19,702 research outputs found

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

    Get PDF
    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom ValleyÂź (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory

    Can knowledge management save regional development?

    Full text link
    Australia needs to create innovative regions to sustain economic prosperity and regional development. In order to do this, regions will need to systematically address their knowledge needs and identify tools that are appropriate in maximising their effectiveness. Many initiatives have focused on information and communication technology (ICT) to enable knowledge exchange and stimulate knowledge generation, but active knowledge management (KM) strategies are required if ICTs are to be used effectively. These strategies must respond to the regional economic and social environments which incorporate small and medium enterprises (SMEs). This paper outlines the importance of KM for supporting regional cluster development and the key ways in which communities of practice (CoPs), a KM technique, have been used to add value in similar contexts. How CoPs and their online counterpart, virtual communities of practice (VCoPs), can be used and developed in regional areas of Australia is considered along with a program for further research.<br /

    Designing for e-Social Action An Application Taxonomy

    Get PDF
    In this paper, we present a taxonomy for understanding designs and designing of Information & Communication Technologies (ICT) in the field of ‘Social Action’. We use the term ‘Social Action’ to refer to activities of individuals and organisations in civil society, which are oriented towards social (rather than primarily economic) goals. We then apply the term e-Social Action to refer to the application of ICT in these activities. This definition incorporates a wide range of initiatives, varying from: trade-unions logging safety inspections on ships, Age Concern York organising volunteers to place on-line supermarket orders on behalf of housebound elderly people; the International Red Cross using logistics software to deliver emergency aid; and Martus.org providing technology to enable victims of human-rights abuse to report their experience whilst protecting their anonymity and thus avoiding reprisals. To study designing in this broad space, it is necessary to understand key dimensions of the settings where designing takes place. The aim of this paper is to examine how information and communication technologies in social action can be understood, classified and distinguished, to allow for more refined explorations of designing in this space. Keywords: e-SocialAction, Taxonomy, design and society</p

    Opportunity Creation in Innovation Networks: Interactive Revealing Practices

    Get PDF
    Innovating in networks with partners that have diverse knowledge is challenging. The challenges stem from the fact that the commonly used knowledge protection mechanisms often are neither available nor suitable in early stage exploratory collaborations. This article focuses on how company participants in heterogeneous industry networks share private knowledge while protecting firm-specific appropriation. We go beyond the prevailing strategic choice perspectives to discuss interactive revealing practices that sustain joint opportunity creation in the fragile phase of early network formation.Center for Business, Technology and La

    Innovate with living labs: an empirical analysis of their role during knowledge creation

    Get PDF
    In Living Labs, customers experiment with innovations in an everyday context. Policy makers, firms and research institutions increasingly invest in such knowledge brokers which facilitate collaboration between diverse parties. This study establishes common characteristics of Living Labs and investigates their role during experiential knowledge creation. Drawing on a unique sample of 64 Living Labs, this research blends quantitative and qualitative research in two steps. First, Categorical Principal Components Analysis extracts two meta-characteristics, user contribution and contextual reality which identify four clusters of Living Labs. Second, the assessment of in-depth interviews offers a fine-grained picture of the impact of these characteristics on knowledge outcomes and its limitation in generating radical changes

    Investigating the impact of networking capability on firm innovation performance:using the resource-action-performance framework

    Get PDF
    The author's final peer reviewed version can be found by following the URI link. The Publisher's final version can be found by following the DOI link.Purpose The experience of successful firms has proven that one of the most important ways to promote co-learning and create successful networked innovations is the proper application of inter-organizational knowledge mechanisms. This study aims to use a resource-action-performance framework to open the black box on the relationship between networking capability and innovation performance. The research population embraces companies in the Iranian automotive industry. Design/methodology/approach Due to the latent nature of the variables studied, the required data are collected through a web-based cross-sectional survey. First, the content validity of the measurement tool is evaluated by experts. Then, a pre-test is conducted to assess the reliability of the measurement tool. All data are gathered by the Iranian Vehicle Manufacturers Association (IVMA) and Iranian Auto Parts Manufacturers Association (IAPMA) samples. The power analysis method and G*Power software are used to determine the sample size. Moreover, SmartPLS 3 and IBM SPSS 25 software are used for data analysis of the conceptual model and relating hypotheses. Findings The results of this study indicated that the relationships between networking capability, inter-organizational knowledge mechanisms and inter-organizational learning result in a self-reinforcing loop, with a marked impact on firm innovation performance. Originality/value Since there is little understanding of the interdependencies of networking capability, inter-organizational knowledge mechanisms, co-learning and their effect on firm innovation performance, most previous research studies have focused on only one or two of the above-mentioned variables. Thus, their cumulative effect has not examined yet. Looking at inter-organizational relationships from a network perspective and knowledge-based view (KBV), and to consider the simultaneous effect of knowledge mechanisms and learning as intermediary actions alongside, to consider the performance effect of the capability-building process, are the main advantages of this research
    • 

    corecore