62,059 research outputs found

    Coordinating Knowledge Work in Multi-Team Programs: Findings from a Large-Scale Agile Development Program

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    Software development projects have undergone remarkable changes with the arrival of agile development methods. While intended for small, self-managing teams, these methods are increasingly used also for large development programs. A major challenge in programs is to coordinate the work of many teams, due to high uncertainty in tasks, a high degree of interdependence between tasks and because of the large number of people involved. This revelatory case study focuses on how knowledge work is coordinated in large-scale agile development programs by providing a rich description of the coordination practices used and how these practices change over time in a four year development program with 12 development teams. The main findings highlight the role of coordination modes based on feedback, the use of a number of mechanisms far beyond what is described in practitioner advice, and finally how coordination practices change over time. The findings are important to improve the outcome of large knowledge-based development programs by tailoring coordination practices to needs and ensuring adjustment over time.Comment: To appear in Project Management Journa

    Innovation is created by humans, not by systems: an exploration of user involvement in living labs: user motivation versus lead user criteria

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    The past few years companies have become more interested in involving users during the production process of their products. On the other hand, a group of users started to innovate on their own. Users also became interested in becoming part of the production processes themselves. Certain users experience certain needs earlier than others and they enjoy finding solutions for these needs. They are called Lead Users (von Hippel, 2005). Living Labs are one possibility for users to realize this interest to innovate. iLab.o, the Living Lab division of iMinds, has been organizing Living Lab research since 2009. To get a better view on the motivations of this panel, we analyzed the behavior of the involved users from September 2009 to December 2013. We tried to detect Lead Users, but it is not obvious to define people as Lead Users because of the different used definitions. Instead, we divided this panel into three types of users based on the intensity of their involvement: passive, sleeping and active users. A small group of users is extremely active and are been defined as “alpha users”. Based on interviews with these alpha users in November and December 2013, a better view on their motivations to keep participating in Living Lab research was made. In this paper we focus on the participation of these different user types in one research phase type within Living Lab research, more specifically co-creation sessions. By means of a comparative case study, we tried to get a better understanding of the behavior of the different user types. It became clear that in order to keep the panel involved it is important to focus on community building

    Can anybody help? : mitigating IS development project risk with user

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    In this paper we aim to gain insight into the relationship between user participation modes and project risk factors, and then we construct a model that can be used to determine how user participation can be successfully applied in ISD projects with a given set of risk factors. We perform an in-depth literature review, which aims to clarify the concept of user participation as part of risk management. We then report on the results of a case study in Cap Gemini where we conduct an exploratory research of the application of user participation in practice. For this exploratory research, a quantitative and qualitative research method was designed in the form of a survey and interviews. Though the results from our case study we gain insight into the relationship between user participation and IS project risk and also determine how user participation can be used to mitigate such risk

    Evaluating the Impact of Critical Factors in Agile Continuous Delivery Process: A System Dynamics Approach

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    Continuous Delivery is aimed at the frequent delivery of good quality software in a speedy, reliable and efficient fashion – with strong emphasis on automation and team collaboration. However, even with this new paradigm, repeatability of project outcome is still not guaranteed: project performance varies due to the various interacting and inter-related factors in the Continuous Delivery 'system'. This paper presents results from the investigation of various factors, in particular agile practices, on the quality of the developed software in the Continuous Delivery process. Results show that customer involvement and the cognitive ability of the QA have the most significant individual effects on the quality of software in continuous delivery

    The Secret to Successful User Communities: An Analysis of Computer Associates’ User Groups

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    This paper provides the first large scale study that examines the impact of both individual- and group-specific factors on the benefits users obtain from their user communities. By empirically analysing 924 survey responses from individuals in 161 Computer Associates' user groups, this paper aims to identify the determinants of successful user communities. To measure success, the amount of time individual members save through having access to their user networks is used. As firms can significantly profit from successful user communities, this study proposes four key implications of the empirical results for the management of user communities

    Towards a better understanding of the e-health user: comparing USE IT and Requirements study for an Electronic Patient Record.

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    This paper compares a traditional requirements study with 22 interviews for the design of an electronic patient record (EPR) and a USE IT analysis with 17 interviews trying to understand the end- user of an EPR. Developing, implementing and using information technology in organizations is a complex social activity. It is often characterized by ill-defined problems or vague goals, conflicts and disruptions that result from organizational change. Successfully implementing information systems in healthcare organizations appears to be a difficult task. Information Technology is regarded as an enabler of change in healthcare organizations but (information) technology adoption decisions in healthcare are complex, because of the uncertainty of benefits and the rate of change of technology. (Job) Relevance is recognized as an important determinant for IS success but still does not find its way into a systems design process

    Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? : a meta-analysis

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    Background: Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. Objective: This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Methods: Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. Results: A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). Conclusions: The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD
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