10,391 research outputs found
Requirements engineering related usability techniques adopted in agile development processes
Over the last decade there has been a growing
interest in the integration of agile software development process
(ASDP) and user-centred design (UCD). However, there are no
papers that study which usability techniques related to
requirements engineering are being adopted in the ASDP, and
there are no formalized proposals for their adoption. Objective:
Identify which techniques related to requirements engineering
activities are being adopted in the ASDP and determine how they
are being adopted. Method: We have conducted a systematic
mapping study (SMS) to retrieve the literature reporting the
application of usability techniques in the ASDP. We analysed
these techniques using a catalogue of techniques compiled by
software engineering researchers. We then determined the
manner in which the techniques that are being used in the ASDP
were adopted. Results: The agile community is very much
interested in adopting usability techniques. The most used
techniques are Personas, contextual inquiry and prototyping.
Conclusions: This research offers an overview of the adoption of
usability techniques related to requirements engineering in
ASDPs and reports how they are being adopted. We found that
some of the techniques are being adapted for adoption.This research was funded by the Spanish Ministry of
Education, Culture and Sports FLEXOR and “Realizando
Experimentos en la Industria del Software: Comprensión del
Paso de Laboratorio a la Realidad” projects (TIN2014-52129-R
and TIN2014-60490-P, respectively) and the eMadrid-CM
“Investigación y Desarrollo de Tecnologías Educativas en la
Comunidad de Madrid” project (S2013/ICE-2715
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To Frame or Reframe: Where Might Design Thinking Research Go Next?
Design thinking is gaining widespread attention in the practitioner and academic literature. Successful implementation has been documented, and its value shown in empirical studies. There is little examination, however, of how design thinking practices fit with other approaches from which firms might choose to frame and solve problems such as agile, lean startup, scientific method, Six Sigma, critical thinking, and systems thinking. By digging into the basic capabilities underlying design thinking, academic researchers might better understand problem framing and solving in general and provide insight for practitioners as to where alternative approaches might be applied
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Multichannel in a complex world
The proliferation of devices and channels has brought new challenges to just about every
organisation in delivering consistently good customer experiences and effectively joining up
service provision with marketing activity, data and content. A good multichannel strategy and
execution is increasingly becoming essential to marketers and customer experience
professionals from every sector. This report seeks to identify the key issues, challenges and opportunities that surround
multichannel and provide some best practice insight and principles on the elements that are
key to multichannel success. As part of the research for this report, we spoke to six
experienced customer experience and marketing practitioners from large organisations
across different sectors.
In Multichannel Marketing: Metrics and Methods for On and Offline Success, Akin Arikan
(2008) said:
‘Because customers are multichannel beings and demand relevant, consistent experiences
across all channels, businesses need to adopt a multichannel mind-set when listening to
their customers.’
It was clear from the companies interviewed for this report that it remains challenging for
many organisations to maintain consistency across so many customer touchpoints. Not only
that, but the ability to balance consistency with the capability to fully exploit the unique
attributes of each channel remains an aspiration for many.
The proliferation of devices and digital channels has added complexity to customer journeys,
making issues around the joining up of customer experience and the attribution of value of
key importance to many. Whilst senior leaders within the organisations spoken to seem to be
bought in to multichannel, this buy-in was not always replicated across the rest of the
organisation and did not always translate into a cohesive multichannel strategy. A number of companies were undertaking work around customer journey mapping and
customer segmentation, using a variety of passive and actively collected data in order to
identify specific areas of poor customer experience and create action plans for improvement.
Others were undertaking projects using sophisticated tracking and tagging technologies to
develop an understanding of the value and role of specific channels and to provide better
intelligence to the business on attribution that might be used to inform future investment
decisions.
A consistent barrier to improving customer experience is the ability to join up many different
legacy systems and data in order to provide a single customer view and form the basis for
delivery of a more consistent and cohesive multichannel approach.
Whilst there remain significant challenges around multichannel, there are some useful
technologies allowing businesses to develop better insight into customer motivation and
activity. Nonetheless, delivery of seamless multichannel experience remains a work-inprogress
for many
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Requirements Engineering as Creative Problem Solving: A Research Agenda for Idea Finding
This vision paper frames requirements engineering as a creative problem solving process. Its purpose is to enable requirements researchers and practitioners to recruit relevant theories, models, techniques and tools from creative problem solving to understand and support requirements processes more effectively. It uses 4 drivers to motivate the case for requirements engineering as a creative problem solving process. It then maps established requirements activities onto one of the longest-established creative problem solving processes, and uses these mappings to locate opportunities for the application of creative problem solving in requirements engineering. The second half of the paper describes selected creativity theories, techniques, software tools and training that can be adopted to improve requirements engineering research and practice. The focus is on support for problem and idea finding - two creative problem solving processes that our investigation revealed are poorly supported in requirements engineering. The paper ends with a research agenda to incorporate creative processes, techniques, training and tools in requirements projects
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The influence of organizational culture on the outcome of an IS implementation
A number of information system (IS) studies have adopted organizational culture (OC) theory to investigate IS implementations. The studies highlight that members will reach consensus or agreement in the use of an IS but also experience inevitable tensions and ambiguities in the use of the IS. However, literature related to IS implementation/OC has rarely examined the influence that the saliency of specific cultural practices may have on the success or failure of IS implementations. Using a case study approach, we adopted the “soft positivism” research philosophy to collect data, underpinned by Martin’s (1992) integration and differentiation perspectives of OC to study organizational implementation of an IS. These perspectives served as interpretive lenses through which to explain how members’ salient behaviors towards an IS evolved during the implementation process. Our study augments the IS implementation/OC literature by demonstrating how salient cultural practices influence the outcome of IS implementatio
Why not empower knowledge workers and lifelong learners to develop their own environments?
In industrial and educational practice, learning environments are designed and implemented by experts from many different fields, reaching from traditional software development and product management to pedagogy and didactics. Workplace and lifelong learning, however, implicate that learners are more self-motivated, capable, and self-confident in achieving their goals and, consequently, tempt to consider that certain development tasks can be shifted to end-users in order to facilitate a more flexible, open, and responsive learning environment. With respect to streams like end-user development and opportunistic design, this paper elaborates a methodology for user-driven environment design for action-based activities. Based on a former research approach named 'Mash-Up Personal Learning Environments'(MUPPLE) we demonstrate how workplace and lifelong learners can be empowered to develop their own environment for collaborating in learner networks and which prerequisites and support facilities are necessary for this methodology
Interactive situation modelling in knowledge intensive domains
Interactive Situation Modelling (ISM) method, a semi-methodological approach, is proposed to tackle issues associated with modelling complex knowledge intensive domains, which cannot be easily modelled using traditional approaches. This paper presents the background and implementation of ISM within a complex domain, where synthesizing knowledge from various sources is critical, and is based on the principles of ethnography within a constructivist framework. Although the motivation for the reported work comes from the application presented in the paper, the actual scope of the paper covers a wide range of issues related to modelling complex systems. The author firstly reviews approaches used for modelling knowledge intensive domains, preceded by a brief discussion about two main issues: symmetry of ignorance and system behaviour, which are often confronted when applying modelling approaches to business domains. The ISM process is then characterized and critiqued with lessons from an exemplar presented to illustrate its effectiveness
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