29 research outputs found

    Investigating the goal-oriented use of IoT in servitization:an affordance theory perspective

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    Manufacturers are seeking differentiation strategies as products are commoditised, markets are saturated with competitors, and the overall growth of the manufacturing industry declines. Servitization is an effective strategy based on transforming the manufacturer from being product-centric to becoming customer-centric through the integration of products and services. This transformation is challenging in terms of service development processes, customer relationship management, and risk management for which manufacturers require practical enablers.Internet of Things (IoT) is considered as a critical enabler of servitization. The integration of IoT in the manufacturers’ products with a focus on servitization is, however, challenging and complex. Literature has focused on exploring the potential value of IoT and its technical specifications. Such a focus has ignored the manufacturers’ role in making goal-oriented use of IoT and the process of integrating it in the manufacturers’ businesses. By adopting the affordance theory as an actor and process-focused lens, this thesis aims to contribute to the servitization literature by investigating how manufacturers use IoT in servitization.The thesis identifies four types of opportunities to use IoT as perceived by the manufacturer, three types of actions for realising these opportunities, and a cascading relationship between these opportunities that results in IoT enabled servitization. It argues that the use of IoT to enable servitization is a step-by-step process starting with gathering essential information about the manufacturer’s product and its use, followed by improving product performance using the gathered information, and finally supporting the customers’ businesses through additional services. The IoT plays the role of a platform that creates servitization enabling outcomes. The manufacturers play an active role in deciding the use of IoT based on their organisational goal and taking actions based on the IoT’s features.The thesis contributes to servitization literature by introducing a new perspective to study the process of using IoT in servitization and by arguing that the services created from the use of IoT do not exist independent of each other. The literature on affordance theory is extended in this thesis through its application in a new context on an organisational level. The thesis also substantiates the theory’s key principle of affordance dependency using new empirical data. Practically, the thesis provides a framework for practitioners that allows managing the steps involved in IoT enabled servitization, the role of individual IoT features driving these steps and their role as an actor in this process

    A Case Study Evaluation of the Guideline-Supported QUPER Model for Elicitation of Quality Requirements

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    [Context & motivation] For market-driven software product developing organizations operating on a competitive open market, it is important to plan the product’s releases so that they can reach the market as early as possible with a competitive level of quality compared to its competitors' products. Hence, quality requirements can be seen as a key competitive advantage. The QUPER model was developed with the aim to support high-level decision-making in release planning of quality requirements. [Question/problem] As a follow up on previous studies on QUPER, this study investigates: What are practitioner's views on the utilities of QUPER extended with guidelines including domain-specific examples? [Principal ideas/results] In the presented case study, a set of detailed guidelines of how to apply QUPER in practice, including how to handle cost dependencies between quality requirements, was evaluated at a case company in the mobile handset domain with 24 professionals using real quality requirements. [Contribution] The results point to the importance of having concrete guidelines combined with instructive examples from real practice, while it is not always obvious for a practitioner to transfer cost-dependency examples into the domains that are different from the example domain. The transferability of guidelines and examples to support methodology adoption is an interesting issue for further research

    Antecedents of travellers' eWOM communication

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    Development of the internet and electronic media provide a convenient platform for travellers to instantly share their experiences. Known as electronic word-of-mouth (eWOM), it offers a powerful source of information and can also act as an effective marketing tool. Existing studies have focused on the conceptualisation and influences of eWOM communication, but limited attention has been given to the antecedents of it from the attitUdinal perspective within the tourism industry. This study aims to fulfil that gap. Data from international travellers having experience of eWOM communication was collected through online focus groups and survey questionnaire. Content analysis and structural equation modelling were employed for data analysis respectively. Based on the literature review and online focus group findings three key antecedents were identified, being: Adoption of Electronic Communication Technology, Motivation for eWOM Communication and Subjective Norm. Thereafter, a conceptual framework was proposed to bring these three antecedents together for the first time. This was empirically tested, particularly examining the influences of the overall attitude and behavioural intention of eWOM communication. Survey results showed that the overall attitude towards eWOM communication plays an important role in the understanding of the eWOM communication behaviour of travellers, serving as a mediator between antecedents and behavioural intention. From the theoretical perspective, this study fulfils the research gap through exploring the antecedents of eWOM communication from the attitudinal perspective. A new conceptual framework is therefore empirically validated providing the basis for replication within future studies. Through employing the Technology Acceptance Model, Functional Theory of Attitude, Subjective Norm and Consumer Attitude, this study contributes to extending those theories in the context of eWOM communication within the tourism industry. Regarding managerial implications, this research identifies the antecedents of eWOM communication behaviour of travellers, which could help practitioners stimu

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    A bayesian model for change impact on SW estimations

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    (….) This thesis focuses on these problems: first, the need to give accurate estimations to drive the decision process; second, the need to identify and perform a mental mapping of the elements involved in the design decisions; and third, the need to maintain this “network” of decisions in such a way that it is being shared by the stakeholders within a project. In order to tackle these problems, we will use Bayesian Belief Networks (in short, BBN) for representing the main concepts related to a given project, their causal relationships, as well as the associated conditional probabilities. BBNs are well-defined analysis techniques based on probability calculus that have been used for estimations in multiple areas (Kjærulff, et al., 2005). The main advantage of using BBN for project estimations and measuring change impact is that they allow the estimations to be based on uncertainty and incompleteness of the input parameters. In addition, BBN techniques allow software engineers to use an explicit representation of the causal relationships between the relevant project attributes. BBN estimations also allow us further refinement once these parameters are known. The estimation and change impact problems are related to three different areas: change impact analysis techniques allow to determine the software artifacts involved in change before the change is made; software estimations and, in particular, the use of Bayesian Belief Networks for software estimations provide the basis for estimating in advance the effort, risk, and/or quality associated; and design rationale gives us the required background for analyzing the mental process associated to software changes. In the following chapters we will provide an overview of the state of the art in these techniques.Programa Oficial de Posgrado en Ciencia y Tecnología InformáticaPresidente: María Araceli Sanchis de Miguel.- Secretario: Aurora Pérez Pérez.- Vocal: Juan Francisco Huete Guadi

    Towards an Ontology of Software

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    Software is permeating every aspect of our personal and social life. And yet, the cluster of concepts around the notion of software, such as the notions of a software product, software requirements, software specifications, are still poorly understood with no consensus on the horizon. For many, software is just code, something intangible best defined in contrast with hardware, but it is not particularly illuminating. This erroneous notion, software is just code, presents both in the ontology of software literature and in the software maintenance tools. This notion is obviously wrong because it doesn’t account for the fact that whenever someone fixes a bug, the code of a software system changes, but nobody believes that this is a different software system. Several researchers have attempted to understand the core nature of software and programs in terms of concepts such as code, copy, medium and execution. More recently, a proposal was made by Irmak to consider software as an abstract artifact, distinct from code, just because code may change while the software remains the same. We share many of his intuitions, as well as the methodology he adopts to motivate his conclusions, based on an analysis of the condition under which software maintains its identity despite change. However, he leaves the question of ‘what is the identity of software’ open, and we answer this question here. Trying to answer the question left open by Irmak, the main objective of this dissertation is to lay the foundations for an ontology of software, grounded on the foundational ontology DOLCE. This new ontology of software is intended to facilitate the communication within the community by reducing terminological ambiguities, and by resolving inconsistencies. If we had a better footing on answering the question ‘What is software?’, we'd be in a position to build better tools for maintaining and managing a software system throughout its lifetime. The research contents of the thesis consist of three results. Firstly, we dive into the ontological nature of software, recognizing it as an abstract information artifact. To support this proposal the first main contribution of the dissertation is demonstrated from three dimensions: (1) We distinguish software (non-physical object) from hardware (physical object), and demonstrate the idea that the rapid changing speed of software is supported by the easy changeability of its medium hardware; (2) Furthermore, we discuss about the artifactual nature of software, addressing the erroneous notion, software is just code, presents both in the ontology of software literature and in the software maintenance tools; (3)At last, we recognize software as an information artifact, and this approach ensures that software inherits all the properties of an information artifact, and the study and research could be directly reused for software then. Secondly, we propose an ontology founded on the concepts adopted from Requirements Engineering (RE), such as the notions of World and Machine phenomena. In this ontology, we make a sharp distinction between different kinds of software artifacts (software program, software system, and software product), and describe the ways they are inter-connected in the context of a software engineering process. Additionally, we study software from a Social Perspective, explaining the concepts of licensable software product and licensed software product. Also, we discuss about the possibility to adopt our ontology of software in software configuration management systems to provide a better understanding and control of software changes. Thirdly, we note the important role played by assumptions in getting software to fulfill its requirements. The requirements for most software systems -- the intended states-of-affairs these systems are supposed to bring about -- concern their operational environment, usually a social world. But these systems don’t have any direct means to change that environment in order to bring about the intended states-of-affairs. In what sense then can we say that such systems fulfill their requirements? One of the main contributions of this dissertation is to account for this paradox. We do so by proposing a preliminary ontology of assumptions that are implicitly used in software engineering practice to establish that a system specification S fulfills its requirements R given a set of assumptions A, and our proposal is illustrated with a meeting scheduling example

    The impact of information systems on business flexibility from the managerial perspective: multiple cases of enterprise systems enhancement and ongoing changes

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    Today, flexibility is widely concemed as the key capability an organisation should possess due to the fast change of business and technology environment (Haeckel 1999; Golden and Powell 2000). Business is fundamentally concerned with and driven by changes. It requires flexibility to quickly respond to new conditions, to absorb sudden shocks and to accommodate diversity and heterogeneity. All of these demands, in turn, feed through to the computer-systems that modem organisations rely upon (CBDi Forum 2001). The attainment of information system flexibility is becoming an essential requirement for the business (Golden and Powell 2000; Behrsin et al 1994). Despite ITAS has been developed to achieve great flexibility and functionality in order to provide more agile and more effective solution for the businesses, it is also Widely subject to criticism for its inflexibility and rigidity (Allen and Boynton 1991; Avison et al 1995; Davenport 2000). This research addresses the IS flexibility issue and studies "how organisations adapt their ISs/ESs to accommodate ongoing business changes" A model of tactical ES adaptation for ongoing business changes has been developed from three organisations' ES post-implementation experience. This model depicts a complicated decision making process for ES adaptation to support ongoing business changes and attain flexibility. It demonstrates the dynamic relationship among emerging business needs, adaptation tactics, adaptation activities, performance and resource measurement, and risk evaluation

    Linking Long-Term Product Planning and Requirements Prioritization to Customer Value Creation

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    Creating value for different customer segments is essential to the business of a company. Thus, software product development companies' ability to implement the most valuable requirements in their products has been seen as critical. The literature offers requirements prioritization methods for selecting requirements, but their suitability for solving practical challenges is not clear. The state of the practice in long-term product planning and requirements prioritization, and the practical challenges involved is not thoroughly analysed. Therefore, the connection between the selection of product features and customer value creation is also an area that needs more investigation. This thesis investigates the current state of long-term product planning and requirements prioritization, and their linkages to customer value creation in market-driven software product development. The results are based on the experience gathered from 7 Finnish software product development companies that had recognized the importance to improve their long-term product planning and requirements prioritization practices. To gain a deep understanding in real product development context, we conducted longitudinal case studies using an action research approach. In addition, we evaluated the suitability of requirements prioritization methods in product development projects. The thesis provides a systematic analysis of long-term product planning and requirements prioritization activities and challenges involved in the market-driven software product development companies. According to our results product planning activities are at a low-level, focusing on the individual features of individual products in short term. Practitioners have challenges in drawing different viewpoints together into product planning. Both integrating business and customer viewpoints to the project level as well as integrating the understanding about technical limitations and possibilities to product level planning was difficult in practice. The requirements prioritization methods did not solve the practical challenges. On the basis of our findings we also propose a set of practices that support the link from long-term product planning and requirements prioritization to customer value creation. The essence of the suggested practices is 1) in the shift of planning focus from individual product features towards understanding the processes of customers and users and in describing the solutions from the customer viewpoint as a whole and 2) in the cross-functional effort to be able to combine the three main viewpoints of customer value creation (company's own business, customers and users, and implementation).Arvon luominen eri asiakassegmenteille on elintärkeää yrityksen liiketoiminnalle. Ohjelmistotuoteyrityksen kyvykkyys toteuttaa tuotteisiinsa asiakkaiden näkökulmasta katsoen arvokkaimmat ominaisuudet onkin siksi nähty kriittisenä. Kirjallisuudessa esitellään erilaisia priorisointimenetelmiä tuoteominaisuuksien valintaan, mutta niiden soveltuvuudesta käytännön ohjelmistotyöhön ei juuri tiedetä. Myöskään pitkäntähtäimen suunnittelun ja vaatimusten priorisoinnin nykytilaa sekä niihin liittyviä käytännön haasteita ei ole syvällisesti analysoitu. Siksi yhteyttä ominaisuusvalintojen ja asiakasarvon luomisen välillä onkin tärkeää tutkia lisää. Tässä tutkimuksessa selvitettiin, miten pitkäntähtäimen tuotesuunnittelu ja vaatimusten priorisointi tukevat arvon luontia asiakkaille ja käyttäjille markkinaohjautuvassa ohjelmistotuotekehityksessä. Tulokset perustuvat seitsemästä suomalaisesta ohjelmistotuoteyrityksestä kerättyihin kokemuksiin. Saadaksemme tuotesuunnittelusta ja ominaisuusvalintojen tekemisestä niin pitkällä kuin lyhyelläkin tähtäimellä syvällisen ymmärryksen, toteutimme pitkittäisiä tapaustutkimuksia käyttäen toimintatutkimuslähestymistapaa. Lisäksi kokeilimme vaatimusten priorisointimenetelmiä todellisessa tuotekehitysympäristössä. Tutkimus esittelee systemaattisen nykytila-analyysin ohjelmistoyritysten tuotesuunnittelun käytännöistä ja haasteista. Tulokset paljastavat, että ohjelmistotuotteita suunnitellaan pirstaleisesti, lyhyellä aikajänteellä ja yksittäisen tuotteen ominaisuuksiin kerralla keskittyen. Yritysten työntekijöillä on vaikeuksia käytännössä yhdistää arvonluonnin kannalta tärkeitä näkökulmia. Sekä liiketoiminta- ja asiakasnäkökulman tuominen tuotekehitysprojektien päätöksentekoon että toisaalta teknisten rajoitteiden ja mahdollisuuksien huomioiminen jo tuotesuunnittelun aiemmissa vaiheissa ovat erityisen haastavia. Tutkimuksen tuloksena syntyi käytäntöjä, joiden avulla asiakasarvon luomista voisi tukea tuotesuunnittelussa. Näiden käytäntöjen keskiössä ovat 1) suunnittelun fokuksen siirtäminen yksittäisistä tuoteominaisuuksista asiakkaan ja loppukäyttäjän prosessien ymmärtämiseen, sekä ratkaisujen kuvaaminen asiakkaan näkökulmasta kokonaisuuksina, sekä 2) yli organisaatiorajojen ulottuva työskentely, jonka avulla voidaan paremmin yhdistää kolme tärkeintä asiakasarvon luonnin näkökulmaa (yrityksen oma liiketoiminta, asiakkaat ja käyttäjät, sekä tuotteen toteuttaminen)

    Combining SOA and BPM Technologies for Cross-System Process Automation

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    This paper summarizes the results of an industry case study that introduced a cross-system business process automation solution based on a combination of SOA and BPM standard technologies (i.e., BPMN, BPEL, WSDL). Besides discussing major weaknesses of the existing, custom-built, solution and comparing them against experiences with the developed prototype, the paper presents a course of action for transforming the current solution into the proposed solution. This includes a general approach, consisting of four distinct steps, as well as specific action items that are to be performed for every step. The discussion also covers language and tool support and challenges arising from the transformation
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