3 research outputs found

    Boundary Objects as Action in Information Systems Development (ISD): a Dramaturgical Perspective Using Sociodrama

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    This paper highlights how Information Systems Development (ISD) research related to boundary objects can be enhanced by a dramaturgical perspective using the technique of sociodrama. To understand current boundary object research in Information Systems (IS), we synthesize the literature on boundary objects and develop a framework for summarizing the work to date. Based on this literature review, two research gaps are indentified: first, most IS research on boundary objects has been focused on IT artifacts and their impacts among individuals, groups, and organizations; second, the body of IS related boundary objects research lacks a fundamental and a practical perspective for unifying the multiple, disconnected theoretical backgrounds of boundary objects. To address these gaps, we adopt a dramaturgical perspective and use sociodrama as a protocol for constructing dynamic boundary objects. Using a sociodrama protocol, this paper identifies a model of how the sociodrama protocol can enhance interactions in ISD. The contributions of this paper are identifying (1) existing themes in the research on boundary objects, (2) how sociodrama from the dramaturgical perspective can enhance actions within boundary objects research, and (3) ways in which researchers could test how effectively sociodrama inspires interactions that develop new types of boundary objects

    GENERATING DESIGNERS’ KNOWLEDGE ARTIFACTS AS ACTUAL PROTOCOLS IN THE DESIGN PROCESS

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    In this paper, we explore that designers can generate more effective interactions and decisions in the design process, when they use knowledge artifacts as design protocols with the following research question-- how designers could generate different types of knowledge artifacts with or without actual users in the design process? To address this, we adopt boundary objects as a theoretical foundation to argue the knowledge artifacts that designers produce. As an empirical approach, this study presents two case studies that represent the multiple knowledge artifacts between designers and users in a user-centered design projects. Based on this, it will provide feasible guidelines for designers to create effective knowledge artifacts with and without users as a design vocabulary in their actual design project settings

    The Software Prototype as Digital Boundary Object – A Revelatory Longitudinal Innovation Case

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    With the availability of lower cost but highly skilled software development labor from offshore regions, entrepreneurs from developed countries who do not have software development experience can utilize this workforce to develop innovative software products. In order to succeed in offshored innovation projects, the often extreme knowledge boundaries between the onsite entrepreneur and the offshore software development team have to be overcome. Prior research has proposed that boundary objects are critical for bridging such boundaries – if they are appropriately used. Our longitudinal, revelatory case study of a software innovation project is one of the first to explore the role of the software prototype as a digital boundary object. Our study empirically unpacks five use practices that transform the software prototype into a boundary object such that knowledge boundaries are bridged. Our findings provide new theoretical insights for literature on software innovation and boundary objects, and have implications for practice
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