332 research outputs found

    Fully Functional Mock-ups in Constructing Value Propositions

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    Developing products based on customers’ needs is one of the key success factors for companies in today’s global market. As a result, in recent years, the involvement of customers during the product development process has increased significantly. Companies are trying to gather customer feedback as early as possible in the development process in order to understand customer value. However, reliable customer value can only be gathered once customers have gained experience in using the product. There-fore, companies usually need to wait until the late stages of the product development process after already determining product design and committing most of the costs. The objective of this thesis is to introduce the concept of a fully functional mock-up, and to explain the role of these mock-ups in assisting companies to construct value propositions for their products in the early stages of product development. In this way, companies can share the whole product concept with the customers very early in the development process and enable them to experience using the product. This allows companies to not only receive customer feedback based on real user experience, but also to analyze customer value before committing most of the costs. This study shows that fully functional mock-ups were effective communication tools both internally among development team members and externally with customers. Furthermore, they provided the possibility for a real customer experience and offered enough information to build convincing, accurate value propositions in the early stages of the product development process. In addition, fully functional mock-ups enable companies to modify their product design based on customers’ real needs, thus preventing or at least diminishing possible financial losses in the future. This study is limited to cost-reducing innovations at a low level of technical complexity

    Fully Functional Mock-ups in Constructing Value Propositions

    Get PDF
    Developing products based on customers’ needs is one of the key success factors for companies in today’s global market. As a result, in recent years, the involvement of customers during the product development process has increased significantly. Companies are trying to gather customer feedback as early as possible in the development process in order to understand customer value. However, reliable customer value can only be gathered once customers have gained experience in using the product. There-fore, companies usually need to wait until the late stages of the product development process after already determining product design and committing most of the costs. The objective of this thesis is to introduce the concept of a fully functional mock-up, and to explain the role of these mock-ups in assisting companies to construct value propositions for their products in the early stages of product development. In this way, companies can share the whole product concept with the customers very early in the development process and enable them to experience using the product. This allows companies to not only receive customer feedback based on real user experience, but also to analyze customer value before committing most of the costs. This study shows that fully functional mock-ups were effective communication tools both internally among development team members and externally with customers. Furthermore, they provided the possibility for a real customer experience and offered enough information to build convincing, accurate value propositions in the early stages of the product development process. In addition, fully functional mock-ups enable companies to modify their product design based on customers’ real needs, thus preventing or at least diminishing possible financial losses in the future. This study is limited to cost-reducing innovations at a low level of technical complexity

    Social policy, state legitimacy and strategic actors: governmentality and counter-conduct in authoritarian regime

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    Far from acting defensively to preserve the social relations and red ideologies that originally gave it power, the Chinese Communist Party is leading a social and economic transformation that could be expected to lead to direct challenges to its authority. The surprising degree of change in the Chinese socio-economic transformation and the fact that this transformation has been going on for forty years now and has not yet resulted in fundamental challenges subverting its rule have inspired my study. The overarching theoretical enquiry in my dissertation resonates with one of the most important theoretical questions in political sociology: how does the state maintain compliance from the governed in periods of rapid social and economic transformation, and how does the logic of its governmentality change along with its priorities? My work is built on the Weberian and Gramscian tradition of understanding state rule and highlights the individual’s rationale of “believing” and “consent”, but also takes account of the Foucaudian “governmentality” the state uses to maintain its rule and investigates the underlined rationality. Empirically, I take advantage of the pension changes among China’s social welfare reforms, decipher a two-way story of statecraft in authoritarian regimes and explore whether there may be room for cognitional counter-conduct from the public. My work demonstrates that the Chinese state works through benefit allocation, propaganda, experimentation with policy and many other approaches, in order to shape public expectations and justify its rule. However, the state’s well-designed statecraft needs to enable individuals to make sense of their experience and must resonate with their “common sense”. Individuals can update their knowledge from personal interest, information from government policies, signals from current society (their peers) to decide whether to stay loyal or choose non-compliance. In a situation when active counter-conduct such as resistance is not possible, individuals may choose cognitional rebellion and falsify their public compliance

    On data-driven systems analyzing, supporting and enhancing users’ interaction and experience

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    [EN]The research areas of Human-Computer Interaction and Software Architectures have been traditionally treated separately, but in the literature, many authors made efforts to merge them to build better software systems. One of the common gaps between software engineering and usability is the lack of strategies to apply usability principles in the initial design of software architectures. Including these principles since the early phases of software design would help to avoid later architectural changes to include user experience requirements. The combination of both fields (software architectures and Human-Computer Interaction) would contribute to building better interactive software that should include the best from both the systems and user-centered designs. In that combination, the software architectures should enclose the fundamental structure and ideas of the system to offer the desired quality based on sound design decisions. Moreover, the information kept within a system is an opportunity to extract knowledge about the system itself, its components, the software included, the users or the interaction occurring inside. The knowledge gained from the information generated in a software environment can be used to improve the system itself, its software, the users’ experience, and the results. So, the combination of the areas of Knowledge Discovery and Human-Computer Interaction offers ideal conditions to address Human-Computer-Interaction-related challenges. The Human-Computer Interaction focuses on human intelligence, the Knowledge Discovery in computational intelligence, and the combination of both can raise the support of human intelligence with machine intelligence to discover new insights in a world crowded of data. This Ph.D. Thesis deals with these kinds of challenges: how approaches like data-driven software architectures (using Knowledge Discovery techniques) can help to improve the users' interaction and experience within an interactive system. Specifically, it deals with how to improve the human-computer interaction processes of different kind of stakeholders to improve different aspects such as the user experience or the easiness to accomplish a specific task. Several research actions and experiments support this investigation. These research actions included performing a systematic literature review and mapping of the literature that was aimed at finding how the software architectures in the literature have been used to support, analyze or enhance the human-computer interaction. Also, the actions included work on four different research scenarios that presented common challenges in the Human- Computer Interaction knowledge area. The case studies that fit into the scenarios selected were chosen based on the Human-Computer Interaction challenges they present, and on the authors’ accessibility to them. The four case studies were: an educational laboratory virtual world, a Massive Open Online Course and the social networks where the students discuss and learn, a system that includes very large web forms, and an environment where programmers develop code in the context of quantum computing. The development of the experiences involved the review of more than 2700 papers (only in the literature review phase), the analysis of the interaction of 6000 users in four different contexts or the analysis of 500,000 quantum computing programs. As outcomes from the experiences, some solutions are presented regarding the minimal software artifacts to include in software architectures, the behavior they should exhibit, the features desired in the extended software architecture, some analytic workflows and approaches to use, or the different kinds of feedback needed to reinforce the users’ interaction and experience. The results achieved led to the conclusion that, despite this is not a standard practice in the literature, the software environments should embrace Knowledge Discovery and datadriven principles to analyze and respond appropriately to the users’ needs and improve or support the interaction. To adopt Knowledge Discovery and data-driven principles, the software environments need to extend their software architectures to cover also the challenges related to Human-Computer Interaction. Finally, to tackle the current challenges related to the users’ interaction and experience and aiming to automate the software response to users’ actions, desires, and behaviors, the interactive systems should also include intelligent behaviors through embracing the Artificial Intelligence procedures and techniques

    On Data-driven systems analyzing, supporting and enhancing users’ interaction and experience

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    Tesis doctoral en inglĂ©s y resumen extendido en español[EN] The research areas of Human-Computer Interaction and Software Architectures have been traditionally treated separately, but in the literature, many authors made efforts to merge them to build better software systems. One of the common gaps between software engineering and usability is the lack of strategies to apply usability principles in the initial design of software architectures. Including these principles since the early phases of software design would help to avoid later architectural changes to include user experience requirements. The combination of both fields (software architectures and Human-Computer Interaction) would contribute to building better interactive software that should include the best from both the systems and user-centered designs. In that combination, the software architectures should enclose the fundamental structure and ideas of the system to offer the desired quality based on sound design decisions. Moreover, the information kept within a system is an opportunity to extract knowledge about the system itself, its components, the software included, the users or the interaction occurring inside. The knowledge gained from the information generated in a software environment can be used to improve the system itself, its software, the users’ experience, and the results. So, the combination of the areas of Knowledge Discovery and Human-Computer Interaction offers ideal conditions to address Human-Computer-Interaction-related challenges. The Human-Computer Interaction focuses on human intelligence, the Knowledge Discovery in computational intelligence, and the combination of both can raise the support of human intelligence with machine intelligence to discover new insights in a world crowded of data. This Ph.D. Thesis deals with these kinds of challenges: how approaches like data-driven software architectures (using Knowledge Discovery techniques) can help to improve the users' interaction and experience within an interactive system. Specifically, it deals with how to improve the human-computer interaction processes of different kind of stakeholders to improve different aspects such as the user experience or the easiness to accomplish a specific task. Several research actions and experiments support this investigation. These research actions included performing a systematic literature review and mapping of the literature that was aimed at finding how the software architectures in the literature have been used to support, analyze or enhance the human-computer interaction. Also, the actions included work on four different research scenarios that presented common challenges in the Human-Computer Interaction knowledge area. The case studies that fit into the scenarios selected were chosen based on the Human-Computer Interaction challenges they present, and on the authors’ accessibility to them. The four case studies were: an educational laboratory virtual world, a Massive Open Online Course and the social networks where the students discuss and learn, a system that includes very large web forms, and an environment where programmers develop code in the context of quantum computing. The development of the experiences involved the review of more than 2700 papers (only in the literature review phase), the analysis of the interaction of 6000 users in four different contexts or the analysis of 500,000 quantum computing programs. As outcomes from the experiences, some solutions are presented regarding the minimal software artifacts to include in software architectures, the behavior they should exhibit, the features desired in the extended software architecture, some analytic workflows and approaches to use, or the different kinds of feedback needed to reinforce the users’ interaction and experience. The results achieved led to the conclusion that, despite this is not a standard practice in the literature, the software environments should embrace Knowledge Discovery and data-driven principles to analyze and respond appropriately to the users’ needs and improve or support the interaction. To adopt Knowledge Discovery and data-driven principles, the software environments need to extend their software architectures to cover also the challenges related to Human-Computer Interaction. Finally, to tackle the current challenges related to the users’ interaction and experience and aiming to automate the software response to users’ actions, desires, and behaviors, the interactive systems should also include intelligent behaviors through embracing the Artificial Intelligence procedures and techniques

    The development of product design guidelines based on a new conceptual framework

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    The work described provides the development, implementation and evaluation of engineering product design guidelines suitable for engineering product designers. The motivation arises from collaborative efforts that continue to be made by the Least Economically Developed Countries (LDC) and the Most Economically Developed Countries (MDC) towards the development of the engineering design field. It is argued here that product design guidelines which are derived from existing product design methods enhance the capability of engineering designers to shorten time to market, deal adequately with product design constraints and boost supply chains. The sample for the proposed study is comprised of companies in Botswana (a least economically developed country) and the United Kingdom (a most economically developed country). The research has been conducted using a mixed qualitative research approach comprised of aspects from the framework method, cluster analysis and Kolb's model. The findings have identified five themes central to the product design process which are incorporated into the engineering product design guidelines. Case study work was conducted to validate the approach. The following claims are made for contributions to knowledge: 1. A conceptual framework which is a graphical co-ordinate system of engineering and management techniques required by nine engineering product design methods. The conceptual framework is arranged according to two orthogonal axes that describe the structure of the product design process and incorporate the need function form structure, the divergent convergent structure, the product design drivers, product realisation process and product development lifecycles. 2. The product design method notation which is a register of the expressions derived from the conceptual framework and is used to communicate and aid in the selection of a group of techniques being implemented, or intended for implementation by design teams; and 3. The configuration scheme which provides a clear link between components, subassemblies, products, projects, programmes and policies. The critical point put forward by this work is that the conceptual framework is only comprehensible today because the engineering product design methods in the public domain have imparted knowledge about the functions of physical products (described here as part of the need function form structure) at the expense of human needs and the interactive forms of human responses to physical products. The contributions of this research provide a holistic and coherent means of integrating design methodologies for the benefit of design teams in Botswana. The approach is, however, universal and may also be beneficial for design projects in the most economically developed countries

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs

    Proceedings der 11. Internationalen Tagung Wirtschaftsinformatik (WI2013) - Band 1

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    The two volumes represent the proceedings of the 11th International Conference on Wirtschaftsinformatik WI2013 (Business Information Systems). They include 118 papers from ten research tracks, a general track and the Student Consortium. The selection of all submissions was subject to a double blind procedure with three reviews for each paper and an overall acceptance rate of 25 percent. The WI2013 was organized at the University of Leipzig between February 27th and March 1st, 2013 and followed the main themes Innovation, Integration and Individualization.:Track 1: Individualization and Consumerization Track 2: Integrated Systems in Manufacturing Industries Track 3: Integrated Systems in Service Industries Track 4: Innovations and Business Models Track 5: Information and Knowledge ManagementDie zweibĂ€ndigen TagungsbĂ€nde zur 11. Internationalen Tagung Wirtschaftsinformatik (WI2013) enthalten 118 ForschungsbeitrĂ€ge aus zehn thematischen Tracks der Wirtschaftsinformatik, einem General Track sowie einem Student Consortium. Die Selektion der Artikel erfolgte nach einem Double-Blind-Verfahren mit jeweils drei Gutachten und fĂŒhrte zu einer Annahmequote von 25%. Die WI2013 hat vom 27.02. - 01.03.2013 unter den Leitthemen Innovation, Integration und Individualisierung an der UniversitĂ€t Leipzig stattgefunden.:Track 1: Individualization and Consumerization Track 2: Integrated Systems in Manufacturing Industries Track 3: Integrated Systems in Service Industries Track 4: Innovations and Business Models Track 5: Information and Knowledge Managemen
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