442 research outputs found

    IT Governance in the digital era:Insights from meta-organizations

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    Digital technologies have fundamentally changed the interactions of actors within and around organizational settings, offering opportunities to radically improve how organizations operate while concurrently presenting various risks and challenges. To deal with this, organizations need to reassess their information technology (IT) governance mechanisms, referring to decision-making processes, including roles and responsibilities, aimed at fostering desirable behavior in the use of digital technologies. This doctoral dissertation consists of three essays that advance the existing body of knowledge on IT governance in the digital era by drawing insights from meta-organizations. Such organizations consist of autonomous entities that work towards a common goal yet are not bound by employment relationships. Meta-organizations are becoming increasingly common in practice due to the widespread adoption of digital technologies.Essay one explores IT governance challenges surrounding the widespread consumerization of digital technologies and, in particular, the role that workers play in the unfolding of digital transformation. Essay two revolves around governance challenges associated with the increasing volume, variety, and velocity of data available to organizations in the digital era, stressing the importance of information quality. Essay three directs its focus to governance complexities surrounding the distribution of value among actors engaged in meta-organizations. In sum, this doctoral dissertation contributes to the reconceptualization of IT governance in the digital era and extends the literature on meta-organizations.<br/

    The performativity of BYOD

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    Bring-Your-Own-Device (BYOD) is a trend introduced by a large IT corporation in 2009 realised as a consequence of the consumerization of Information Technology. BYOD is described as the phenomenon of using personal mobile devices connected to corporate networks to perform work. This study aims to understand consumerization of IT and BYOD in the Tertiary Education sector, particularly the context of BYOD in universities in both the United Kingdom and Malaysia. The study will commence with a pilot case study in the Computer Science Department of a UK University to explore its current systems and support for staff and students, gathering insights on the consideration of BYOD for the department. As this is a phenomenological study, Actor Network Theory (ANT) is selected as an initial lens. This seeks to create a ‘timeless snapshot’ of phenomena in time, space and social change. This paper aims to set the scene for the study in terms of the performativity of BYOD by reviewing the literatures pertaining to the history of BYOD, and the implementation of BYOD in the commercial and education sectors

    At the Crossroads between Digital Innovation and Digital Transformation

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    Consumerization, democratization, and platform business logics are not only creating opportunities for new product development, new business models, and new ways of organizing, but in addition are also driving the transformation of established organizational resources and routines. This PDW is designed to address questions at the intersection of digital innovation and digital transformation. These topics are interrelated as successive waves of digital innovation within an industry or at the level of an individual firm and its ecosystem may lead to fundamental transformation of structures, roles and management, culture, competencies and skills, and so forth, depending on the influence of barriers such as inertia and resistance to change. By exploring how and why the new organizing logic of digital innovation impacts and transforms incumbent firms, the workshop addresses questions from four different areas: (1) Why the new logic of digital innovation triggers a digital transformation in incumbent firms; (2) the drivers of this digital transformation in incumbent firms’ immediate environment; (3) how these drivers may under certain conditions alter the structure, strategy, culture, competencies, skills and technology platforms of incumbent firms; (4) the trajectories of digital transformation journeys inside incumbent firms

    Are Employees Following the Rules? On the Effectiveness of IT Consumerization Policies

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    In most organizations, employees commonly use mobile technologies including smartphones and tablets to complete their tasks. Therefore, many organizations have started to implement policies that govern the use of mobile devices such as Bring-Your-Own-Device (BYOD) policies, that allow employees to use private devices for work-related purposes, or Company Owned PrivatelyEnabled (COPE) policies, which allow the use of organizational technologies for private purposes. Despite its relevance, there is only little empirical research that provides evidence on the effectiveness of specific policies, i.e., policies in favor of BYOD/COPE, policies that prohibit it, and no implemented policies. Based on survey data (N = 381), we provide initial insights in terms of the effectiveness of these policies. Our results indicate that policies indeed influence the degree of technology use. Policies in favor of BYOD/COPE are particularly effective. We conclude this paper by discussing our findings and derive several implications for theory and practice

    Top-Ten IT Issues, 2014: Be the Change You See

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    Top-Ten IT Issues, 2013: Welcome to the Connected Age

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    IT Consumerization – A Theory and Practice Review

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    Consumerization of IT refers to privately-owned ÌT resources such as devices or software that are used for business purposes. The effects of consumerization are considered to be a major driver that redefines the relationship between employees (in terms of consumers of enterprise IT) and the IT organization. While there has been extensive debate on these matters in practice, IS research has not developed a clear theoretical understanding of the phenomenon. We present a theory and practice review, where the existing literature on consumerization is reviewed and a clear definition of the concept is developed. This study contributes to a theoretical understanding of IT consumerization in relation to fundamental aspects of IS. Our analysis shows, first, which distinct aspects of IS are affected by consumerization. Secondly, we provide an overview over major advantages and disadvantages for employees and organizations by conducting a systematic analysis of current literature available on the topic

    Feature Fatigue, IT Fashion and IT Consumerization - Is There a Relationship?

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    Based on the concepts of Feature Fatigue, IT Fashion and IT Consumerization, this paper aims to investigate the relationships between them answering two questions: (1) does the phenomenon of IT Fashion result in Feature Fatigue? (2) Will the concept of Feature Fatigue cause the same effect when looking from the point of view of the IT Consumerization in the corporate environment? The research addresses these questions through two techniques: a laddering and a survey. Albeit tenuously, the results provide evidence that consumption motivated by IT Fashion leads to Feature Fatigue. This study contributes to management research by attempting at the phenomenon described from a multidisciplinary perspective, also contributing to management practice, specifically for marketing managers trying to understand the experiences and expectations of consumers, and also for IT managers engaged in the design of governance policies regarding the use of personal devices by employees in this context
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