “The long tail”
Unit 4 – Consumer Systems What does digital life look like today? 4.1. Types of consumer systems 4.1.1. Gaming and entertainment (e.g., Xbox, fantasy leagues, Roku) 4.1.2. Mobile (Smartphones) 4.1.3. Devices and wearables (e.g., Fitbit, Apple Watch) 4.2. The power of consumer systems 4.2.1. Social networks: the multiplicative value of networks 4.2.2. Platforms: the generative power of two-sided network effects 4.3. New innovations: future trends in consumer systems 4.3.1. Impact on individuals: Digital identity management 4.3.2. Impact on organizations (innovation) and society (revolution)