8,959 research outputs found

    The Digital Transformation of Automotive Businesses: THREE ARTEFACTS TO SUPPORT DIGITAL SERVICE PROVISION AND INNOVATION

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    Digitalisation and increasing competitive pressure drive original equipment manufacturers (OEMs) to switch their focus towards the provision of digital services and open-up towards increased collaboration and customer integration. This shift implies a significant transformational change from product to product-service providers, where OEMs realign themselves within strategic, business and procedural dimensions. Thus, OEMs must manage digital transformation (DT) processes in order to stay competitive and remain adaptable to changing customer demands. However, OEMs aspiring to become participants or leaders in their domain, struggle to initiate activities as there is a lack of applicable instruments that can guide and support them during this process. Compared to the practical importance of DT, empirical studies are not comprehensive. This study proposes three artefacts, validated within case companies that intend to support automotive OEMs in digital service provisioning. Artefact one, a layered conceptual model for a digital automotive ecosystem, was developed by means of 26 expert interviews. It can serve as a useful instrument for decision makers to strategically plan and outline digital ecosystems. Artefact two is a conceptual reference framework for automotive service systems. The artefact was developed based on an extensive literature review, and the mapping of the business model canvas to the service system domain. The artefact intends to assist OEMs in the efficient conception of digital services under consideration of relevant stakeholders and the necessary infrastructures. Finally, artefact three proposes a methodology by which to transform software readiness assessment processes to fit into the agile software development approach with consideration of the existing operational infrastructure. Overall, the findings contribute to the empirical body of knowledge about the digital transformation of manufacturing industries. The results suggest value creation for digital automotive services occurs in networks among interdependent stakeholders in which customers play an integral role during the services’ life-cycle. The findings further indicate the artefacts as being useful instruments, however, success is dependent on the integration and collaboration of all contributing departments.:Table of Contents Bibliographic Description II Acknowledgment III Table of Contents IV List of Figures VI List of Tables VII List of Abbreviations VIII 1 Introduction 1 1.1 Motivation and Problem Statement 1 1.2 Objective and Research Questions 6 1.3 Research Methodology 7 1.4 Contributions 10 1.5 Outline 12 2 Background 13 2.1 From Interdependent Value Creation to Digital Ecosystems 13 2.1.1 Digitalisation Drives Collaboration 13 2.1.2 Pursuing an Ecosystem Strategy 13 2.1.3 Research Gaps and Strategy Formulation Obstacles 20 2.2 From Products to Product-Service Solutions 22 2.2.1 Digital Service Fulfilment Requires Co-Creational Networks 22 2.2.2 Enhancing Business Models with Digital Services 28 2.2.3 Research Gaps and Service Conception Obstacles 30 2.3 From Linear Development to Continuous Innovation 32 2.3.1 Digital Innovation Demands Digital Transformation 32 2.3.2 Assessing Digital Products 36 2.3.3 Research Gaps and Implementation Obstacles 38 3 Artefact 1: Digital Automotive Ecosystems 41 3.1 Meta Data 41 3.2 Summary 42 3.3 Designing a Layered Conceptual Model of a Digital Ecosystem 45 4 Artefact 2: Conceptual Reference Framework 79 4.1 Meta Data 79 4.2 Summary 80 4.3 On the Move Towards Customer-Centric Automotive Business Models 83 5 Artefact 3: Agile Software Readiness Assessment Procedures 121 5.1 Meta Data 121 5.2 Meta Data 122 5.3 Summary 123 5.4 Adding Agility to Software Readiness Assessment Procedures 126 5.5 Continuous Software Readiness Assessments for Agile Development 147 6 Conclusion and Future Work 158 6.1 Contributions 158 6.1.1 Strategic Dimension: Artefact 1 158 6.1.2 Business Dimension: Artefact 2 159 6.1.3 Process Dimension: Artefact 3 161 6.1.4 Synthesis of Contributions 163 6.2 Implications 167 6.2.1 Scientific Implications 167 6.2.2 Managerial Implications 168 6.2.3 Intelligent Parking Service Example (ParkSpotHelp) 171 6.3 Concluding Remarks 174 6.3.1 Threats to Validity 174 6.3.2 Outlook and Future Research Recommendations 174 Appendix VII Bibliography XX Wissenschaftlicher Werdegang XXXVII Selbständigkeitserklärung XXXVII

    Utilising ontology-based modelling for learning content management

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    Learning content management needs to support a variety of open, multi-format Web-based software applications. We propose multidimensional, model-based semantic annotation as a way to support the management of access to and change of learning content. We introduce an information architecture model as the central contribution that supports multi-layered learning content structures. We discuss interactive query access, but also change management for multi-layered learning content management. An ontology-enhanced traceability approach is the solution

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Cloud service localisation

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    The essence of cloud computing is the provision of software and hardware services to a range of users in dierent locations. The aim of cloud service localisation is to facilitate the internationalisation and localisation of cloud services by allowing their adaption to dierent locales. We address the lingual localisation by providing service-level language translation techniques to adopt services to dierent languages and regulatory localisation by providing standards-based mappings to achieve regulatory compliance with regionally varying laws, standards and regulations. The aim is to support and enforce the explicit modelling of aspects particularly relevant to localisation and runtime support consisting of tools and middleware services to automating the deployment based on models of locales, driven by the two localisation dimensions. We focus here on an ontology-based conceptual information model that integrates locale specication in a coherent way

    Is Ambient Intelligence a truly Human-Centric Paradigm in Industry? Current Research and Application Scenario

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    The use of pervasive networked devices is nowadays a reality in the service sector. It impacts almost all aspects of our daily lives, although most times we are not aware of its influence. This is a fundamental characteristic of the concept of Ambient Intelligence (AmI). Ambient Intelligence aims to change the form of human-computer interaction, focusing on the user needs so they can interact in a more seamless way, with emphasis on greater user-friendliness. The idea of recognizing people and their context situation is not new and has been successfully applied with limitations, for instance, in the health and military sectors. However its appearance in the manufacturing industry has been elusive. Could the concept of AmI turn the current shop floor into a truly human centric environment enabling comprehensive reaction to human presence and action? In this article an AmI scenario is presented and detailed with applications in human’s integrity and safety.Ambient Intelligence, networks, human-computer interaction

    Facilitating Knowledge Transfer for Innovation: Towards a Decision Support System to Identify Knowledge Stock in the ICT Profession

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    In this research-in-progress paper I show how individuals in a professional service firm passionately, and of their own volition, engage in work activities across multiple social media, that fall well outside of formal work requirements. I refer to the personas these workers create as “alter-identities” to signify that this form of identity work sits alongside formal work roles. Utilising a reflexive research approach, I set out to explore 1) how professionals maintain alter-identities and 2) implications vis-à-vis organisational expectations. I offer initial insights into the role of social media, and the ways in which individuals reconcile alter-identities with formal requirements. I will contribute new insights on the role of digital technologies, such as social-media, in knowledge work contexts, and theorise the role of alter-identity performance as a way for organisations to innovate formal work models in a bottom-up, employee-driven way. Such practices might foster organisational responsiveness in rapidly changing environments

    Helping Systems Engineers to Include Human Values in Early Specification of Systems

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    The thesis is publication-based and complemented with the paper “Inclusion of human values in the specification of systems: bridging design and systems engineering” published in 2019, July, in INCOSE International Symposium, volume 29, no. 1, pp. 284-300. The purpose was to investigate ways to apply Design Thinking principles in the context of Systems Engineering to increase the attention of early specifications of systems in human values. It sought to answer the question “How to ensure that systems engineers include human values in the early specification of systems?” by introducing changes to the activities of identifying stakeholders and describing use case scenarios. These activities affect greatly the specification of systems. The overarching research methodology was a combination of case study and participatory action research (PAR). The intervention – foundational to PAR – was steered by the human-centred design process and resulted in the creation of an artefact used to perform the above-mentioned activities. The case study provided the background to implement a quasi-experiment comparing the pre-intervention specification of a system with the specification of the same system which resulted from the application of the artefact. The results of interest of the research can be summed up to, 1) the artefact – a set of two visual canvas used to identify stakeholders and describe use case scenarios, 2) the requirements generated during the intervention, and 3) the feedback provided by the participants. The research concludes that the artefact helped to better specify human values. The application of the artefact ensures visibility of it. Consequently, the number of requirements covering these values increased significantly. Moreover, besides the small number of the survey’s respondents, participants had reported the intervention and the artefact to be successful

    An introduction to STRIKE : STRuctured Interpretation of the Knowledge Environment

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    Knowledge forms a critical part of the income generation of the system and the complex environment in which actors participate in the creation of knowledge assets merits robust, eclectic consideration. STRIKE - STRuctured Interpretation of the Knowledge Environment affords an unobtrusive and systematic framework to observe, record, evaluate and articulate concrete and abstract elements of a setting, across internal and external dimensions. Inter-relationships between actor and environment are preserved. STRIKE is supported by underlying techniques to enrich data and enhance the authenticity of its representation. Adoption of photography and videography tools provides illustrative and interpretive benefits and facilitates researcher reflexivity. This structured approach to data analysis and evaluation mitigates criticisms of methodological rigour in observational research and affords standardisation potential, germane for application in a verification or longitudinal capacity. Advancing exploratory validation studies, the method is employed to evaluate the knowledge environments of two enterprises in the UK creative sector. These occupy a critical role in fostering entrepreneurial innovation alongside participant self-efficacy. Access Space in Sheffield and the Bristol Hackspace are committed to open software, open knowledge and open participation; sharing peer learning, creativity and socio-technical aims to address broadly similar community needs. Drawing on Wittgenstein’s Picture Theory of Meaning, the knowledge management perspective is abstracted from the STRIKE assessment. It is argued that the tiered analytical approach which considers a breadth of dimensions enhances representation and interpretation of the knowledge environment and presents a diagnostic and prescriptive capability to actualise change. The paper concludes by evaluating framework effectiveness, findings application and future direction

    Pirate plunder: game-based computational thinking using scratch blocks

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    Policy makers worldwide argue that children should be taught how technology works, and that the ‘computational thinking’ skills developed through programming are useful in a wider context. This is causing an increased focus on computer science in primary and secondary education. Block-based programming tools, like Scratch, have become ubiquitous in primary education (5 to 11-years-old) throughout the UK. However, Scratch users often struggle to detect and correct ‘code smells’ (bad programming practices) such as duplicated blocks and large scripts, which can lead to programs that are difficult to understand. These ‘smells’ are caused by a lack of abstraction and decomposition in programs; skills that play a key role in computational thinking. In Scratch, repeats (loops), custom blocks (procedures) and clones (instances) can be used to correct these smells. Yet, custom blocks and clones are rarely taught to children under 11-years-old. We describe the design of a novel educational block-based programming game, Pirate Plunder, which aims to teach these skills to children aged 9-11. Players use Scratch blocks to navigate around a grid, collect items and interact with obstacles. Blocks are explained in ‘tutorials’; the player then completes a series of ‘challenges’ before attempting the next tutorial. A set of Scratch blocks, including repeats, custom blocks and clones, are introduced in a linear difficulty progression. There are two versions of Pirate Plunder; one that uses a debugging-first approach, where the player is given a program that is incomplete or incorrect, and one where each level begins with an empty program. The game design has been developed through iterative playtesting. The observations made during this process have influenced key design decisions such as Scratch integration, difficulty progression and reward system. In future, we will evaluate Pirate Plunder against a traditional Scratch curriculum and compare the debugging-first and non-debugging versions in a series of studies
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