10,937 research outputs found
A critical rationalist approach to organizational learning: testing the theories held by managers
The common wisdom is that Popper's critical rationalism, a method aimed at knowledge validation through falsification of theories, is inadequate for managers in organizations. This study falsifies this argument in three phases: first, it specifies the obstructers that prevent the method from being employed; second, the critical rationalist method is adapted for strategic management purposes; last, the method and the hypotheses are tested via action research. Conclusions are that once the obstructers are omitted the method is applicable and effective
Computer Science and Game Theory: A Brief Survey
There has been a remarkable increase in work at the interface of computer
science and game theory in the past decade. In this article I survey some of
the main themes of work in the area, with a focus on the work in computer
science. Given the length constraints, I make no attempt at being
comprehensive, especially since other surveys are also available, and a
comprehensive survey book will appear shortly.Comment: To appear; Palgrave Dictionary of Economic
Revealing unawareness in usability related decision-making
Nowadays, many users experience usability issues with their electronic products. It does not work as they expect or otherwise irritates the user, so he becomes dissatisfied about the product and may even complain about it. Th ese numbers of complaints to companies and usability issues are high and rising. Reasons for these increasing numbers are the highly complex electronic products that are being developed, the global economy in which they are created and produced, and the wide variety of users that uses the product. It is highly challenging to develop these increasingly complex products and interactions and for the wide variety of users. So design for usability is becoming ever more important. Many usability techniques are available to create these products, however the pressure from the market results in limited time to develop usable products. Th is makes that feedback from the market is not available on time, that usability tests are skipped, and hasty decisions are made. This all, may lead to âincorrectâ decisions and consequently to usability issues. These are some of the aspects that complicate creating products and make that usability issues still occur, despite the available usability techniques. In design practice decision-making was investigated to find out what makes usability related decisionmaking âgo wrongâ. This was in order to improve decisionmaking and thereby reduce the number of usability issues. The research started with a literature study to clarify terms such as design and decision-making. Designing products is an iterative process to create products of which problem solving and finding creative solutions are part of. Within this process the designer encounters different kinds of problems; structured problems and ill-structured problems. Each of these problems requires different approaches; Rational Problem Solving for structured problems and Reflective Practice for ill-structured problems. Both approaches are used in the process of creating products. In design theory only limited literature on decision-making is available, therefore it was required to study decision-making in fields beyond design. Naturalistic Decision Making (NDM) literature appeared to be an interesting perspective on decision-making, possibly relevant to design. NDM researchers observed decision-making in the âreal worldâ, outside the laboratories. They realised that Rational Problem Solving is not always possible in the âreal worldâ as decisionmakers have also to cope with ill-structured problems and other influencing factors and elements. NDM researchers identified two factors that influence decisionmaking; the âreal world contextâ and âuncertaintyâ. These factors infl uence the decision task, making it more difficult to make decisions, and aff ecting the quality of decisions possibly resulting in âincorrectâ decisions. The factor âreal world contextâ is characterised by various elements, for example, time pressure, iterative design and multiple stakeholders. The influencing factor âuncertaintyâ is defined by the types what the decision-maker can be uncertain of and by the sources that induce uncertainty. Comparing these infl uencing factors from NDM theory with design theory showed a similarity between the elements that characterise the context and the aspects of uncertainty. This suggested that these infl uencing factors could also be relevant to decision-making in design. Therefore the NDM perspective was used to investigate usability related decision-making in design practice. Knowing what infl uences decision-making indicates how decision-making could be improved in order to reduce the number of usability issues. A first explorative study (Study 1) at a Dutch design agency was conducted to identify possible infl uencing factors on usability related decision-making. Th e results of eight retrospective interviews revealed three influencing factors on usability related decision-making: Âż design context Âż uncertainty Âż unawareness The third influencing factor, which was not mentioned in literature, might be a critical factor as it could lead to unexpected surprises such as usability issues. Further investigation of this factor was required to verify whether unawareness actually is an influencing factor on usability related decision-making in design practice and whether it is critical or not. A second study (Study 2) was conducted at a multinational product development company. At that time unawareness was still an undefined term. In order to identify unawareness the consequences of this influencing factor were investigated; unforeseen usability issues. This was done by conducting retrospective interviews with 14 key team members, which revealed various unforeseen usability issues. Tracing them back, it could be concluded that unawareness plays a role during decision-making in design practice and that it is a critical influencing factor as various unforeseen usability issues resulted from it. These critical and unknown influencing factor required further investigation. The third study (Study 3) was a retrospective study at a multinational development company to obtain a better understanding of the influencing factor âunawarenessâ. The results were based on a document analysis of 2.056 project documents. Th is study provided detailed examples of unawareness during decision-making that resulted in unforeseen usability issues. A description of unawareness was made based on these various examples of unawareness in design practice. Unawareness is described â similar to uncertainty â by its types and sources. Three types of unawareness were identified to describe what the decision-maker can be unaware of: Âż unawareness about information Âż unawareness about the consequences Âż unawareness about decisions Three sources were identifi ed that contribute to unawareness: Âż inadequate consideration Âż inadequate overview Âż fixation In design practice, it is this influencing factor âunawarenessâ that contributes to usability related decision-making going âwrongâ. Th is in spite of the many available usability techniques, these techniques do not address the sources of unawareness. Unawareness during the decision-making process results in decisions of poor quality, leading to âincorrectâ decisions and usability issues. Therefore unawareness in the design process needs to be reduced to improve the quality of usability related decisions. To do so, it is necessary to acknowledge this influencing factor, recognise the sources of the factor and address the sources that induce the unawareness
Learning Factored Markov Decision Processes with Unawareness
Methods for learning and planning in sequential decision problems often
assume the learner is aware of all possible states and actions in advance. This
assumption is sometimes untenable. In this paper, we give a method to learn
factored markov decision problems from both domain exploration and expert
assistance, which guarantees convergence to near-optimal behaviour, even when
the agent begins unaware of factors critical to success. Our experiments show
our agent learns optimal behaviour on small and large problems, and that
conserving information on discovering new possibilities results in faster
convergence
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Comparing inductive and deductive methodologies for design patterns identification and articulation
Design patterns offer a valuable format to communicate knowledge of successful design solutions to recurring problems. However, there is a lack of research into design patterns that differentiate the applicability of the proposed design solutions across different nations. This paper discusses inductive and deductive methodologies for analyzing qualitative data in order to identify and articulate design patterns for cross-cultural computer-supported collaborative design learning. It proposes a methodology how patterns for facilitating intercultural design education can be identified and articulated. Within this research, an inductive, deductive and comparative methodology for identifying and articulating design patterns was developed. Therein, eleven patterns for intercultural computer-supported collaboration were identified and written. This paper introduces the proposed methodology taking the design pattern âMOOD OF THE MOMENTâ for example
On the Positive Effects of Overcon fident Self-Perception in Teams
In this paper, we study the individual payoff effects of overconfident self-perception in teams. In particular, we demonstrate that the welfare of an overconfident agent in a team of one rational and one overconfident agent or a team of two overconfident agents can be higher than that of the
members of a team of two rational agents. This result holds irrespective of the assumption about the agents' awareness of their colleague's bias. Moreover, we show that an overcondent agent is always better of when he is unaware of a potential bias of his colleague
Can existing usability techniques prevent tomorrow's usability problems?
Product usability is a product quality that ensures efficient and effective products which satisfy users. In spite of the many usability techniques that are available many users still experience usability problems when using electronic products. In this paper we present two studies that explore the (mis)match between the types of uncertainty addressed by existing usability techniques and the types of uncertainty in the product development process that can eventually result in usability problems. To explore this (mis)match, two studies are presented. The first study is to discover which usability techniques are used in practice to retrieve usability information to address the different types of uncertainty. The second study is a case study in product development practice which explores the types of uncertainty that causes the usability problems of a specific product. The overall contribution of this paper is that it offers greater insight into how usability techniques (do not) address uncertainty in the product development process
The use of indicators for unobservable product qualities: inferences based on consumer sorting
Using the dietary supplement black cohosh to demonstrate our method, we employ data on a product characteristic unobservable to consumers to decompose the contribution to consumersâ valuations of observable characteristics into surrogate indicator and direct components. Because consumers are not all âexpert appraisersâ of the unobservable characteristic, the measured relationship of indicators to the unobservable quality is generally not the one consumers perceive. Consequently, biases that depend upon the nature of consumersâ ineptitude are introduced into the component estimation. The researcherâs inference problem is solved by recognizing that consumers with greater appraisal expertise sort disproportionately to higher quality products. This enables feasible measurement of inept consumersâ relative valuations and conjectures through separate hedonic estimation on high- and low-quality product subsamples. We find that, relative to experts, inept consumers likely underestimate the value of most observable characteristics in indicating black cohosh product authenticity; however they overweight online product ratings.hedonic analysis; surrogate indicators; asymmetric information; pricing strategy; product strategy
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