296,802 research outputs found

    Methodology for Process Improvement Through Basic Components and Focusing on the Resistance to Change.

    Get PDF
    This paper describes a multi-model methodology that implements a smooth and continuous process improvement, depending on the organization's business goals and allowing users to establish their improvement implementation pace. The methodology focuses on basic process components known as ‘best practices’. Besides, it covers following the topics: knowledge management and change management. The methodology description and the results of a case study on project management process are included

    Software Reuse in Agile Development Organizations - A Conceptual Management Tool

    Get PDF
    The reuse of knowledge is considered a major factor for increasing productivity and quality. In the software industry knowledge is embodied in software assets such as code components, functional designs and test cases. This kind of knowledge reuse is also referred to as software reuse. Although the benefits can be substantial, software reuse has never reached its full potential. Organizations are not aware of the different levels of reuse or do not know how to address reuse issues. This paper proposes a conceptual management tool for supporting software reuse. Furthermore the paper presents the findings of the application of the management tool in an agile development organization

    Third-age Entrepreneurs Propensity to Engage in New Venture Creation and Development

    Get PDF
    Christopher Brown, Diane Morrad, ‘Third-age Entrepreneurs Propensity to Engage in New Venture Creation and Development’, paper presented at the 4th European Conference on Entrepreneurship and Innovation (ECEI), Antwerp, Belgium, 10-12 September, 2009.Increasingly the issues of entrepreneurship and new venture creation have become two of the most important drivers for future success of the UK economy, especially in the current climate of economic turbulence and uncertainty. The creation of an enterprise culture, one that depends on entrepreneurs, is one of the strategic goals of the UK Government’s action plan for micro- and small-enterprises. The development of these enterprise cultures will naturally create a marketplace ‘churn’, one that stimulates both continuous and radical innovations, and as a consequence of this contribute to the overall UK’s overall productivity and sustained economic performance. Yet research on entrepreneurs, and particularly third-age entrepreneurs, their abilities and motivation to start-up new enterprises within the environmental good and services sector is limited.Our research study utilizes qualitative data collection and analysis. We have engaged with 12 small enterprise entrepreneurs who are currently, or have already started-up a new enterprise in the EGS sector. Our research studies on how opportunities and threats influence third-age enterpreneurs’ values, attitudes and practices suggested that both, sector-wide values and practices, as well as the strength of sector-based systems of innovations, significantly influence the effective prediction of venture creation, development and creative destruction practices. It is these third- age entrepreneurs mindset Business Models (BMs), how they perceive they can generate business value and align their business practices around EGS sector opportunities and threats, that both determines their propensity to create new ventures, and their motivation and success in driving new venture creation and development oportunities. A framework is proposed based on our limited entrepreneurial mindset analysis that links their values, vision and actions with a more substantial evaluation of their overall mindset business model.Peer reviewe

    Mobile phone and e-government in Turkey: practices and technological choices at the cross-road

    Get PDF
    Enhanced data services through mobile phones are expected to be soon fully transactional and embedded within future mobile consumption practices. While private services will surely continue to take the lead, others such as government and NGOs will become more prominent m-players. It is not yet sure which form of technological standards will take the lead including enhance SMS based operations or Internet based specifically developed mobile phone applications. With the introduction of interactive transactions via mobile phones, currently untapped segment of the populations (without computers) have the potential to be accessed. Our research, as a reflection of the current market situation in an emerging country context, in the case of mobile phones analyzes the current needs or emergence of dependencies regarding the use of m/e-government services from the perspective of municipality officers. We contend that more research is needed to understand current preparatory bottlenecks and front loading activities to be able to encourage future intention to use e-government services through mobile phone technologies. This study highlights and interprets the current emerging practices and praxis for consuming m-government services within government

    Strategies to Support Employer-Driven Initiatives to Recruit and Retain Employees with Disabilities

    Get PDF
    Across the United States, a growing number of employers have established initiatives to increase the participation of workers with disabilities within their companies. These employers typically establish partnerships with local workforce and disability service organizations to source for talent. Coordinated by a single agency (or small number of agencies), employers are provided assistance and support services for recruitment, training, and job retention for employees with disabilities. This research brief presents four profiles that highlight innovative practices among employers operating warehouse distribution centers in the U.S

    IT process architectures for enterprises development: A survey from a maturity model perspective

    Get PDF
    During the last years much has been published about IT governance. Close to the success of many governance efforts are the business frameworks, quality models, and technology standards that help enterprises improve processes, customer service, quality of products, and control. In this paper we i) survey existing frameworks, namely ITIL, ASL and BiSL, ii) find relations with the IT Governance framework CobiT to determine if the maturity model of CobiT can be used by ITIL, ASL and BiSL, and (iii) provide an integrated vista of IT processes viewed from a maturity model perspective. This perspective can help us understand the importance of maturity models for increasing the efficiency of IT processes for enterprises development and business-IT alignment

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

    Get PDF
    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
    • 

    corecore