300,097 research outputs found
Co-operative information system design : how multi-domain information system design takes place in UK organisations
The thesis focussed on the need to understand the nature of design processes in innovative,
multi-domain, organisational information systems design. A cross-disciplinary, interpretive
investigation of organisational IS design was based upon multiple literatures: information
system development and methodologies, human-computer interaction, situated action, social
psychology, psychology of programming, computer-supported co-operative work, computer
science, design 'rationale' and organisational behaviour. Three studies were performed:
1. A case study of a user-centred design project, employing grounded theory analysis.
2. A postal survey of IS development approaches in large UK companies.
3. A longitudinal field study, involving participant observation over a period of 18 months in
a cross-domain design team, employing ethnography, discourse analysis and
hermeneutics.
The main contributions of this research were to provide rich insights into the interior nature of
IS design activity, situated in the context of the organisation (a perspective which is largely
missing from the literature); to provide conceptual models to explain the management of
meaning in design, and design framing activity; to produce a social action model of
organisational information system development which may form the basis for communicating
the situated nature of design in teaching; and to suggest elements of a process model of design
activity in multi-domain, organisational information system development. The implications of
the research findings for IS managers and developers are also considered a significant
contribution to practice.
Detailed findings from these studies relate to:
I. Disparities between the technology-centred view of organisational IS development found
in the literature and the business and organisation-based approaches reported in the
survey.
2. The role of pre-existing 'investment in form' in shaping the meaning of design processes
and outcomes for other team members and its implications for the management of
expertise and for achieving double-loop leaming.
3. The detailed processes by which design is framed at individual and group levels of
analysis. These findings indicated a mismatch between "top down" models of
organisational IS design and observed design "abstraction" processes, which were
grounded in concrete analogies and local exemplars; this finding has significant
implications for organisational design approaches, such as Business Process Redesign.
4. The distributed nature of group design, which has implications for achieving a 'common
vision' of the design and for the division of labour in design groups. Intersubjectivity with
respect to process objectives may be more critical to design success than intersubjectivity
with respect to the products of design. -
5. The political nature of design activity: it was concluded that an effective design process
must manage conflict between the exploration of organisational possibilities and
influential, external stakeholders' expectations of efficiency benefits.
6. Design suffers from legitimacy problems related to the investigation of a "grey area"
between explicit system design goals and boundary and emergent definitions of design
goals and target system boundaries; this issue needs to be managed both internally to the
design-team and externally, in respect of stakeholders and influential decision-makers.
It is argued that the situated nature of design requires the teaching of design skills to be
achieved through simulated design contexts, rather than the communication of abstract
models. It is also suggested that the findings of this thesis have implications for knowledge
management and organisational innovation. If organisational problem-investigation processes
are seen as involving distributed knowledge, then the focus of organisational learning and
innovation shifts from sharing organisational knowledge to accessing distributed
organisational knowledge which is emergent and incomplete
Learning and Games
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter, I argue that good video games recruit good learning and that a game's design is inherently connected to designing good learning for players. I start with a perspective on learning now common in the Learning Sciences that argues that people primarily think and learn through experiences they have had, not through abstract calculations and generalizations. People store these experiences in memory -- and human long-term memory is now viewed as nearly limitless -- and use them to run simulations in their minds to prepare for problem solving in new situations. These simulations help them to form hypotheses about how to proceed in the new situation based on past experiences. The chapter also discusses the conditions experience must meet if it is to be optimal for learning and shows how good video games can deliver such optimal learning experiences. Some of the issues covered include: identity and learning; models and model-based thinking; the control of avatars and "empathy for a complex system"; distributed intelligence and cross-functional teams for learning; motivation, and ownership; emotion in learning; and situated meaning, that is, the ways in which games represent verbal meaning through images, actions, and dialogue, not just other words and definitions
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
The Mechanics of Embodiment: A Dialogue on Embodiment and Computational Modeling
Embodied theories are increasingly challenging traditional views of cognition by arguing that conceptual representations that constitute our knowledge are grounded in sensory and motor experiences, and processed at this sensorimotor level, rather than being represented and processed abstractly in an amodal conceptual system. Given the established empirical foundation, and the relatively underspecified theories to date, many researchers are extremely interested in embodied cognition but are clamouring for more mechanistic implementations. What is needed at this stage is a push toward explicit computational models that implement sensory-motor grounding as intrinsic to cognitive processes. In this article, six authors from varying backgrounds and approaches address issues concerning the construction of embodied computational models, and illustrate what they view as the critical current and next steps toward mechanistic theories of embodiment. The first part has the form of a dialogue between two fictional characters: Ernest, the �experimenter�, and Mary, the �computational modeller�. The dialogue consists of an interactive sequence of questions, requests for clarification, challenges, and (tentative) answers, and touches the most important aspects of grounded theories that should inform computational modeling and, conversely, the impact that computational modeling could have on embodied theories. The second part of the article discusses the most important open challenges for embodied computational modelling
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A situated cultural approach for cross-cultural studies in IS
Cultural anthropology seeks to understand the similarities and differences among groups of people in the contemporary world. Although there are many different models of national culture, most IS research has tended to rely almost solely on Hofstede’s cultural model (Keil et al., 2000; Straub, 1994; Tan et al., 1995; Watson et al., 1994; Myers and Tan, 2002; Kirkman et al. 2006).). This paper, provides a comprehensive framework of situated culture approach to study culture within IS discipline. This is achieved via an articulation of Structuration Theory and the provision of an approach to study cross-cultural phenomena within IS discipline. The paper proposes two main components of the Structuration Theory based analysis model which is proposed as a way to study culture within IS discipline. First, the paper presents ideas behind the practice lens for studying the use of technology, as proposed by Orlikowski (2000). Secondly, the paper presents a Structurational analysis approach as detailed by Walsham (2002). The paper argues that using a practice lens contributes to identifying the mediated shared structures between actors through understanding the actions of the actors within the phenomena. Then, using a Structurational analysis approach contributes to identifying the cultural dimensions that are embedded in the identified mediated shared structures
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Situated cultural approach versu predefined cultural archetypes models
Within the last 20 years, the practical relevance of researching cultural issues, and especially comparing phenomena across cultures, was questioned (Ferraro, 1990). However, the importance of cultural issues is becoming increasingly evident in many applied disciplines; these include the management of information technology (IT) (Davison and Martinsons, 2003). A normative literature review has been carried out in this paper to provide IS researchers with the milestones of studying culture in IS discipline. Although there are many different models of national culture, most IS research has tended to rely almost solely on Hofstede’s cultural model (Keil et al., 2000; Straub, 1994; Tan et al., 1995; Watson et al., 1994; Myers and Tan, 2002; Kirkman et al. 2006).). In this paper, the author provides a criticism of predefined cultural archetypes models and highlight the problems of using such approach in studying culture within IS discipline. The author demonstrates a comprehensive framework of situated culture approach to study culture within IS discipline, as alternative approach to avoid the criticism of predefined cultural archetypes models. This is achieved via an articulation of Structuration Theory. The author argues that using a practice lens for studying the use of technology by Orlikowski (2000), contributes to identifying the mediated shared structures between actors through understanding the actions of the actors within IS phenomena. Then, using a Structurational analysis approach by Walsham (2002) contributes to identifying the cultural dimensions that are embedded in the identified mediated shared structures
Simulating activities: Relating motives, deliberation, and attentive coordination
Activities are located behaviors, taking time, conceived as socially meaningful, and usually involving interaction with tools and the environment. In modeling human cognition as a form of problem solving (goal-directed search and operator sequencing), cognitive science researchers have not adequately studied “off-task” activities (e.g., waiting), non-intellectual motives (e.g., hunger), sustaining a goal state (e.g., playful interaction), and coupled perceptual-motor dynamics (e.g., following someone). These aspects of human behavior have been considered in bits and pieces in past research, identified as scripts, human factors, behavior settings, ensemble, flow experience, and situated action. More broadly, activity theory provides a comprehensive framework relating motives, goals, and operations. This paper ties these ideas together, using examples from work life in a Canadian High Arctic research station. The emphasis is on simulating human behavior as it naturally occurs, such that “working” is understood as an aspect of living. The result is a synthesis of previously unrelated analytic perspectives and a broader appreciation of the nature of human cognition. Simulating activities in this comprehensive way is useful for understanding work practice, promoting learning, and designing better tools, including human-robot systems
Image-Enabled Discourse: Investigating the Creation of Visual Information as Communicative Practice
Anyone who has clarified a thought or prompted a response during a conversation by drawing a picture has exploited the potential of image making as an interactive tool for conveying information. Images are increasingly ubiquitous in daily communication, in large part due to advances in visually enabled information and communication technologies (ICT), such as information visualization applications, image retrieval systems and visually enabled collaborative work tools. Human abilities to use images to communicate are however far more sophisticated and nuanced than these technologies currently support. In order to learn more about the practice of image making as a specialized form of information and communication behavior, this study examined face-to-face conversations involving the creation of ad hoc visualizations (i.e., napkin drawings ). A model of image-enabled discourse is introduced, which positions image making as a specialized form of communicative practice. Multimodal analysis of video-recorded conversations focused on identifying image-enabled communicative activities in terms of interactional sociolinguistic concepts of conversational involvement and coordination, specifically framing, footing and stance. The study shows that when drawing occurs in the context of an ongoing dialogue, the activity of visual representation performs key communicative tasks. Visualization is a form of social interaction that contributes to the maintenance of conversational involvement in ways that are not often evident in the image artifact. For example, drawing enables us to coordinate with each other, to introduce alternative perspectives into a conversation and even to temporarily suspend the primary thread of a discussion in order to explore a tangential thought. The study compares attributes of the image artifact with those of the activity of image making, described as a series of contrasting affordances. Visual information in complex systems is generally represented and managed based on the affordances of the artifact, neglecting to account for all that is communicated through the situated action of creating. These finding have heuristic and best-practice implications for a range of areas related to the design and evaluation of virtual collaboration environments, visual information extraction and retrieval systems, and data visualization tools
Interactive situation modelling in knowledge intensive domains
Interactive Situation Modelling (ISM) method, a semi-methodological approach, is proposed to tackle issues associated with modelling complex knowledge intensive domains, which cannot be easily modelled using traditional approaches. This paper presents the background and implementation of ISM within a complex domain, where synthesizing knowledge from various sources is critical, and is based on the principles of ethnography within a constructivist framework. Although the motivation for the reported work comes from the application presented in the paper, the actual scope of the paper covers a wide range of issues related to modelling complex systems. The author firstly reviews approaches used for modelling knowledge intensive domains, preceded by a brief discussion about two main issues: symmetry of ignorance and system behaviour, which are often confronted when applying modelling approaches to business domains. The ISM process is then characterized and critiqued with lessons from an exemplar presented to illustrate its effectiveness
Tensions and paradoxes in electronic patient record research: a systematic literature review using the meta-narrative method
Background: The extensive and rapidly expanding research literature on electronic patient records (EPRs) presents challenges to systematic reviewers. This literature is heterogeneous and at times conflicting, not least because it covers multiple research traditions with different underlying philosophical assumptions and methodological approaches.
Aim: To map, interpret and critique the range of concepts, theories, methods and empirical findings on EPRs, with a particular emphasis on the implementation and use of EPR systems.
Method: Using the meta-narrative method of systematic review, and applying search strategies that took us beyond the Medline-indexed literature, we identified over 500 full-text sources. We used ‘conflicting’ findings to address higher-order questions about how the EPR and its implementation were differently conceptualised and studied by different communities of researchers.
Main findings: Our final synthesis included 24 previous systematic reviews and 94 additional primary studies, most of the latter from outside the biomedical literature. A number of tensions were evident, particularly in relation to: [1] the EPR (‘container’ or ‘itinerary’); [2] the EPR user (‘information-processer’ or ‘member of socio-technical network’); [3] organizational context (‘the setting within which the EPR is implemented’ or ‘the EPR-in-use’); [4] clinical work (‘decision-making’ or ‘situated practice’); [5] the process of change (‘the logic of determinism’ or ‘the logic of opposition’); [6] implementation success (‘objectively defined’ or ‘socially negotiated’); and [7] complexity and scale (‘the bigger the better’ or ‘small is beautiful’). Findings suggest that integration of EPRs will always require human work to re-contextualize knowledge for different uses; that whilst secondary work (audit, research, billing) may be made more efficient by the EPR, primary clinical work may be made less efficient; that paper, far from being technologically obsolete, currently offers greater ecological flexibility than most forms of electronic record; and that smaller systems may sometimes be more efficient and effective than larger ones.
Conclusions: The tensions and paradoxes revealed in this study extend and challenge previous reviews and suggest that the evidence base for some EPR programs is more limited than is often assumed. We offer this paper as a preliminary contribution to a much-needed debate on this evidence and its implications, and suggest avenues for new research
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