6,134 research outputs found

    EFFECTS OF DEVELOPER COGNITIVE STYLE AND MOTIVATIONS ON INFORMATION SECURITY POLICY COMPLIANCE

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    Organizations are faced with information loss on a daily basis. Threats such as hacker attacks are mitigated by applyingpatches, improving encryption routines, closing security loop-holes in a program and keeping a constant vigil on virus andmalicious threats with up-to-date scanning techniques. Companies invest millions of dollars to keep such attacks at bay sincea loss of up-time to servers could cause a significant loss in customer revenue and thus result in catastrophic losses incustomer satisfaction and ultimately profits. Organizations that create or modify software try to deter threats to theirapplications by providing information security policies that provide guidelines to developers on what best practices need tobe adopted to make their applications safe and secure for customer consumption. This study presents a conceptual model forstudying how cognitive style impacts software developer motivations as they approach the task of complying withinformation security policies. The model is informed by the literature on information security awareness, ProtectionMotivation Theory, Kirton’s adaption-innovation theory and Herzberg’s motivation and hygiene theory

    Understanding Agile Software Development Assimilation Beyond Acceptance

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    Agile software development methods represent a departure from the heavily regimented and document-driven procedures of traditional, waterfall approaches. Despite the highly touted benefits of employing agile ISD methods and the growth of agile adoption rates over the past two decades, it is not clear why some organizations fail to routinize agile methods, while others do so and realize their promised benefits. Motivated by the need to understand the factors that influence agile routinization, this study empirically examines the deep contextual factors that impact the extent to which agile methods are proliferated throughout an organization. Findings indicate that project success from initial agile use does not translate to routine agile use. Instead, findings from the study suggest that organizational factors of organizational culture and structure play a pivotal role in the routinization of agile methods

    The Challenges of Creativity in Software Organizations

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    Part 1: Creating ValueInternational audienceManaging creativity has proven to be one of the most important drivers in software development and use. The continuous changing market environment drives companies like Google, SAS Institute and LEGO to focus on creativity as an increasing necessity when competing through sustained innovations. However, creativity in the information systems (IS) environment is a challenge for most organizations that is primarily caused by not knowing how to strategize creative processes in relation to IS strategies, thus, causing companies to act ad hoc in their creative endeavors. In this paper, we address the organizational challenges of creativity in software organizations. Grounded in a previous literature review and a rigorous selection process, we identify and present a model of seven important factors for creativity in software organizations. From these factors, we identify 21 challenges that software organizations experience when embarking on creative endeavors and transfer them into a comprehensive framework. Using an interpretive research study, we further study the framework by analyzing how the challenges are integrated in 27 software organizations. Practitioners can use this study to gain a deeper understanding of creativity in their own business while researchers can use the framework to gain insight while conducting interpretive field studies of managing creativity

    Creativity and Information Systems in a Hypercompetitive Environment: A Literature Review

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    In today’s hypercompetitive environment in which markets change rapidly and competitive advantages are difficult to sustain, companies are forced to innovate and identify new business opportunities. However, innovation requires ingenuity and creativity. Product and service development depends on the creativity of employees, but harvesting and bringing novel ideas to fruition is often a chaotic process, which underscores the importance of creativity management within organizations. In this article, we review the literature on creativity in an effort to summarize state-of-the-art knowledge on how to stimulate creativity and spur innovation in modern organizations. For that purpose, we use Rhodes’ 4-Ps model (1961) distinguishing between creative environments (called press), people, products, and processes. Through a review of 110 journals on the AIS journal list, this article offers insights―based on eighty-eight articles―into how creativity can be stimulated and supported by attending to each of these components. The literature teaches us how to utilize, evaluate, and strategize about creativity in organizational settings. Managers are advised to advance creativity and ideation processes, for example by building virtual environments that strengthen collaboration and creativity across organizational boundaries. Researchers are encouraged to investigate the relationship between strategy and information systems (IS) usage in fostering creativity

    Agile Adoption in Information Technology Departments at Research Universities

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    This dissertation analyzes Agile methods and how they are adopted by Information Technology (IT) departments in research universities. Existing literature has focused on Agile adoption in private and public sectors. This study fills a knowledge gap in the research literature on Agile adoption in university contexts. Three research questions guide this study: What are the uses of Agile methods in research universities? What are the specific factors that affect adoption of agile methods in research universities? Why do research universities adopt (or not adopt) Agile methods? By answering these questions, the present study contributes to the growing literature on the opportunities and challenges of adopting Agile methods. Methodologically, the study is based on a survey of the Chief Information Officers (CIOs) of 418 research universities (response rate of 41.4%) and elite interviews. The survey included questions about Agile adoption in terms of purpose, methods, challenges, and organizational environment. The elite interviews explored the factors affecting Agile adoption and were supplemented with secondary documents about the organizational characteristics of the IT departments. The survey results show that many IT departments (nearly 60%) in these universities have adopted Agile. Agile is used to accelerate software development, manage projects, and increase productivity. The challenges of adopting Agile include pervasiveness of traditional waterfall methods, funding limitations, lack of skills, inconsistent process and practices, and organizational resistance to change. With respect to organizational factors, the level of research university is a determinant for adopting Agile. R1 Doctoral Universities (i.e., very high research activity) have more adoption of Agile methods compared to R2 Doctoral Universities (i.e., high research activity) or R3 Doctoral/ Professional Universities (i.e., D/PU). CIOs’ experience with Agile is a critical factor for adopting Agile. Elite interviews with the CIOs show the significance of the organizational context to adopt Agile. IT departments support university research and teaching; hence, these departments have a constant need to address the university departments’ needs. Leadership of these departments influences Agile adoption. Agile fosters frequent and effective communication among the team members. Overall, IT departments adopt Agile to increase their organizational efficiency in delivering their services efficiently within the universities

    Conceptualizing Creative Use: An Examination of the Construct and its Determinants

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    Organizations depend on the creativity of their employees in order to get the best possible outcome from the technologies that have been put into place. Yet IT research exhibits few studies in understanding the types of behaviors that yield new and useful ways of using organizational systems. This research therefore examines the creative use of technologies by individuals, that is, the implementation of novel and useful ways of applying organizational systems to solving business problems. Drawing on a well-established body of literature on creativity/innovation, a theory-based conceptualization of creative use is developed. Creative use is then assessed as the dependent variable in the context of Bandura\u27s (1986) self-efficacy theory, which posits the necessity of domain-related self-efficacy and knowledge as prerequisites for creative use. The results support the theorized model and further suggest that breadth of knowledge is the most influential for creative use

    Building an Agile Enterprise: Case OP Financial Group - OP Oulu

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    The fundamental question in the field of strategic management is how organizations can achieve and sustain competitive advantage. Achieving such an ambitious goal has become even more difficult in the modern world of innovation-based competition. Moreover, past success does not guarantee success in the future, which is why companies need to embrace a dual transformation towards focusing on changing customer needs and other strategic interventions. Organizations need to become adaptive and ambidextrous. The enterprise agile framework is gaining popularity and is proposed as a comprehensive answer to the question of building sustainable competitive advantage by many managers in organizations across industries. Agile teams were originally designed for use in small teams and projects, but their potential benefits have made them attractive for adoption at scale. However, adopting agile at scale is complicated. Doing so also means transforming strategy work from long-term planning to a continuous process. Enterprise agile is designed to increase manoeuvrability at the entire spectrum of the organization’s activities, which supports a continuous strategy process. A theoretical representation of the agile operational model is presented. As the enterprise agile framework does not yet have an intellectual home in academic research, the concept of dynamic capabilities is proposed as a theoretical basis as it is well-researched and rooted in the research on adaptive and innovative organizations. Other concepts of interest in this thesis are innovation strategies, business model innovation, technological innovation and a specific dynamic capability, also a well-researched construct, called absorptive capacity. Absorptive capacity emphasizes organizational learning capability which helps firms assimilate and implement new technologies, practices and processes. The empirical section of the thesis studies an independent branch of the largest financial services corporation in Finland. A synthesis between theory and research suggests that organizational learning capability manifests in absorptive capacity, which has comprehensive potential to affect the organization’s ability to implement innovative managerial practices, such as enterprise agile. The enterprise agile framework is found to have potential to broadly strengthen several types of dynamic capabilities, which are at the heart of the organization’s ability to create and sustain competitive advantage. The empirical results further suggest that agile can be divided between concrete agile working methods and broader agile working techniques, which help conceptualize and compartmentalize the broader enterprise agile framework

    Creativity in Agile Systems Development: A Literature Review

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    Proponents of agile methods claim that enabling, fostering and driving creativity is the key motivation that differentiates agile methods from their more traditional, beauraucratic counterparts. However, there is very little rigorous research to support this claim. Like most of their predecessors, the development and promotion of these methods has been almost entirely driven by practitioners and consultants, with little objective validation from the research community. This lack of validation is particularly relevant for SMEs, given that many of their project teams typify the environment to which agile methods are most suited i.e. small, co-located teams with diverse, blended skills in unstructured, sometimes even chaotic surroundings. This paper uses creativity theory as a lens to review the current agile method literature to understand exactly how much we know about the extent to which creativity actually occurs in these agile environments. The study reveals many gaps and conflict of opinion in the body of knowledge in its current state and identifies many avenues for further research

    A Phenomenological Examination of Virtual Game Developers\u27 Experiences Using Jacob\u27s Ladder Pre-Production Design Tactic

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    Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob\u27s Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob\u27s Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob\u27s Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry
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