Skip to main content

How Can We Utilize Self-service Technology Better?

  • Conference paper
  • First Online:
Social Informatics (SocInfo 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11186))

Included in the following conference series:

  • 1120 Accesses

Abstract

Self-service technology (SST) has been broadly recognized as a promising cost-saving alternative to a workforce. Interest in SST has been increasing owing to the imminent shortage of workforce in developed countries. In such a context, the successful implementation of SST is regarded more seriously. This study focuses on a self-service kiosk at an airport to discuss how the gaming framework contributes to exploring the successful implementation of SSTs in actual service operation. We review and discuss the results of the cooperative game that equips the autonomously behaving passengers as in the real world. Through gaming, players discuss how the new technology needs to reflect old operational practices, how people embrace and adapt to SST, and how effectively the multiple players can cooperate and coordinate to minimize the waiting time of the multiple departure lobbies as a whole. Players need to manage their staff to operate an interpersonal check-in service and to guide and support passengers using technology-based self-service equipment. They communicate with each other to secure the level of service in the ambivalent ongoing conditions. Using computer simulations, we show that the extracted ideas of queue management effectively function to accomplish tolerable waiting time by utilizing the given productive resources.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Berry, L.L., Seiders, K., Grewal, D.: Understanding service convenience. J. Mark. 66(3), 1–17 (2002). https://doi.org/10.1509/jmkg.66.3.1.18505

    Article  Google Scholar 

  2. Bitner, M.J., Brown, S.W., Meuter, M.L.: Technology infusion in service encounters. J. Acad. Mark. Sci. 28(1), 138–149 (2000). https://doi.org/10.1177/0092070300281013

    Article  Google Scholar 

  3. Bitner, M.J., Ostrom, A.L., Meuter, M.L.: Implementing successful self-service technologies. Acad. Manag. Executive 16(4), 96–108 (2002)

    Google Scholar 

  4. Dabholkar, P.A., Bagozzi, R.P.: An attitudinal model of technology-based self-service: moderating effects of consumer traits and situational factors. J. Acad. Mark. Sci. 30(3), 184–201 (2002)

    Article  Google Scholar 

  5. Davis, F.D.: A technology acceptance model for empirically testing new end-user information systems: theory and results. Ph.D. thesis, Massachusetts Institute of Technology (1986)

    Google Scholar 

  6. Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q., 319–340 (1989). https://doi.org/10.2307/249008

    Article  Google Scholar 

  7. Duke, R.D.: Gaming: The Future’s Language. Wiley, Boston (1974)

    Google Scholar 

  8. Gelderman, C.J., Paul, W.T., Van Diemen, R.: Choosing self-service technologies or interpersonal services? The impact of situational factors and technology-related attitudes. J. Retail. Consum. Serv. 18(5), 414–421 (2011)

    Article  Google Scholar 

  9. Greenblat, C.S.: Designing Games and Simulations: An Illustrated Handbook. Sage Publications, Inc., Newbury Park (1988)

    Google Scholar 

  10. Ito, G., Yamakage, S.: From KISS to TASS modeling: a preliminary analysis of the segregation model incorporated with spatial data on Chicago. Jpn. J. Polit. Sci. 16(4), 553–573 (2015)

    Article  Google Scholar 

  11. Kurahashi, S.: State-of-the-art of social system research 4 model estimation and inverse simulation. J. Soc. Instrum. Control Eng. 52(7), 588–594 (2013). (in Japanese)

    MathSciNet  Google Scholar 

  12. Liljander, V., Gillberg, F., Gummerus, J., Van Riel, A.: Technology readiness and the evaluation and adoption of self-service technologies. J. Retail. Consum. Serv. 13(3), 177–191 (2006). https://doi.org/10.1016/j.jretconser.2005.08.004

    Article  Google Scholar 

  13. Meuter, M.L., Ostrom, A.L., Bitner, M.J., Roundtree, R.: The influence of technology anxiety on consumer use and experiences with self-service technologies. J. Bus. Res. 56(11), 899–906 (2003). https://doi.org/10.1016/S0148-2963(01)00276-4

    Article  Google Scholar 

  14. Meuter, M.L., Ostrom, A.L., Roundtree, R.I., Bitner, M.J.: Self-service technologies: understanding customer satisfaction with technology-based service encounters. J. Mark. 64(3), 50–64 (2000). https://doi.org/10.1509/jmkg.64.3.50.18024

    Article  Google Scholar 

  15. Rieber, L.P.: Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations, and games. Educ. Technol. Res. Dev. 44(2), 43–58 (1996)

    Article  Google Scholar 

  16. Rogers, E.M.: Diffusion of Innovations. Free Press, New York (1983)

    Google Scholar 

  17. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2004)

    Google Scholar 

  18. Sunaguchi, H., Shirai, H., Sato, R.: Evaluation of the business strategy design method using a combination of gaming and computer simulation. Stud. Simul. Gaming 26(1), 1–8 (2016). (in Japanese)

    Google Scholar 

  19. Ueda, K., Kurahashi, S.: How passenger decides a check-in option in an airport. In: Social Simulation Conference (2014)

    Google Scholar 

  20. Ueda, K., Kurahashi, S.: The passenger decision making mechanism of self-service kiosk at the airport. In: Kurahashi, S., Ohta, Y., Arai, S., Satoh, K., Bekki, D. (eds.) JSAI-isAI 2016. LNCS (LNAI), vol. 10247, pp. 159–175. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-61572-1_11

    Chapter  Google Scholar 

  21. Ueda, K., Kurahashi, S.: Agent-based self-service technology adoption model for air-travelers: exploring best operational practices. Front. Phys. 6, 5 (2018)

    Article  Google Scholar 

  22. Watts, C., Gilbert, N.: Simulating Innovation: Computer-Based Tools for Rethinking Innovation. Edward Elgar Publishing, Cheltenham (2014)

    Book  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Keiichi Ueda .

Editor information

Editors and Affiliations

Appendices

A Airport Departure Lobby

The departure lobby has three check-in options: interpersonal check-in service (CC), baggage drop (BD), and self-service kiosk (SST). The default check-in option is the CC. Passengers who use the SST can check in their baggage at the BD. Passengers queuing in front of CC can also approach BD when there is no one waiting in front of them.

Fig. 2.
figure 2

Experimental space of the airport departure lobby

B Decision Mechanism of SST Adoption

Fig. 3.
figure 3

Decision-making mechanism of SST adoption (Ueda et al. 2014, 2017)

C Validation Results of the Agent-Based SST Adoption Model

Table 3. Validation results of the agent-based SST adoption model
Fig. 4.
figure 4

The core mechanic of the “departure lobby management game”

D The Core Mechanic of the “Departure Lobby Management Game”

The manager of lobby-A (player 1) has nine staff and the manager of lobby-B (player 2) has six staff to operate service facilities. The mandatory operating conditions (minimum number of operations) and maximum operating number of each service resource are set in advance in the game. Two CCs must be open, and the third position may be in operation if needed. Likewise, two BDs must always be active and the third position is optional. Resting staff are shared between the two players. Staff who are not located in the departure floor can be utilized by either manager.

E Gaming Experiment Results

Fig. 5.
figure 5

Passenger appearance

Fig. 6.
figure 6

Lobby-A operation process

Fig. 7.
figure 7

Lobby-B operation process

F Computer Simulation Results

Fig. 8.
figure 8

Computer simulation results

Fig. 9.
figure 9

Comparison of computer simulation and gaming results

CC22BD33CSR21 denotes 2 CCs and 3 BDs are active in both lobby-A and lobby-B and there are 2 CSRs in lobby-A and 1 CSR in lobby-B.

G The Analytical Development Life Cycle

Fig. 10.
figure 10

The analytical development life cycle

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ueda, K., Kurahashi, S. (2018). How Can We Utilize Self-service Technology Better?. In: Staab, S., Koltsova, O., Ignatov, D. (eds) Social Informatics. SocInfo 2018. Lecture Notes in Computer Science(), vol 11186. Springer, Cham. https://doi.org/10.1007/978-3-030-01159-8_29

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-01159-8_29

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-01158-1

  • Online ISBN: 978-3-030-01159-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics