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1

Richardson, Sandra. "HEALTHCARE INFORMATION SYSTEMS:DESIGN THEORY, PRINCIPLES AND APPLICATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3182.

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Healthcare information systems (HISs), as a class of systems, are not currently addressed in the MIS literature. This is in spite of a sharp increase in use over the past few years, and the uniquely qualified role that MIS has in the development of, impact and general understanding of HISs. In this project the design science paradigm frames the development of a set of design principles derived from the synthesis of the design literature, ethics literature, and professional guidelines, from both the medical and computing professions. The resulting principles are offered to address the design of healthcare information systems. Action research, a widely accepted methodology for testing design principles derived from the design science paradigm, is employed to test the HIS principles and to implement change in a healthcare organization through the use of an HIS. The action research project was a collaborative effort between a Central Florida hospice and the researcher, the result of which was an advanced directives decision support system. The system was design to meet a number of organizational goals that ranged from tracking compliance with federal regulations to increasing the autonomy of the patients that used the system. The result is a set of tested design principles and lessons learned from both anticipated and unanticipated consequences of the action research project.
Ph.D.
Department of Management Information Systems
Business Administration
Business Administration: Ph.D.
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Mullarkey, Matthew T. "Inter-Organizational Social Network Information Systems: Diagnosing and Design." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5279.

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While IS research into on-line Inter-Personal (IP) Social Networks (SN) is highly visible, there has been surprisingly little focus on the use of on-line social networks for Inter-Organizational (IO) communications, interactions, and goal achievement. We explore the issues and challenges facing organizations in their design and use of inter-organizational social network information systems (IO SNIS). Artifact design principles are drawn from a new and insightful model that contrasts the advantages of existing innovative inter-personal (IP) SNIS artifacts with Social Network Theory on differences between IP and IO Social Networks. This research extends the existing streams of IS social networking research into the inter-organizational domain and encourages additional IS research into the analysis, design, and build of artifacts that animate the social behavior of organizations. We develop a key design concept for IO SNIS and establish the design principles underlying the general artifact design and the specific design features that apply the design constructs to an exemplar IO social domain. This dissertation uses Action Design Research (ADR) approach within the Design Science Research (DSR) paradigm to formulate the research opportunity and anticipate a practice-inspired and theory-ingrained artifact. The researcher works with a practitioner team in the domain of mid-market private equity (MMPE) to explore the model and evaluate existing on-line inter-organizational artifacts to establish specific design features for an IO SNIS artifact. We find that the design principles can generalize from the IO SNIS Design Concept Model to other IO Social domains and that the design features can be used to build an instantiation of IO SNIS in the Private Equity domain.
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Sjöström, Jonas. "Designing Information Systems : A pragmatic account." Doctoral thesis, Uppsala universitet, Institutionen för informatik och media, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130661.

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Information technology (IT) plays an increasingly important role for individuals, organizations, markets, and society as a whole. IT systems are artefacts (human made objects) designed for various purposes. Given the multiple-purpose characteristics of computers, such artefacts may, for example, support workflows, perform advanced calculations, support human communication and socialization, enable delivery of services and digital products, facilitate learning, or simply entertain. The diverging application areas for IT present a challenge to designers who, as a consequence, have to address increasingly divergent design situations. There have been numerous arguments suggesting that the IT artefact has been 'taken for granted', and needs to be understood and conceptualized better within information systems (IS) research. This thesis is based on the pragmatist notion that one important value of IT resides in its potential to support human collaboration. Such a belief has implications for the development of (1) knowledge aimed for action, change and improvement; (2) knowledge about actions, activities and practices; and (3) knowledge through action, experimentation and exploration. A view of the IT artefact is outlined, showing it as part of a social and technological context. IT artefact design is explained in relation to the induction of social change. The notion of stakeholder-centric design is advocated, along with practical theory to promote a situated understanding of use qualities and design ideals. A set of meta-theoretical implications for design-oriented IS research is proposed. The research process consisted of five inquiries into different IT-reliant social contexts. In the first four inquiries, social and communicative qualities of IT artefacts were assessed, governed primarily by Dewey's notion of inquiry as a theory of knowledge. The fifth inquiry was a large-scale action research project, including interventions into the social setting, and the design and implementation of a new IT artefact into that setting.
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Crystal, Abe J. Greenberg Jane. "Design research for personal information management systems to support undergraduate students." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,2122.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2008.
Title from electronic title page (viewed Feb. 17, 2009). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the School of Information and Library Science." Discipline: Information and Library Science; Department/School: Information and Library Science, School of.
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Saodekar, Sarvesh P. (Sarvesh Pramod). "Information technology and sustained competitive advantage : a research model for the effect of information technology on sustained competitive advantage and an empirical analysis." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76508.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 70-72).
Companies consider Information Technology (IT) to be a major factor for achieving sustained competitive advantage (SCA). The effect of IT on firm performance has been studied from two main perspectives: the market based perspective and the resource based view. The market based perspective emphasises market structure as the primary cause of a company's strategy and the resource based view builds on the concept of an enterprise as a bundle of unique resources. In this thesis, the effect of IT on SCA is studied from these two theoretical frameworks and an integrated research model is proposed. This model considers contribution of IT factors: IT assets, IT capabilities and IT strategies towards SCA. An empirical analysis of the SCA research model has been done through surveys. The results of this analysis do validate some literature based findings but do not provide statistical evidence of any IT factors leading to SCA.
by Sarvesh P. Saodekar.
S.M.in Engineering and Management
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6

Vilakazi, Mlungisi Bongani Lehlohonolo. "Use of mobile phones by subsistence farmers in the Kingdom of Eswatini: a design science research." Master's thesis, Faculty of Commerce, 2021. http://hdl.handle.net/11427/33098.

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Access to information is one of the key ways of assisting farmers to improve their agricultural output, gain access to markets and generate income. Governments, NGOs, Universities and other institutions have volumes of information that can benefit farmers, but lack the means to timeously and easily share this information with the farmers. There exists a large gulf between those that need information and the entities that possess information, and bridging this gap is crucial. The advancement of mobile phones and their high adoption levels by developing countries makes them one of the most ideal means of disseminating information amongst farmers. The use of mobile phones by farmers not only benefits farmers, but also the organizations supporting them by improving the means of communication. This research looks at the effects mobile phone communications has on farmers and the organisations supporting farmers. The use of mobile phones enhances means of communications, improves internal processes within organisations and also ameliorates means of engagement with farmers. This study follows the Design Science Research approach to develop a communications module for a project working with smallholder farmers in Eswatini. The developed artefact is designed to benefit both parties, the farmers receiving the information and the organisations supporting them, the content creators.
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7

WANG, Haixiu. "Competitive market research and product design." Digital Commons @ Lingnan University, 2014. https://commons.ln.edu.hk/cds_etd/11.

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To learn the uncertainty of customer preference on the attribute of new product, usually a firm needs to do market research. Developing a product on an attribute which is less preferred by customer may lead to a failure. In addition, a firm used to take efforts to design the product. In recent years, we observed a new business model in which the firm does not take effort to design new product, nor does she do market research by herself. She provides rewards to attract outside designers to design new product. Some designers may take effort and design products based on their private information of customer preference. The firm receives designs with different quality and attribute, she chooses one to produce. By solving this game model, we get the equilibrium quality of the design offered by each designer based on their private cost parameter. And we obtain the following insights: When the market size is too small, the firm gives nothing to designers; when the market size is sufficiently big, the firm only gives reward to the designer whose design is produced; otherwise the firm gives both rewards to participated designers and the designer whose design is produced. We find that when the market size is big enough or the disutility is high enough, the new business model dominates the benchmark business model. When both the disutility and market size are small enough, the firm prefers the benchmark business model. And the relative attractiveness of new business model versus benchmark model keeps the same when the market size is small enough. The impact of extra reward on relative attractiveness of new business model versus benchmark model increases with extra reward. When the extra reward is high enough, the firm always prefers the new business model.
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Mustafa, Mudassir Imran. "Design Principles for Data Export : Action Design Research in U-CARE." Thesis, Uppsala universitet, Institutionen för informatik och media, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-180061.

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In this thesis, we report the findings of designing data export functionality in Uppsala University Psychosocial Care Program (U-CARE) at Uppsala University. The aim of this thesis was to explore the design space for generic data export functionality in data centric clinical research applications for data analysis. This was attained by the construction and evaluation of a prototype for a data-centric clinical research application. For this purpose Action Design Research (ADR) was conducted, situated in the domain of clinical research. The results consist of a set of design principles expressing key aspects needed to address when designing data export functionality. The artifacts derived from the development and evaluation process each one constitutes an example of how to design for data export functionality of this kind.
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9

Große, Christine. "Strategic Objectives in Complex Planning Environments : Insights from a Swedish Case for Critical Infrastructure Protection." Licentiate thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-32820.

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Large-scale and long-term planning imposes extensive requirements on governance efforts regardless of whether it involves public organisations, private organisations, or both. The proportions of such planning entangle many actors and stakeholders as system components within and around a complex system. These system components and conditions in a complex planning environment introduce a diverse variety of strategic objectives into the planning. This study investigates how strategic objectives can affect the governance of complex planning systems, particularly in the context of national critical infrastructure protection. For this purpose, this thesis concentrates on a national planning procedure, STYREL, which Sweden has recently implemented for the case of power shortages. This case involves various actors from the national, regional and local levels who act on behalf of both public and private organisations in a planning process with four-year intervals, and it thus constitutes a relevant subject for this study. The investigation entailed the collection of evidence from documents and interviews. First, publicly available Swedish documents regarding the case provided an understanding of the planning. Second, interviews with decision-makers who are entrusted with this planning at municipalities and county administrative boards as well as with a few planners from power grid providers offered a deeper comprehension of both the proceedings in practice and the strategic objectives involved in this complex system for planning of critical infrastructure protection. Particularly, the findings resulted in several conceptual models that demonstrate these understandings in more detail. A soft system model visualises the problem situation and contains several elements, such as the system components, interrelations and conditions. Moreover, a multi-level planning model specifies sources of uncertainty in the planning and decision-making process that are associated with an insufficient alignment of strategic objectives in the STYREL case. These decompositions of the Swedish planning environment – both horizontal and vertical – further enabled this study to identify significant parameters of the systemic conditions and strategic objectives involved in such complex planning environments that challenge their governance. The findings of this study suggest that the Swedish process is not yet fully developed. The investigation particularly indicates that a better alignment of strategic objectives is necessary to ensure a selection of adequate goals and means that advances the future usability of the produced plan, which in turn would legitimate and strengthen this complex planning process for critical infrastructure protection.
Storskalig och långvarig planering ställer höga krav på styrning. Detta gäller oavsett om offentliga eller privata organisationer, eller båda, är involverade. Omfattningen av en sådan planering engagerar många aktörer och intressenter som komponenter inom och omkring ett komplext system. Dessa komponenter samt deras villkor inbäddade i en komplex planeringsmiljö skapar en mångfald av strategiska målbilder som följer med in till planeringen. Denna studie undersöker därför hur strategiska målbilder kan påverka styrningen av komplexa planeringssystem, särskilt i kontexten av skyddet av kritisk infrastruktur i samhället. Undersökningen fokuserar på en nationell planeringsprocess, kallad STYREL, som avser beredskapsplanering för elbristsituationer och som implementerats i Sverige. Planeringsmiljön omkring STYREL är ett relevant studieobjekt eftersom den involverar många aktörer från nationell, regional och lokal nivå. Dessa aktörer representerar offentliga och privata organisationer i den planeringsprocess som genomförs med fyraårsintervaller. Under undersökningens gång har bevis samlats in från dokument och intervjustudier. Först har offentlig tillgängliga dokument om fallet skapat en förståelse om planeringen. Intervjuer med beslutsfattare som är ansvariga för STYREL-planeringen hos länsstyrelser, kommuner samt elnätsbolag har sedan genererat en ännu djupare förståelse. Detta gällande både förfaringssättet i praktiken och de strategiska målbilder som är involverade i detta komplexa system för planering av kritisk infrastruktur-skydd. Resultaten ledde i synnerhet till några konceptuella modeller vilka demonstrerar förståelserna på ett detaljerat sätt. En systemmodell visualiserar problemsituationen och innehåller flera element såsom systemkomponenter, relationer och villkor. En multinivå-planeringsmodell specificerar källor av osäkerhet i planerings- och beslutsprocessen vilka är associerade med en otillräcklig harmonisering av strategiska målbilder i STYREL fallet. Dekompositionerna av den svenska planeringsmiljön – både horisontellt och vertikalt – gjorde det möjligt att identifiera signifikanta parametrar av de systemiska villkor och strategiska målbilder som är involverade i dessa komplexa planeringsmiljöer och utmanar deras styrning. Resultaten av studien indikerar att den svenska processen inte är fullt utvecklat. Undersökningen visar att en bättre harmonisering av strategiska målbilder är nödvändig för att säkerställa ett urval av adekvata mål och medel som skulle utveckla den framtida användbarheten av den producerade planen. Denna skulle i sin tur legitimera och stärka den komplexa planeringsprocessen för skyddet av kritisk infrastruktur. Därtill kunde detta främja en målgruppsorienterad kommunikation om risker och relevanta åtgärder.

Vid tidpunkten för framläggningen av avhandlingen var följande delarbeten opublicerade: delarbete 1 under granskning, delarbete 3 under granskning.

At the time of the defence the following papers were unpublished: paper 1 under review, paper 3 under review.

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10

Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

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11

Sawrie, David Franklin. "Preemptive power analysis for the consulting statistician novel applications of internal pilot design and information based monitoring systems /." Thesis, Birmingham, Ala. : University of Alabama at Birmingham, 2007. https://www.mhsl.uab.edu/dt/2009r/sawrie.pdf.

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12

Francis, Caroline M. "How Information Retrieval Systems Impact on Designers' Searching Strategies Within the Early Stages of the Design Process." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16280/.

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The purpose of this research is to investigate the influences that Information Retrieval Systems such as online Search Engines and Databases have on designers' early searching strategies. The study involves the observation of designers transforming early design language into query 'keyword' language for the operation of Information Retrieval Systems and how this transition causes a shift in early design exploration. This transformation is referred to in this research as the CLASS activity; Converting Language from Abstract Searching to Specific. Findings show a common pattern across the activity of both professional and advanced student designers. Information Retrieval Systems are seen to drive the searching process into specific, explored domains rather than stimulate an 'abstract' broad investigation. The IR systems are built upon categories that are created to manage the information content. It is these categories that require a person to use defined keywords and query sentences to operate the Information Retrieval Systems. The findings suggest that using Information Retrieval Systems prior to defining the scope of a design problem causes designers to prematurely focus on specific searching.
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Mthupha, Bokang. "A framework for the development and measurement of agile enterprise architecture." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1002777.

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Enterprise architecture is the high-level design of the entire business, facilitated by enterprise architects. "Agile enterprise architecture" is the term used in enterprise architecture to describe an architecture that caters for future unknowns, enabling change to occur rapidly without undue resource utilization, yet in a controlled manner and with minimal adverse impact. Some enterprise architects still use outdated, rigid approaches to enterprise architecture which are incompatible with today‟s business environment. In addition, there is limited research into methods that can be applied to measure the agility of enterprise architecture. The current environment is such that there is a need for a more agile approach to developing and measuring enterprise architecture. This work will lead to the creation of a Framework for The Development and Measurement of Agile Enterprise Architecture. In support of the main goal of the development of the framework, a literature review will be conducted focusing on the necessary sub-goals of the research. The first sub-goal of the literature review is to develop a comprehensive definition for enterprise architecture (referred to as EA), as well as discover how it is currently practiced. Thereafter, the literature review will investigate a comprehensive definition for agility and research why it is emerging as a critical topic. The next chapter of the literature review will research how agility fits within the context of EA, uncovering a comprehensive definition for agile EA and the best practices in agile EA development. The final chapter of the literature review will investigate suitable measurement techniques that can be used to assess the level of agility of EA. On completion of the literature review, a preliminary framework will be created using the most important contributions from the literature. An empirical study will be conducted to explore the definitions for EA, agility, agile EA, the methods to measure the agility of EA and the concepts for the development of agile EA summarised in the preliminary framework. Data analysis follows an interpretive and qualitative approach based on four case studies through interviews with systems experts in four South African organizations in one province. Each interviewee was interviewed once. The initial interview with a Principal Consultant on Enterprise Strategy Consulting at organisation # 1 formed the basis of an exploratory study; the results of which were used to refine the research instrument and preliminary framework. Thereafter, a more rigorous empirical study focused on interviews with the Chief Architect, Senior Manager in Advisory Services and an Enterprise Architect at organizations 2, 3 and 4 respectively was conducted. The research follows an inductive approach to capture the interpretive experiences of participants and develop theoretical propositions from them. Following the exploratory pilot study it became necessary to make changes to the preliminary framework and initial survey instrument created. Thereafter, the empirical study consisting of the remaining three cases was conducted to test the important aspects of the framework and literature definitions. The analysis of the results of the empirical study prompted further changes to the theoretical framework and definitions created. The interviews conducted with each of the organizations confirmed the factors for agile EA development as well as the effectiveness of the definitions created in the literature review. The research uncovered that the need for a more agile approach to developing EA and a way to measure the level of agility of EA has become more and more significant in organizations. This begins with a better understanding of EA, agility, how agility fits within the context of EA, as well as appropriate methods to measure agility.
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Joubert, Pieter. "Towards an integrative modelling technique between business and information system development." Thesis, University of Pretoria, 2012. http://hdl.handle.net/2263/31630.

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There are many situations during information system development (ISD) where there is a need to do modelling on a business level before more detailed and robust modelling are done on the technical system level. Most business level modelling uses some form of natural language constructs which are, on the one hand, easy to use by untrained users, but which are too vague and ambiguous to be used in subsequent systems level modelling by systems analysts, on the other hand. The goal of this study is to develop an integrative modelling technique that is easy enough to be used by most business users with little training, but robust and structured enough to be used in subsequent ISD modelling. The term “integrative” in the title refers to the fact that this technique attempts to bridge the current gap between modelling on a business level and modelling on a technical level. The research consists of two major phases. During the first phase, an integrative modelling technique is developed using a grounded approach. The data that is used for analysis is a representative example of the major ISD modelling techniques used currently. For instance, to represent all the UML techniques, the UML 2 standard is used. The purpose of this first phase is to understand what the fundamental concepts and relationships in ISD are and to develop an integrative technique based on that. During the second phase, the resultant artefact created by the first phase is evaluated and improved using the design science research approach. This artefact is used in a representative set of business modelling situations to evaluate its applicability and suitability as an integrative modelling technique between business and ISD. The integrative modelling technique is evaluated from three perspectives: how it represents business rules, how it handled various aspects of ISD and how it represents requirements expressed as use cases. These evaluations used the two main design criteria of ease of use for users and at the same time adequate levels of expressive power so that the model can be easily translated into existing ISD modelling languages. The integrative modelling technique developed identified the following three levels of modelling entities and their relationships: • Base entities (corresponding to the morphological level in linguistics) • Structure entities (corresponding to the syntactical level in linguistics) • Role entities (corresponding to the semantic level in linguistics) The contribution of this research is to provide a better understanding of the fundamental entities in business and ISD modelling and their relationships in order to improve informal, mostly textual, business modelling.
Thesis (PhD)--University of Pretoria, 2012.
Informatics
unrestricted
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Wagner, Gerit [Verfasser], and Guido [Akademischer Betreuer] Schryen. "Explaining and Distinguishing Scientific Impact in Information Systems Research: A Study of Review Articles and Design Science Research / Gerit Wagner ; Betreuer: Guido Schryen." Regensburg : Universitätsbibliothek Regensburg, 2020. http://d-nb.info/1214886906/34.

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Zheng, Guangzhi. "A Multidimensional and Visual Exploration Approach to Project Portfolio Management." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/cis_diss/34.

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Managing projects in an organization, especially a project-oriented organization, is a challenging task. Project data has a large volume and is complex to manage. It is different from managing a single project, because one needs to integrate and synthesize information from multiple projects and multiple perspectives for high-level strategic business decisions, such as aligning projects with business objectives, balancing investment and expected return, and allocating resources. Current methods and tools either do not well integrate multiple aspects or are not intuitive and easy to use for managers and executives. In this dissertation project, a multidimensional and visual exploration approach was designed and evaluated to provide a unique and intuitive option to support decision making in project portfolio management. The research followed a general design science research methodology involving phases of awareness of problem, suggestion, development, evaluation and conclusion. The approach was implemented into a software system using a prototyping method and was evaluated through user interviews. The evaluation result demonstrates the utility and ease-of-use of the approach, and confirms design objectives. The research brings a new perspective and provides a new decision support tool for project portfolio management. It also contributes to the design knowledge of visual exploration systems for business portfolio management by theorizing the system.
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Weberg, Oliver. "Speculative Gaming Probes in Design : A study of participants' experiences." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44758.

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Design researchers engage in speculative design to explore alternative futures. In speculative design, probes are used to engage participants in envisioning future design. Probes come in different forms and can be implemented as games or playful engagements. Due to the variety of probes, it is important for researchers to consider the properties of their probes. Moreover, these properties are not set only by analysing the depth and richness of probe results, but are also understood through analysing participants’ experiences of use. However, there is limited support in literature on the properties of gaming probes, and how they are experienced by participants. This study contributes to this void by using a city building game as a probe object in a speculative gaming probe (SGP) simulating a city environment for future mobility services, and gain insights on the experiences indicated by participants. The result of the study shows that the SGP is experienced as an empowerment of privileges in an alternative reality that is skill demanding, requiring an act of commitment. This has several implications for the use of SGP’s in design research. First, the powers provided by the game affects participants’ roles, but also their creative freedom. Second, researchers have to consider the learning curves of the SGP. Lastly, researchers should treat the SGP as one alternative in a set of probes.
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Gulotta, Rebecca. "Digital Systems and the Experience of Legacy: Supporting Meaningful Interactions with Multigenerational Data." Research Showcase @ CMU, 2016. http://repository.cmu.edu/dissertations/778.

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People generate vast quantities of digital information as a product of their interactions with digital systems and with other people. As this information grows in scale and becomes increasingly distributed through different accounts, identities, and services, researchers have studied how best to develop tools to help people manage and derive meaning from it. Looking forward, these issues acquire new complexity when considered in the context of the information that is generated across one’s life or across generations. The long-term lens of a multigenerational timeframe elicits new questions about how people can engage with these heterogeneous collections of information and how future generations will manage and make sense of the information left behind by their ancestors. My prior work has examined how people perceive the role that systems will play in the long-term availability, management, and interpretation of digital information. This work demonstrates that while people certainly ascribe meaning to aspects of their digital information and believe that there is value held in their largely uncurated digital materials, it is not clear how or if that digital information will be transmitted, interpreted, or maintained by future generations. Furthermore, this work illustrates that there is a tension between the use of digital systems as ways of archiving content and sharing aspects of one’s life, and an uncertainty about the long term availability of the information shared through those services. Finally, this work illustrates the ways in which existing systems do not meet the needs of current users who are developing archives of their own digital information nor of future users who might try and derive meaning from information left behind by other people. Building on that earlier work, my dissertation work investigates how we can develop systems that foster engagement with lifetimes or generations of digital information in ways that are sensitive to how people define and communicate their identity and how they reflect on their life and experiences. For this work, I built a website that uses people’s Facebook data to ask them to reflect on the ways their life has changed over time. Participants’ experiences using this website illustrate the types of information that are and are not captured by digital systems. In addition, this work highlights the ways in which people engage with memories, artifacts, and experiences of people who have passed away and considers how digital systems and information can support those practices. I also interviewed participants about their experiences researching their family history, the ways in which they remember people who’ve passed away, and unresolved questions they have about the past. The findings from this aspect of the work contribute a better understanding of how digital systems, and the digital information people create over the course of their lives, intersect with the processes of death, dying, and remembrance.
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Alsaigh, Mohammed. "Designing a Comprehensive Framework for e-Government Implementation Success with a Special View of the Case of Saudi Arabia." VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/301.

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As a result of the increasing development in the field of Information Systems (IS) in the last decades, new concepts have appeared to serve specific requirements and needs (Smith 2010; Almarabeh and AbuAli 2010). E-government is one of these concepts, which appeared in 1993 (Silva 2006) to become one of the main tools for governments around the world to enhance the services provided by governments and their agencies (Atallah 2001). Investigating the literature shows that there are common issues in all e-government implementation projects which can be summarized as follows: 1) e-government implementation projects in their nature are vast, and usually their success is critical for the country. 2) As the factors affecting the success of the implementation vary from different perspectives such technical, human, and political perspectives, many overlaps and contradictions may appear while maintaining the success factors (West 2006). 3). Despite this verity in the perspectives, e-government implementation project in general should be treated as one unit, and success factors from all perspectives should be considered together in order to have a successful project (Cater et al. 2004). 4) The size of e-government projects and the complexity resulted from perspectives verity have created the need not only for identifying the success factors related to the process of e-government implementation, but also for creating frameworks for managing the implementation process (Chen et al. 2009). In this research, a holistic framework for e-government implementation that considers the complexity of having several perspectives affecting the implementation process during its stages is proposed. We claim that this would solve the expected conflicts that may appear while considering different success factors from different perspectives, and it is supposed to be in compliance with the environment’s situation. Approaching this problem would be an added value to the literature of e-government implementation and the literature of the IS field in general because the claimed holistic framework for e-government implementation is not addressed as an academic research. Also, targeting this problem is distinguished from the sort of problem that a government agency or its consultants would themselves be working on by being a generic framework that fits all countries’ situations, and by considering all perspectives rather than focusing only on delivering the project requirements. In order to achieve this, three artifacts are proposed in this research using Design Science discipline as guidelines for designing these artifacts which are: 1) designing a model represents the success factors for e-government implementation as extracted from the literature, 2) creating a framework for the success process of e-government implementation, and 3) designing a physical instantiation for part of the project of e-government implementation in Saudi Arabia in order to evaluate the proposed framework. The findings of evaluating the proposed framework show tangible improvements in the implementation progress. Because e-government implementation projects are influenced by their environment, the results of this evaluation can be generalized only to other environments similar to Saudi Arabia, and determining the applicability of the proposed framework to other regions is left to future researches.
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Andréasson, Magnus. "Towards a Digital Analytics Maturity Model : A Design Science Research Approach." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13884.

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Digital analytics kallas den samling teknologier som med olika teknikeranalyserar digitala kanaler (webbsidor, email och även offline data) för attsöka förståelse för kunders beteenden och intentioner. Digital Analytics harblivit en mycket viktig komponent till en stor del webbaserade systemmiljöer,där den stödjer och underlättar affärer och beslutsfattande för organisationer.Men hur väl tillämpas dessa teknologier och hur ser den digitalatransformationen ut som utspelar sig inom organisationer, och hur kan manmäta denna digitala mognadsprocess?Denna studie tillämpar en Design Science Research-approach för att uppfyllamålet om att utveckla en Digital Analytics Maturity Model (DAMM) lämpligför små till medelstora företag, varav en expertpanel bestående av 6 st ledandeforskare inom mognadsforskning och Digital Analytic är tillsatt i formen av enDelphi-undersökning. Resultaten från studien visar bl.a att organisatoriskaaspekter spelar en viktig roll för Digital Analytics samt att utvecklingen av enfunktionsduglig DAMM som är redo att tas i burk är möjligt.
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Sandberg, Tobias, and Tobias Svensson. "Designprinciper för digitala DevOps-bedömningsmodeller." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-15079.

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Det finns idag ett stort behov för IT-verksamheter att arbeta med ständiga förbättringar för att hålla sig konkurrenskraftiga på marknaden. En viktig del i arbetet med ständiga förbättringar är att bedöma och utvärdera den befintliga situationen i syfte att skapa bra åtgärder. För att möjliggöra denna bedömning kan verksamheter använda sig av standarder och modeller för processbedömning. I IT-sektorn anstränger sig många företag med att förbättra arbetsprocesserna och brygga samman sina utvecklings- (eng. Development) och driftsavdelningar (eng. Operations). Arbetet med denna sammanlänkning benämns ofta som DevOps. Problemet som vi adresserar är att det saknas enkla digitala verktyg som är kontextualiserade för verksamheter som vill förbättra sitt samarbete mellan dessa avdelningar. Den befintliga klassen av system för DevOps-bedömning innehåller modeller som är otillräckliga och stödjer därmed inte utvecklings- och driftsaktörer i deras arbete att bedöma sin verksamhet för att ge beslutsunderlag för förbättring. I syfte att förbättra möjligheterna för DevOps-verksamheter och samtidigt skapa ny kunskap har vi designat och utvärderat en digital bedömningsmodell som kan användas i praktiken. För att uppfylla syftet har vi använt oss av forskningsmetoden Action Design Research som är särskilt lämplig metod vid skapande av IT-relaterade modeller i en verklig kontext. Resultatet bekräftar att befintliga bedömningsmodeller inte är tillräckliga och att problemet är generaliserbart som en klass av problem. En operativ digital modell kommer även presenteras med syfte att bedöma verksamheter ur ett DevOps-kontext. Vid utveckling av artefakten har även tre generella designprinciper identifierats vilka utvecklare och praktiker bör följa vid design av framtida bedömningsmodeller för DevOps. Principerna innebär att vid skapandet av en bedömningsmodell för DevOps i en IT-kontext bör det (i) användas en betygsskala uppdelad på fyra kapacitetsnivåer, (ii) påståenden som används i modellen bör vara förändrings- och anpassningsbara då verksamheter är unika, samt att (iii) modellen bör utvecklas så att development och operations kan utföra utvärderingen tillsammans.
Today, there is a great need for IT businesses to work with continuous improvement to keep competitive on the market. An important part of the work of continuous improvement is to assess and evaluate the existing situation with a view for creating profitable actions. To enable this assessment, businesses can use standards and models for process assessment. In the IT sector, many companies try to improve their work processes and combine development and operations. The work of this interconnection is often referred to as DevOps. The problem we address is that there are no simple digital tools that are contextualized for activities that want to improve collaboration between these departments. The existing class of DevOps assessment systems contains inadequate models, thus not support development and operational players in their work to assess their business to provide a basis for improvements. In order to improve the opportunities for DevOps operations while creating new knowledge, we have designed and evaluated a digital assessment model that can be used in practice. To fulfill the purpose, we have used the research method Action Design Research, which is a particularly suitable method of creating IT-related models in a real context. The result confirms that existing assessment models are not sufficient and that the problem is generalizable as a class of problems. An operating digital model will also be presented with the purpose of assessing activities from a DevOps context. In developing the artifact, three general design principles have also been identified which developers and practitioners should follow for design of future assessment models for DevOps. The principles imply that, in the creation of a DevOps assessment model in an IT context, (i) a grading scale should be divided into four capacity levels, (ii) statements used in the model should be changeable and adaptable as organizations are unique and (iii) should be developed so that development and operation can perform the evaluation together.
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Nicho, Mathew. "Information technology audit systems alignment and effectiveness measures : a thesis submitted to the graduate faculty of design and creative technologies, AUT University in partial fulfilment of the requirements for the degree of Doctor of Philosophy, 2008." Click here to access this resource online, 2008. http://hdl.handle.net/10292/646.

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Information technology audit has proven to be a relatively new, less researched and rapidly expanding field among large, medium and even small businesses (commercial and non-commercial organisations). The implementation rate has grown rapidly and presents a huge growth market for audit consultants due to the need for transparency and compliance with regulation (for example: Sarbanes Oxley Act) and the need to be competitive in the marketplace. The audit process is being conducted mainly by consultants following a traditional process but using different proprietary approaches and mostly done manually. The purpose of this study is to present a scientific method to attach a purely measurement focus to the auditing process so as to provide an auditing as well as a quantitative outcome of the performance to the various IS entities that are audited using a novel automated method that can save organisations considerable resources in terms of time, cost and effort. The nature of the topic directed the researcher to three domains of information system (IS) namely studies on IS measurement, IT governance and software engineering. These areas provided information on the nature of IS measurement and the models used; the process of auditing/measurement and the corresponding frameworks used; the principles and methodology of measurement of IS entities; and measurement models used both in the software engineering and information systems domain. The review of the literature gave rise to the research question and the COBIT-GQM (Control Objectives for Information Technology Audit) – Goal Question Metrics) model. The research question that had emerged out of the four propositions “How can an IT audit or governance framework be used to measure the effectiveness of IS entities in a scientific manner using customised and goal oriented metrics” along with the nature of data sought (positivist), guided the researcher to qualitative research using multiple case studies to test the theoretical model (grounded theory) that had emerged out of the literature review. The theoretical model was automated (with a front end interface and a back-end database) and initially tested for usability issues. Then the common COBIT control objective that was obtained through an initial survey was entered into the database along with a set of questions and metrics (developed by the researcher by following the given GQM guidelines). This application that was demonstrated, and given for evaluation in four organisations gave rise to expected and surprising results. While the respondents expressed their desire to incorporate a customised and goal oriented measurement perspective to their IT audit/performance functions, that would save them time, effort and cost, numerous suggestions were provided that need to be incorporated into the model to make it fully functional. Notable among them are the need to embed a multiple contextual qualifying layer, incorporating benchmarking feature to the model, and the need to link this with the maturity model. These were incorporated into the model and a comprehensive model incorporating all the suggestions was created. The qualitative case study method being used here more to evaluate a theory, provided a sound base for future studies to generate hypothesis that can be evaluated using quantitative survey methods for the model to be generalised. IT auditing being a relatively new, less researched, conventional and high growth oriented field, the use of an innovative, comprehensive, automated and scientific method of audit and measurement method will satisfy the implied need for organisations to incorporate the diverse audit/measurement/ control/standards into one comprehensive method and this research is a major step in this direction. Since the new model is comprehensive and can be automated organisations can economise in terms of time, cost and effort. Irrespective of the nature of economic cycle the need for economising in terms of cost, time and effort is universal for all organisations.
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Kim, Juhee. "Onboarding Interaction Design for Improved Learnability of GIS." Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447473.

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In an era when the importance of Geographic Information Systems (GIS) is ever increasing, users still find them difficult to learn. The issue mainly derives from the fact that GIS interfaces’ learnability hurdles are not lowered for beginner users. Onboarding interaction is a way to tackle this issue, providing proper guidance to novice users the first time they use the software and consequently making it easier for them to learn the system. Throughout this paper, the study proposes a set of guidelines for designing onboarding interaction for assisting novice users utilizing GIS applications. Employing the method of Research through Design, a design prototype is developed through user studies, which in turn was used as a leverage to draw the guidelines as the final outcome of this research. The prototype addresses three different learnability problems of a GIS application identified through user studies and aims to provide design solutions for what users find difficult, important, and lacking in the GIS system. More specifically, the guidelines deal with helping users orient themselves in the application, learn easy functions by practicing them, and understand more complex features through watching instructive video materials.
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Lendrén, Emil. "Towards increasing the quality of service at traditional restaurants : - by design of a digital artefact." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105935.

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In this thesis, the reader will follow a design research project, which was initiated based on a situation of not getting the expected quality of service from the staff, when visiting a traditional restaurant. The aim of the study was to solve the experienced problematic situation by constructing an information system, but also to contribute to the greater body of knowledge regarding artefact design, service quality and customer experience. The thesis also emphasizes that digital tools can be designed for businesses which are typically not tech-heavy and that novel IT solutions do not necessarily have to be very “high-tech”.The thesis included the theoretical perspectives of service quality dimensions, the service quality gap model, expectation-confirmation, and the conceptualization of an information system artefact. This design perspective of the system was combined with theories describing the gap between what customers expect in terms of service quality during a visit, and how the customers perceive that service quality during the visit.As methodology, action design research was applied as guidance how to practically conduct the design process of a digital artefact. It suggested division of the project into four stages: first, problem formulation where the problem area is defined and described. Second, building, intervention and evaluation stage, where the artefact was created together with the participating restaurants. Third, reflection and learning of the outcome, and last, formulation of learning, to explicate the generalizable knowledge of the thesis.The research study concluded that a digital artefact, by applying the action design research approach, could be designed and constructed to ultimately raise the customers’ perceived service quality. The main findings were that the designed artefact could be accepted and utilized differently between various instances of traditional restaurants. Further, the results indicated that service staff members had different attitudes towards the artefact, depending on their professional experience. It was also concluded that the re-allocation of spent time and not having to look for staff when in need of service, were the two most important factors for the customer. While utilizing the system, the time previously spent looking for staff, when in need of service, could instead be spent enjoying the meal and the expected experience. At the same time, the customer did not have to worry about actively looking for a service provider.
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Ragnarsson, Justus. "Evaluating asynchronous communication in distributed meetings : Using a project management tool in the Sprint retrospective." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63696.

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Pipek, V. (Volkmar). "From tailoring to appropriation support: Negotiating groupware usage." Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276302.

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Abstract This thesis contributes to the field of collaborative information systems and Computer-Supported Cooperative Work (CSCW). It extends the notion of technological support for design activities "in use" beyond providing the flexibility to tailor collaborative software, to provide means to support the appropriation process of these tools in their application fields. Two long-term studies on the evolution of usages of collaborative software in a German authority and in a network of freelancers in the field of consulting form the foundation of this work. Based on the experience there, it was possible to identify user activities that drive the appropriation process and to establish a perspective on the appropriation of a Groupware as a social process. Appropriation can be described as a collaborative effort of end users, who perform "appropriation activities" to make sense of the software in their work context. Besides activities to configure the software to fit into the technological, organisational and individual work context of the users ('Tailoring'), there is a larger area of technology-related communication, demonstration and negotiation activities aimed at establishing a shared understanding of how a software artefact works and what it can contribute to the shared work context. The mutual shaping of the technology and organisational contexts resemble an ongoing design process that end users perform largely without any involvement of professional developers. This perspective is the guiding line for developing means for "Appropriation Support", i.e., means to support the appropriation activities that end users perform. To inform the design of appropriation support measures and functions, current approaches that capture the collaborative dimensions of tailoring, and the necessities of 'discourse ergonomics' for technology-related online communication are explored. The trend to work with a tool 'infrastructure' instead of monolithic Groupware tools is a complicating yet important secondary consideration here, since it demonstrates the necessity to offer support 'beyond one tool' to support a use-oriented perspective on appropriation. The resulting idea of 'Use Discourse Environments' as a main concept for appropriation support which captures the activities of communication, demonstration and negotiation as well as the activity of tailoring (where possible) was implemented and evaluated in two prototypes that refer to the application fields of the initial studies. The idea of integrating online discourse, tool representations and tailoring facilities served as a guideline for the use discourse both in an event notification service as well as in the 'Online Future Workshop' that addressed a shared inter-organisational software development infrastructure. Based on the evaluations, design recommendations for appropriation support are made, and the problematic nature of appropriation activities as 'infrastructural work' versus the 'productive work' that end users consider their main area of work is addressed. The thesis concludes with a vision of collaborative software tools that do not only provide their original services, but also address end users as a 'virtual community of technology practice'.
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Odqvist, Patrik. "Information Visualization of Assets under Management : A qualitative research study concerning decision support design for InfoVis dashboards in fund management." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280848.

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Information visualization dashboards are a widely used supportive tool in decision making. These tools can be difficult to create and utilize especially for the novice user. There is an extensive collection of company related data for decision making, resulting in a need of assistive tools. Prototypes were developed to research and identify design guidelines how to support fund managers in their decision making. This was carried out as a qualitative study involving 7 experts in fund management. The results provide insights and guidelines in decision supportive design for dashboards. The results indicate that there is a threshold in the number of displayed elements without limiting the cognitive analysis by the user. Three aspects; size, distribution and time should be included in the generating of suitable graphics. Assistive tools for connecting multiple context domains has been identified as a crucial element of decision support design. These guidelines should be investigated further in larger and more diverse studies in order to prove its full validity.
Information visualiserings dashboards är ett väl etablerat verktyg i beslutsfattning. Sådana verktyg kan vara utmanande att skapa och använda speciellt för en oerfaren användare. Idag samlas det in stora mängder av företagsrelaterad data för beslutsfattning vilket resulterar i ett behov av hjälpande verktyg. I den här studien utvecklades flera prototyper för att undersöka och tag fram designriktlinjer för hur man ska utforma och hjälpa fondförvaltare i sitt beslutsfattande. En kvalitativ studie genomfördes med 7 experter inom fond och kapitalförvaltning i framtagandet av designriktlinjer. Resultaten visar riktlinjer för beslutsstöd i utformningen av dashboards. Resultaten indikerar att det finns en gräns för hur många element man bör presentera för en användare utan att försvåra användarens kognitiva analysförmåga. Tre karaktärsdrag; storlek, distribution och tid påverkar utformningen av passande grafik. Studien har även identifierat behovet av verktyg för sammankopplingen mellan flera olika kontextdomäner i och med den kollaborativa delen av beslutsfattning. Dessa designriktlinjer ligger till grund för fortsatt undersökning i större och mer varierade studier för att styrka dess validitet.
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Moulianitakis, Feidias, and Konstantinos Asimakopoulos. "Benchmarking Framework for Transparent Data Encryption Systems." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75814.

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In the digital world of today, information is always at risk regardless of its state, at rest or in transit. Cryptography is the technology that promises to address the security issues that emerge. Hence, it was a reasonable consequence to introduce cryptography to databases. However, manually encrypting and decrypting data along with the key management is a burden for the regular user of a database. The need for removing this burden gave birth to Transparent Data Encryption (TDE).   TDE technology is widely available nowadays and a number of vendors have developed their own solutions for protecting data at rest in a transparent way to the end user. However, cryptographic operations are resource intensive and introduce an overhead to the computational operations. The burden of cryptographic operations has drawn the interest of both academia and the industry for a long time before TDE appeared on the horizon. Hence, a lot of research has been done to measure the performance impact of those operations.   Despite the extensive study for the performance of cryptographic algorithms, the performance of the TDE systems and the add-on computational burden for the introduced encryption has not yet been studied thoroughly. As a result, the current Thesis project tries to develop a theoretical benchmarking framework that evaluates the performance of Transparent Data Encryption systems. The study is conducted utilizing the Design Research methodology.   The developed benchmarking framework focuses on the basic performance metrics of TDE systems, Elapsed time, CPU time and Hard Disk memory consumption. These metrics are calculated for varying key lengths, encryption algorithms and table sizes.  The framework follows a five - step procedure that includes the creation of topology - lab environment, creation of databases and definition of scenarios, activation of TDE feature, sequencial execution of scenarios and analysis of the results. The developed framework is evaluated by applying it on real TDE systems.
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Pettersson, Isak, and Filip Ros. "Utveckling av en starkt autentiserad WebRTC-prototyp." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64271.

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Denna forskning utförs hos Tieto som hanterar IT-systemet Lifecare åt hälso- och sjukvården i ett antal regioner och län. Vårt arbete omfattar att utveckla en prototyp av en webbaserad realtidskommunikationslösning med en implementerad stark autentisering. Prototypen utvecklas för att underlätta arbetet kring en samordnad individuell planering (SIP) genom möjligheten att kunna genomföra möten på distans. Eftersom hälso- och sjukvården hanterar en stor mängd känslig information är stark autentisering ett krav på lösningen. Ett annat viktigt krav på lösningen är att den blir plattformsoberoende. I utvecklingsarbetet användes därför WebRTC som utvecklingsteknik då detta ramverk är anpassat till webbaserade realtidskommunikationslösningar vilket ger möjlighet till en stark autentisering. Ramverket WebRTC gör prototypen plattformsoberoende, då kommunikationen sker direkt över webbläsaren utan att något program är installerat. Resultatet av arbetet blev en fungerande prototyp av en WebRTC som vi skapat. Prototypen skapades utifrån teorier kring autentisering, designprinciper och WebRTC. Även data från de sammanställda intervjuerna med anställda inom sjukvården samt fallet vi tilldelats hos Tieto ligger till grund för prototypen.
This bachelor thesis is carried out at Tieto, which manages the Lifecare IT system used in healthcare in a number of counties and regions. Our work involves developing a prototype of a web-based real-time communication solution with an implemented strong authentication. The prototype is developed to facilitate the work on a coordinated individual plan (SIP) through the ability to conduct remote meetings. Because healthcare handles a large amount of sensitive information, strong authentication is a requirement for the solution. Another important requirement for the solution is that it becomes platform-independent. Therefore, in our development work, WebRTC was used as development technology, as this framework is adapted to web-based real-time communication solutions, enabling strong authentication. The WebRTC framework makes the prototype platform-independent, as communication occurs directly over the browser without the need for installed applications. The result of the work becomes a working prototype of a WebRTC that we create. The prototype is created based on theories about authentication, design principles and WebRTC. Data from the combined interviews with healthcare professionals and the case we were assigned at Tieto has also been vital for the prototype.
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Almusharraf, Ahlam. "DIVERGENCE IN STAKEHOLDER PERCEPTIONS OF SECURITY POLICIES: A REPGRID ANALYSIS FOR NORM-RULE COMPLIANCE." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4346.

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Many organizations have a problem with synchronizing individual values regarding information security with expectations set by the relevant security policy. Such discordance leads to failure in compliance or simply subversion of existing or imposed controls. The problem of the mismatch in understanding the security policies amongst individuals in an organization has devastating effect on security of the organization. Different individuals hold different understanding and knowledge about IS security, which is reflected on IS security policies design and practice (Vaast, 2007). Albrecthsen and Hovdena (2009) argue that users and managers practice IS security differently because they have different rationalities. This difference in rationalities may reflect the mismatch between the security policies and individuals’ values. In this research, we argue that occurrence of security breach can change individuals’ values in light of security policy of organization. These changes in the values can be reflected on the compliance between individuals’ norms and security rules and standards. Indeed, organizations need to guarantee the compliance between security policy and values of their employees. Thus, they can alleviate or prevent violations of security of organization. However, it is difficult to find a common method that all organizations can adopt to guarantee the synch between security rules and individuals’ norms. The main aim of this research is to investigate how people perceive information security policy and how their perceptions change in response to security breaches. Besides, this research aims to investigate the relationship between individuals’ values and security policy. Thus, organizations can have the intended level of compliance between individual norms and security rules and standards. With the aid of the Repertory Grid technique, this research examines how a security breach shapes people’s values with respect to security policy of an organization. To conduct the argument, this research offers an assessment mechanism that aids the organization to evaluate employees’ values in regard to security policy. Based on that evaluation, the organization can develop a proper mechanism to guarantee compliance between individuals’ norms and security rules. The results of this research show that employees in an organization hold different perceptions regarding the security policy. These perceptions change in response to security incident. This change in perceptions dose not necessarily result in better compliance with the security policy. Factors like the type of breach and people’s experience can affect the amount of change in the perceptions. Contributions, implications, and directions for future research of this study will be discussed.
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Katsura-Gordon, Shigeo. "Democratizing Our Data : Finding Balance Living In A World Of Data Control." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148942.

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The 2018 scandal where Cambridge Analytica tampered with U.S. elections using targeted ad campaigns driven by illicitly collected Facebook data has shown us that there consequences of living in a world of technology driven by data. Mark Zuckerberg recently took part in a congressional hearing making the topic of controlling data an important discussion at even the highest level of the government. Alternatively we can also recognize the benefits that data has in terms of technology and services that are highly personalized because of data.There’s nothing better than a targeted ad that appears at just the right time when you need to make a purchase or when Spotify provides you with the perfect playlist for a Friday night. This leaves us torn between opposites; To reject data and abandon our technology returning to the proverbial stone age, or to accept being online all the time monitored by a vast network of sensors that feed data into algorithms that may know more about our habits then we do. It is the friction of these polar opposites that will lead us on a journey to find balance between the benefits and negatives of having data as part of our everyday lives.To help explore the negatives and positives that will occur on this journey I developed Data Control Box, a product that ask the question “How would you live in a world where you can control your data?” Found in homes and workplaces, it allows individuals or groups of people to control their data by placing their mobile devices into it’s 14x22.5x15 cm acrylic container.Where the General Data Protect Act (GDPR) regulates and controls data after it has been produced by enforcing how “business processes that handle personal data must be built with data protection by design and by default, meaning that personal data must be stored using pseudonymisation or full anonymisation, and use the highest-possible privacy settings by default, so that the data is not available publicly without explicit consent, and cannot be used to identify a subject without additional information stored separately” (Wikipedia, 2018),Data Control Box limits personal data production through a physical barrier to it’s user prior to it’s creation. This physical embodiment of data control disrupts everyday habits when using a mobile device, which in turn of a creates the opportunity for reflection and questioning on what control of data is and how it works. For example a person using Data Control Box can still create data using a personal computer despite having placed their mobile device inside Data ControlBox. Being faced with this realization reveals aspects of the larger systems that might not have been as apparent without Data Control Box and can serve as a starting point to answering the question “How would you live in a world where you can control your data.” To further build on this discussion people using DataControl Box are encouraged to share their reflections by tweeting to the hashtag#DataControlBox. These tweets are displayed through Data Control Box’s 1.5 inchOLED breakout board connected to an Arduino micro-controller. Data ControlBox can interface with any network connected computer using a usb cord which also serves as a power source. The connected feature of Data Control Box allows units found around the world to become nodes in a real time discussion about the balance of data as a part of everyday life, but also serves as a collection of discussions that took place over time starting May of 2018.As a designer, the deployment of Data Control Box allowed me to probe the lives of real people and to see how they might interact with Data Control Box but also their data in a day to day setting. A total of fifteen people interacted with DataControl Box following a single protocol that was read aloud to them beforehand.A number of different contexts for the deployment of Data Control Box we’re explored such as at home, on a desk at school and during a two hour human computer lecture. I collected a variety of qualitative research in the form of photos and informal video interviews during these deployments which I synthesized into the following insights that can be used by designers when considering how to design for the control of data but also how to design for complex subjects like data. This paper retraces my arrival at this final prototype sharing the findings of my initial research collected during desk research, initial participant activities, and creation of my initial prototype Data Box /01. It then closes with a deeper dive into the design rationale and process when building my final prototype Data ControlBox and summarizes in greater detail insights I’ve learned from it’s deployment through results discussion and creative reflection.
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Vat, Kam Hou. "REALSpace AKE : an appreciative knowledge environment architected through soft systems methodology and scenario-based design." Thesis, University of Macau, 2011. http://umaclib3.umac.mo/record=b2492481.

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Luo, Yan. "Radical Architecture, Collective Mindfulness, and Information Technology: A Dialectical Analysis of Risk Control in Complex Socio-Technical Systems." online version, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=case1228450166.

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Thesis (Ph. D.)--Case Western Reserve University, 2009.
Department of Information Systems, Weatherhead School of Management. Includes bibliographical references. Available online via OhioLINK's ETD Center.
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Brunlöf, Johan, and Johan Wilander. "Tidregistrering med hjälp av digital positionering : Att underlätta tidrapportering för konsulter." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63894.

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Rapporten handlar om tidrapportering för konsulter och hur den kan kunna underlättas. Tidrapportering är ett måste för alla personer som arbetar i konsultbranschen. I dagens samhälle finns det problem med tidrapportering då anställda anser att det är ansträngande och ser det som extra arbete. Det är en utmaning för företag att lyckas med att få sina anställda att rapportera korrekt. Om rapporteringen inte sker på ett korrekt sätt kan detta få stora ekonomiska konsekvenser. Syftet med rapporten är att underlätta tidrapporteringen för konsulter. Detta genom att utveckla en mobil IT-artefakt. Applikationen som utvecklas ska fungera som ett stöd till tidrapportering och målet är att användaren ska interagera med applikationen så lite som möjligt. Artefakten som utvecklas är en mobilapplikation som använder sig av mobilens GPS-funktion. Action Design Research (ADR) är forskningsmetoden som används för att genomföra detta arbete. Denna rapport bygger på ett case i samarbete med konsultföretaget Knowit. Resultatet utmynnar i en IT-artefakt och 10 designprinciper om hur utvecklandet av en sådan applikation kan gå tillväga.
This thesis handles the area around time reporting within the consulting field and how it can be facilitated. Time reporting is a must for every employee in the consulting business. In today’s society, a problem exists as the employees sees this to be a demanding extra chore. To manage employees to execute this is a challenge for every business. If this is not done correctly, the business can face huge economic consequences. The purpose with this thesis is to facilitate time reporting for consultants. This will be done by developing a Mobile IT-Artifact. The application which will be developed will serve as a support for time reporting and its goal is to minimize the human-computer interaction. The artefact that will be developed uses the phones build in GPS function to achieve this. Action Design Research (ADR) is the research method used to complete the development of the artifact and the thesis. This thesis is built around a case in cooperation with the consulting company Knowit. The result of this essay will generate an IT-artifact along with 10 design principles which provides guidelines on how to develop a system of similar character
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Angelopoulou, Zoi. "ICTs and Citizen Participation : An Ethnography in the Municipality Level." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59778.

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This master thesis describes an ethnographic research under the critical paradigm of thoughtin the use of ICTs to support citizen participation in the Municipality level. The purpose ofthe research was to acquire an understanding of the perspective of citizens on the topic andprovide suggestions for the employment of ICTs in citizen participation on the specificcontext. The research setting is located in a neighborhood of a Municipality in Athens, thecapital of Greece. Participants included randomly selected citizens, representatives fromcitizens groups which are active in the neighborhood and a representative of the Municipality.The data gathered in the research was qualitative and the methods were selected andconducted following the participatory design approach in correspondence with theethnographic methodology and critical paradigm. The methods used were interviews, probesand participatory observation. The data gathered pointed at similar concerns expressed by theparticipants mainly towards issues such as ignorance and indifference. Participants also hadthe opportunity to make suggestions on the topic of ICTs and citizen participation, which incombination with the results of a thematic analysis of the qualitative data were used to makesuggestions for future employment of ICTs in the Municipality. Through this directengagement with participants the research also hopes to contribute to the developing Greekdomestic literature on the topic, especially concerning the use of qualitative data.
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Svedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.

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With the advent of novel digital interfaces such as augmented, mixed and virtual reality, the way we interact with digital artefacts is changing at a nearly reckless pace. The adoption rate within enterprise applications is racing, with mass adoption among consumers soon to follow. This paper aims to iterate a key question sometimes hidden within these rapid developments; are the practices used to develop these artefacts properly tested and evaluated as the best possible ones? In order to answer this, we will explore and evaluate how existing best practices adhere to empirical evidence, but also to experiment with potential avenues of alternative design methodologies. Once adequate conclusions are reached, they will be utilized to design a prototype/proof of concept to showcase just how aninterface/interaction made with the new considerations in mind can differ from those made with contemporary design principles. Upon evaluation of thi sexperimental prototype which utilized the user’s hands as physical, tactile feedback for interactions, respondents were overall positive to this method of interaction, despite some discomfort from the limitations imposed by this specific technical approach. Due to this, it is strongly suggested that development of XR artefacts might often be designed around these technical limitations instead of a truly best practice. This is why we heavily implore both further testing and experimentation as time goes on, since emergent technologies might lack these limitations and therefore enable richer, better interaction methods and experiences within XR.
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Blakey, Jeremy Peter. "Database training for novice end users : a design research approach : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information Systems at Massey University, Albany, New Zealand." Massey University, 2008. http://hdl.handle.net/10179/880.

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Of all of the desktop software available, that for the implementation of a database is some of the most complex. With the increasing number of computer users having access to this sophisticated software, but with no obvious way to learn the rudiments of data modelling for the implementation of a database, there is a need for a simple, convenient method to improve their understanding. The research described in this thesis represents the first steps in the development of a tool to accomplish this improvement. In a preliminary study using empirical research a conceptual model was used to improve novice end users’ understanding of the relational concepts of data organisation and the use of a database software package. The results showed that no conclusions could be drawn about either the artefact used or the method of evaluation. Following the lead of researchers in the fields of both education and information systems, a design research process was developed, consisting of the construction and evaluation of a training artefact. A combination of design research and a design experiment was used in the main study described in this thesis. New to research in information systems, design research is a methodology or set of analytical techniques and perspectives, and this was used to develop a process (development of an artefact) and a product (the artefact itself). The artefact, once developed, needed to be evaluated for its effectiveness, and this was done using a design experiment. The experiment involved exposing the artefact to a small group of end users in a realistic setting and defining a process for the evaluation of the artefact. The artefact was the tool that would facilitate the improvement of the understanding of data modelling, the vital precursor to the development of a database. The research was conducted among a group of novice end users who were exposed to the artefact, facilitated by an independent person. In order to assess whether there was any improvement in the novices’ understanding of relational data modelling and database concepts, they then completed a post-test. Results confirmed that the artefact, trialled through one iteration, was successful in improving the understanding of these novice end users in the area of data modelling. The combination of design research and design experiment as described above gave rise to a new methodology, called experimental design research at this early juncture. The successful outcome of this research will lead to further iterations of the design research methodology, leading in turn to the further development of the artefact which will be both useful and accessible to novice users of personal computers and database software. This research has made the following original contributions. Firstly, the use of the design research methodology for the development of the artefact, which proved successful in improving novice users’ understanding of relational data structures. Secondly, the novel use of a design experiment in an information systems project, which was used to evaluate the success of the artefact. And finally, the combination of the developed artefact followed by its successful evaluation using a design experiment resulted in the hybrid experimental design research methodology. The success of the implementation of the experimental design research methodology in this information systems project shows much promise for its successful application to similar projects.
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Dobrzykowski, David D. "Linking Antecedents and Consequences of Value Density in the Healthcare Delivery Supply Chain." University of Toledo / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1289833170.

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Viberg, Olga. "Design and use of mobile technology in distance language education : Matching learning practices with technologies-in-practice." Doctoral thesis, Högskolan Dalarna, Informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:du-20356.

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This thesis focuses on the adaptation of formal education to people’s technology- use patterns, theirtechnology-in-practice, where the ubiquitous use of mobile technologies is central. The research question is: How can language learning practices occuring in informal learning environments be effectively integrated with formal education through the use of mobile technology? The study investigates the technical, pedagogical, social and cultural challenges involved in a design science approach. The thesis consists of four studies. The first study systematises MALL (mobile-assisted language learning) research. The second investigates Swedish and Chinese students’ attitudes towards the use of mobile technology in education. The third examines students’ use of technology in an online language course, with a specific focus on their learning practices in informal learning contexts and their understanding of how this use guides their learning. Based on the findings, a specifically designed MALL application was built and used in two courses. Study four analyses the app use in terms of students’ perceived level of self-regulation and structuration. The studies show that technology itself plays a very important role in reshaping peoples’ attitudes and that new learning methods are coconstructed in a sociotechnical system. Technology’s influence on student practices is equally strong across borders. Students’ established technologies-in-practice guide the ways they approach learning. Hence, designing effective online distance education involves three interrelated elements: technology, information, and social arrangements. This thesis contributes to mobile learning research by offering empirically and theoretically grounded insights that shift the focus from technology design to design of information systems.
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Dreser, Melanie. "Design, Fun and Sustainability: Utilizing Design Research Methods to Develop an Application to Inform and Motivate Students to Make Sustainable Consumer Choices." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322669294.

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Ekfeldt, Karl, and Kristoffer Hemlin. "Förbättra läkemedelsföljsamhet med hjälp av positionering." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69041.

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Rapporten handlar om icke följsamhet i samband med medicinering och de stora problem som medföljer om en patient inte följer sin medicinska rådgivning. Icke följsamhet är ett stort problem i dag, både för samhället och individen. För samhället är det mycket kostsamt att hantera alla felmedicineringar och för individen kan det handla om liv eller död. Syftet med detta arbetet är att utveckla en IT-artefakt med ändamålet att förbättra följsamheten för patienter som dagligen tar medicin. Detta med hjälp av en mobilapplikation som använder Bluetooth för positionering av medicinen. IT-artefakten ska fungerar som ett stöd och hjälpmedel genom att underlätta för en patient i samband med medicinering. Denna forskning använder sig av Design Science Research Methodology (DSRM). Medverkande företag i detta arbete har varit konsultföretaget Knowit Luleå. Arbetet resulterade i en IT-artefakt, samt sex stycken designprinciper, samtliga utifrån problemet icke följsamhet i syfte att bidra till förbättrad följsamhet.
The thesis deals with non-adherence in connection with medication and the major problems that arise if a patient does not follow the medical advice. Non-adherence is a major problem today, both for society and for the individual. For society is is very costly to handle all medication errors and for the individual it can be about life or death. The purpose of this thesis is to develop an IT artifact with the purpose of improving adherence for patients taking medication daily. This is done by using a mobile application that uses Bluetooth for positioning the medicine. The artifact will serve as a support and aid by facilitating a patient that is taking medication. This research uses Design Science Research Methodology (DSRM). Contributing company in this work have been Knowit Luleå. The work resulted in an IT artifact, as well as six design principles, all based on the problem of non-adherence in order to contribute to improved adherence.
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Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Nhavoto, José António. "Integration of Mobile Technologies with Routine Healthcare Services in Mozambique." Doctoral thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-56948.

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Mobile technologies are emerging as one way to help address health challenges in many countries, including in Least Developed Countries. Mobile technology can reach a large share of the population but in order to provide effective support to healthcare services, technology, information collection and dissemination, and work processes need to be well aligned. The thesis uses a design science methodological approach and mixes qualitative and quantitative data analysis to address the question of, How can mobile technologies be effectively integrated with routine healthcare services? The study concerns the design, implementation, and evaluation of a mobile technology-based system, called SMSaúde, with the aim of improving the care of patients with HIV/AIDS and tuberculosis in Mozambique. The work started with the elicitation of functional and user requirements, based on focus group discussions. An important challenge, as in many mHealth interventions, was the integration with routine healthcare services and the existing IT systems, as well as developing a scalable technical structure. The system has now been in routine use since 2013 in more than 16 healthcare clinics in Mozambique. Evaluation was done by a randomised controlled study. Analysis of patient records showed that retention in care in urban areas was significantly higher in the intervention group than in the control group. In a user study both patients and health professionals were very positive to the system. The thesis contributes to research by demonstrating how information system artefacts can be constructed and successfully implemented in resource-constrained settings. The practical contributions include the designed artefact itself as well as improved healthcare practices and mHealth policy recommendations.
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Weltman, Ulf. "Secure introduction for enterprise secrets : An evaluation framework." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20148.

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A dependency on secrets is inherent in most IT systems, especially as they become increasingly complex and interdependent. Vast amounts of research have explored how to protect the confidentiality, integrity and authenticity of secrets through means such as encryption and authentication. These means are in themselves supported by secrets, and introducing those secrets is an area that has seen less exploration. Secrets are protected by secrets, and the secret at the top needs to be provided by one of the numerous methods with various advantages and disadvantages. This work follows a design science research approach to design a framework for comparing those methods of secure introduction, demonstrated through scenarios and practical exercises.
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Trevethan, Thomas J. "Building Cloud-Based Information Systems Lab Architecture: Deriving Design Principles that Facilitate the Effective Construction and Evaluation of a Cloud-Based Lab Environment." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/56.

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The problem explored in this dissertation report was that at the time of this study, there were no design principles or methodologies based on design science research (DSR) available to use for artifact construction, implementation, and effective evaluation of cloud-based networking lab environments that can be used to foster hands-on technology skills in students. Primarily based on Hevner’s 7 guidelines of DSR, Peffer’s design science research methodology (DSRM), and Gregor’s IS design theory, this study forms the groundwork for the development of procedures and specifications derived from DSR literature to facilitate the construction, implementation, and evaluation of a comprehensive cloud-based computer and information systems (CIS) laboratory artifact that is globally accessible 24 hours a day and 7 days a week. Secondarily, this study guided the construction and implementation of a prototype cloud-based lab environment using the procedures and specifications derived from DSR. The cloud-based lab environment was then evaluated based on the skill level attained by students enrolled in courses that leveraged the proposed system. Results of this study showed that the overwhelming majority of the students who participated in the experiment using the cloud-based lab environment showed statistically significant gains in pretest and posttest scores compared to the students who participated in the experiment using the classroom-based physical equipment. These results fully supported the first hypothesis for this study, that participation in the cloud-based lab environment would promote positive student outcomes. The second hypothesis also was supported. The majority of the experimental group students completed most of the labs and significantly spent more time on the system compared to the control group students using the traditional classroom-based physical lab equipment, which indicated the specifications derived from DSR positively influenced the use of the cloud-based system. An argument was made that the proposed study advances IS and education research through artifact construction and evaluation by correlating Hevner’s 7 steps of effective DSR theory, Peffer’s DSRM, and Gregor’s IS design theory to the problem statement, research questions, and hypothesis in order to develop guiding principles and specifications for building and assessing a cloud-based lab environment.
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Rangavajjula, Santosh Bharadwaj. "Design of information tree for support related queries: Axis Communications AB : An exploratory research study in debug suggestions with machine learning at Axis Communications, Lund." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16826.

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Context: In today's world, we have access to so much data than at any time in the past with more and more data coming from smartphones, sensors networks, and business processes. But, most of this data is meaningless, if it's not properly formatted and utilized. Traditionally, in service support teams, issues raised by customers are processed locally, made reports and sent over in the support line for resolution. The resolution of the issue then depends on the expertise of the technicians or developers and their experience in handling similar issues which limits the size, speed, and scale of the problems that can be resolved. One solution to this problem is to make relevant information tailored to the issue under investigation to be easily available. Objectives: The focus of the thesis is to improve turn around time of customer queries using recommendations and evaluate by defining metrics in comparison to existing workflow. As Artificial Intelligence applications can have a broad spectrum, we confine the scope with a relevance in software service and Issue Tracking Systems. Software support is a complicated process as it involves various stakeholders with conflicting interests. During the course of this literary work, we are primarily interested in evaluating different AI solutions specifically in the customer support space customize and compare them. Methods: The following thesis work has been carried out by making controlled experiments using different datasets and Machine learning models. Results: We classified Axis data and Bugzilla (eclipse) using Decision Trees, K Nearest Neighbors, Neural Networks, Naive Bayes and evaluated them using precision, recall rate, and F-score. K Nearest Neighbors was having precision 0.11, recall rate 0.11, Decision Trees had precision 0.11, recall rate 0.11, Neural Networks had precision 0.13, recall rate 0.11 and Naive Bayes had precision 0.05, recall rate 0.11. The result shows too many false positives and true negatives for being able to recommend. Conclusions: In this Thesis work, we have gone through 33 research articles and synthesized them. Existing systems in place and the current state of the art is described. A debug suggestion tool was developed in python with SKlearn. Experiments with different Machine Learning models are run on the tool and highest 0.13 (precision), 0.10 (f-score), 0.11 (recall) are observed with MLP Classification Neural Network.
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Bornegrim, Lucas, and Gustav Holmquist. "Robotic process automation - An evaluative model for comparing RPA-tools." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413636.

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This research studies the three market-leading RPA-tools, Automation Anywhere, Blue Prism and UiPath, in order to fill the lack of literature regarding methods for evaluating and comparing RPA-tools. Design science research was performed by designing and creating artefacts in the form of process implementations and an evaluative model. A typical process representing a common area of use was implemented using each of the three RPA-tools, in order to create an evaluative model. Official documentation, along with the three implementations, were studied. Evaluative questions specific to RPA-tool evaluation were created based on a quality model for product quality found in the ISO/IEC 25010 standard. Characteristics dependant on organisational context were not included in the evaluation, in order to create an evaluative model which is not dependant on any specific business environment. The results of the research provide knowledge of (1) how RPA-tools can be implemented and (2) the differences that exist between the three market-leading RPA tools. The research also contributes in the form of a method for investigating and evaluating the RPA-tools. When creating the evaluative model, some of the criteria found in the ISO/IEC 25010 quality model were concluded to be of low relevance and, therefore, not included in the model. By analysing and evaluating the created evaluative model, using a theoretical concept of digital resources and their evaluation, the validity of the evaluative model was reinforced. From an evaluative perspective, this research emphasises the need to appropriate and change existing evaluative methods in order to successfully evaluate the most relevant characteristics of RPA-tools.
Denna forskning studerar de tre marknadsledande RPA-verktygen, Automation Anywhere, Blue Prism och UiPath, för att fylla bristen på litteratur om metoder för utvärdering och jämförelse av RPA-verktyg. Design science research genomfördes genom att utforma och skapa artefakter i form av processimplementeringar och en utvärderingsmodell. En typisk process som representerar ett vanligt användningsområde implementerades med användning av vart och ett av de tre RPA-verktygen för att skapa en utvärderingsmodell. Officiell dokumentation, tillsammans med de tre implementeringarna, studerades. Utvärder-ingsfrågor specifika för RPA-verktygsutvärdering skapades baserat på en kvalitetsmodell för produktkvalitet som finns i ISO/IEC 25010-standarden. Egenskaper som är beroende av organisatoriskt sammanhang ingick inte i utvärderingen för att skapa en utvärderingsmodell som inte är beroende av någon specifik affärsmiljö. Resultaten av forskningen ger kunskap om (1) hur RPA-verktyg kan implementeras och (2) skillnaderna som finns mellan de tre marknadsledande RPA-verktygen. Forskningen bidrar också i form av en metod för att undersöka och utvärdera RPA-verktygen. Vid skapandet av utvärderingsmodellen drogs slutsatsen att några av kriterierna i kvalitetsmodellen i ISO/IEC 25010 var av låg relevans och de är därför inte inkluderade i den resulterande modellen. Genom att analysera och utvärdera den skapade utvärderingsmodellen, med hjälp av ett teoretiskt koncept av digitala resurser och deras utvärdering, förstärktes utvärderingsmodellens validitet. Ur ett utvärderingsperspektiv betonar denna forskning behovet av att anpassa och ändra befintliga utvärderingsmetoder för att framgångsrikt utvärdera de mest relevanta egenskaperna hos RPA-verktyg.
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Ostheimer, Julia. "Human-in-the-loop Computing : Design Principles for Machine Learning Algorithms of Hybrid Intelligence." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-94051.

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Artificial intelligence (AI) is revolutionizing contemporary industries and being applied in application domains ranging from recommendation systems to self-driving cars. In scenarios in which humans are interacting with an AI, inaccurate algorithms could lead to human mistreatment or even harmful events. Human-in-the-loop computing is a machine learning approach desiring hybrid intelligence, the combination of human and machine intelligence, to achieve accurate and interpretable results. This thesis applies human-in-the-loop computing in a Design Science Research project with a Swedish manufacturing company to make operational processes more efficient. The thesis aims to investigate emerging design principles useful for designing machine learning algorithms of hybrid intelligence. Hereby, the thesis has two key contributions: First, a theoretical framework is built that comprises general design knowledge originating from Information Systems (IS) research. Second, the analysis of empirical findings leads to the review of general IS design principles and to the formulation of useful design principles for human-in-the-loop computing. Whereas the principle of AI-readiness improves the likelihood of strategical AI success, the principle of hybrid intelligence shows how useful it can be to trigger a demand for human-in-the-loop computing in involved stakeholders. The principle of use case-marketing might help designers to promote the customer benefits of applying human-in-the-loop computing in a research setting. By utilizing the principle of power relationship and the principle of human-AI trust, designers can demonstrate the humans’ power over AI and build a trusting human-machine relationship. Future research is encouraged to extend and specify the formulated design principles and employ human-in-the-loop computing in different research settings. With regard to technological advancements in brain-machine interfaces, human-in-the-loop computing might even become much more critical in the future.
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49

Hodosi, Georg. "Information Technology Outsourcing in Large Companies in Sweden : A Perspective on Risks, Relationships and Success Factors." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-141707.

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This thesis investigates large private companies in Sweden that have outsourced their information technology (IT). A considerable proportion of IT outsourcing (ITO) is unsuccessful. For IT service buyers, this could cause IT that does not fully work, entailing problems with the network, application, infrastructure and security, with serious consequences such as a loss of customers’ confidence and significantly increased costs. Therefore, the main research goal was to analyse and define ways to improve ITO for buyer organizations. This main research goal was accomplished through three research goals that are the followings: 1) To develop a method for risk assessment in IT outsourcing; 2) To identify the important factors in IT outsourcing relationship; and 3) To identify the success factors in IT outsourcing.                       The research strategies applied in conducting this research were design science research and survey research. To achieve the first research goal, a method was developed for assessing the ITO risks, including support for mitigating these risks. This method could help both researchers and practitioners in estimating the ITO risks and in this way improve ITO. An application based on the developed method was used to facilitate the testing of this method by several ITO decision makers in large companies concerning its usability, correctness and functionality. Moreover, a study was performed to explore ITO decision makers’ acceptance of the developed method and their use of it for assessing the ITO risks.             The second research goal investigated how to improve service buyers’ ITO relationship with their providers. A well-working ITO relationship is a critical determinant of successful ITO and is relevant to the whole ITO life cycle. This research goal was achieved by identifying and analysing the most important factors in ITO relationships, including a prioritized list of those factors that are highly recommended for use in creating and maintaining a good ITO relationship.                       The third research goal examined how to improve ITO by identifying and prioritizing the success factors (SFs) in ITO. This research identified the ITO SFs in large companies and provided a prioritized list of them to be applied in these companies with a description of the value that they could create from implementation during the ITO life cycle. Moreover, the SFs identified in large companies were compared with those identified in medium-sized companies, which could give an indication to the researchers in this field that company size matters in regard to the implementation order of the identified SFs.               In summary, the research presented in this thesis contributes with: 1) a method for assessing the risks of outsourcing IT and, in the case that IT has been outsourced, suggested ways to mitigate them; 2) the important factors that could improve ITO relationships and 3) a prioritized list of success factors that could improve IT outsourcing.
Denna avhandling undersöker stora privata företag i Sverige som har outsourcat sin IT verksamhet. Som vi uppmärksammade har en stor del av IT-outsourcingen (ITO) misslyckats. För köparen av IT-tjänsten kan det leda till bristande IT funktionalitet med allvarliga konsekvenser som i värsta fall leder till förlorade kunder och betydande kostnadsökningar. Därför är det övergripande forskningsmålet är att analysera och fastställa hur ITO:n för köparen av IT tjänsten kan förbättras. För att lösa det övergripande forskningsmålet forskningen undersökte: 1) Utvecklingen av en metod för att bedöma riskerna med IT-outsourcing; 2) Identifiering av de viktiga faktorerna inom IT-outsourcingsrelationer; och 3) Identifiering av en lista över framgångsfaktorer i IT-outsourcing. De använda forskningsstrategierna för att genomföra forskningen var ”design science research" och kartläggning. För att uppnå först huvudforskningsmålet, har en metod tagits fram för att bedöma riskerna och vägleda hur man kan minska dem. Den här metoden kan hjälpa både forskare och de som utövar IT-outsourcing med att bedöma ITO-riskerna och på så sätt förbättra sina IT-outsourcing.  En programvara baserad på den metoden har utvecklats för att underlätta testningen av metoden vilket har genomförts med IT beslutsfattare på stora organisationer, beträffande användbarhet, korrekthet och funktionalitet. Dessutom har en studie utförts för att bedöma om programvaran kan accepteras av IT beslutsfattare och få reda på om de skulle använda metoden för att bedöma ITO riskerna. Det andra forskningsmålet har undersökt hur köparna av den outsourcade IT-tjänsten kan förbättra relationen med sina leverantörer. En bra ITO-relation är en avgörande faktor för en framgångsrik ITO och den är viktig för hela livscykeln. Forskningsmålet har uppnåtts genom analys för att hitta de viktigaste faktorerna ITO-relationsfaktorer, som studien rekommenderar för att skapa och underhålla en bra ITO relation. Det tredje forskningsmålet har undersökt hur ITO kan förbättras genom att identifiera och prioritera framgångsfaktorerna i ITO. Studien har identifierat framgångsfaktorerna i stora företag och tagit fram en lista med prioriterade framgångsfaktorer som bör implementeras i de undersökta företagen. Dessutom så har nyttan av dessa framgångsfaktorer beskrivits under ITO livscykeln. Dessutom har de identifierade framgångsfaktorerna från stora företag jämförts med framgångsfaktorerna som har identifierats för medelstora företag. Denna jämförelse ger en indikation till forskarna på det här området att prioriteringen av framgångsfaktorerna är beroende av företagsstorlek. Sammanfattningsvis, den beskrivna forskningen i den här uppsatsen bidrar med: 1) En metod för att bedöma risker och förslag på hur minska dessa risker; 2) En lista med de viktiga faktorerna för att förbättra ITO relationen inom IT-outsourcing och; 3) En prioriterad lista av framgångsfaktorer som kan förbättra IT outsourcing.
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50

Batchelor, Jacqueline. "Mobile information communication and technology use in secondary schools a feasibility study /." Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-09102007-161045/.

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