16,788 research outputs found
People in the E-Business: New Challenges, New Solutions
[Excerpt] Human Resource Planning Societyâs (HRPS) annual State of the Art/Practice (SOTA/P) study has become an integral contributor to HRPSâs mission of providing leading edge thinking to its members. Past efforts conducted in 1995, 1996, 1997, 1998, and 1999 have focused on identifying the issues on the horizon that will have a significant impact on the field of Human Resources (HR). This year, in a divergence from past practice, the SOTA/P effort aimed at developing a deeper understanding of one critical issue having a profound impact on organizations and HR, the rise of e-business. The rise of e-business has been both rapid and dramatic. One estimate puts the rate of adoption of the internet at 4,000 new users each hour (eMarketer, 1999) resulting in the expectation of 250 million people on line by the end of 2000, and 350 million by 2005 (Nua, 1999). E-commerce is expected to reach $1.3 trillion by 2003, and of that, 87 percent will go to the business to business (B2B) and 13 percent to the business to consumer (B2C) segments, respectively (Plumely, 2000)
Is agile project management applicable to construction?
This paper briefly summarises the evolution of Agile Project Management (APM) and differentiates it from lean and agile production and âleagileâ construction. The significant benefits being realized through employment of APM within the information systems industry are stated. The characteristics of APM are explored, including: philosophy, organizational attitudes and practices, planning, execution and control and learning. Finally, APM is subjectively assessed as to its potential contribution to the pre-design, design and construction phases.
In conclusion, it is assessed that APM offers considerable potential for application in predesign and design but that there are significant hurdles to its adoption in the actual construction phase. Should these be overcome, APM offers benefits well beyond any individual project
Co-operation as a response to a turbulent environment
The objective of this study was to find out 'how SMEs perceive and respond to a turbulent environment'. We define a turbulent environment as an environment in which customer needs are rapidly changing. Based on this interpretation, we are interested in to what extent SMEs perceive these changes in customer needs and how they respond to these changes - particularly focussing on strategy and cooperation. The main conclusion of our research is that SMEs co-operate mainly to reduce costs or improve the competitive position, not to meet customer needs more adequately. SMEs do not realise the advantages of seeking cooperation in order to share means and expertise in delivering a custom or tailor-made product or service to their customer. With respect to their suppliers, SMEs often lack countervailing power, which is an obstacle for co-operation. SMEs in the retail sectors are unable to convince their suppliers of the need to respond to changes quickly. Regarding co-operation with the clients, one might question whether existing customisation strategies are really demand-driven. This research does not support the impression that SMEs really know their customers' wishes and needs. On the contrary, some businesses intentionally do not adjust their products to changing customer needs.
Supply chains : ago-antagonistic systems through co-opetition game theory lens
Supply chain configurations, as hybrid governance structures, allow companies to be sufficiently integrated while keeping a certain level of flexibility. This enables them, on one hand, to converge towards common interests through the development of cooperation; and on the other hand, to diverge on their own interests by remaining in competition. This dynamics generates an ago-antagonistic system where both of these two concepts, namely cooperation and competition, simultaneously drive the supply chain. In the present article, this system is analyzed by using the co-opetition game theory developed by Brandenburger and Nalebuff (1996) in order to highlight the importance of such an apprehension of the supply chain approach.Supply chain; cooperation; competition; ago-antagonistic approach; co-opetition game theory
Video Game Development in a Rush: A Survey of the Global Game Jam Participants
Video game development is a complex endeavor, often involving complex
software, large organizations, and aggressive release deadlines. Several
studies have reported that periods of "crunch time" are prevalent in the video
game industry, but there are few studies on the effects of time pressure. We
conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour
hackathon. Based on 198 responses, the results suggest that: (1) iterative
brainstorming is the most popular method for conceptualizing initial
requirements; (2) continuous integration, minimum viable product, scope
management, version control, and stand-up meetings are frequently applied
development practices; (3) regular communication, internal playtesting, and
dynamic and proactive planning are the most common quality assurance
activities; and (4) familiarity with agile development has a weak correlation
with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc
approaches to development and face-to-face communication, and recommend some
complementary practices with limited overhead. Furthermore, as our findings are
similar to recommendations for software startups, we posit that game jams and
the startup scene share contextual similarities. Finally, we discuss the
drawbacks of systemic "crunch time" and argue that game jam organizers are in a
good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game
Organizational agility key factors for dynamic business process management
International audienceFor several years, Business Process Management (BPM) is recognized as a holistic management approach that promotes business effectiveness and efficiency. Increasingly, corporates find themselves, operating in business environments filled with unpredictable, complex and continuous change. Driven by these dynamic competitive conditions, they look for a dynamic management of their business processes to maintain their processes performance. To be competitive, companies have to respond quickly and nimbly to changing environment. One domain that has dominated the thinking of most managers from few years is organizational agility. It is considered as inescapable feature of today's forward-looking corporates. About 90% of executives surveyed by the Economist Intelligence Unit believe that organizational agility is critical for business success. Many researchers tried to define and characterize organizational agility according to their context and domain application. The first aim of this paper is to tighten and explicate a conceptualization of organizational agility that clarifies what it is and how it can be reached by proposing a framework that leads to improve organizational agility. The second aim of the current research is to suggest ideas on how to make business processes agile and what are the practices of organizational agility that can be transferred to BPM
FESTivE: an information system method to improve product designers and environmental experts information exchanges
Effective collaboration between product designers and environmental experts is an important driver for the ecodesign practice in industry. This paper investigates the principal functions required for such an e ective collaboration and aims at facilitating them. Product designers should be able to integrate the environmental parameters into their activities, and to exchange information dynamically with the environmental expert whenever needed during the design process. Therefore, the IT system should be in itself dynamic and exible to the integration of new concepts (knowledge, software). Recent developments in Model Driven Engineering (MDE) are showing some interesting results to gain exibility and dynamism in the IT system. Combining software interoperability using model federation based on MDE with the speci city of ecodesign practice in industry this paper proposes the FESTivE method for Federate EcodeSign Tool modEls. Experimented in two different industrial contexts the practical feasibility of FESTivE has been validated with practitioners. Results on the e ects of using FESTivE in industry shows that product designers and environmental experts are more equipped to anticipate and to respond to each other's needs at each stage of the design process of product or service
How Australian manufacturing firms perceive and understand the concepts of agility and flexibility in the supply chain
Purpose: The purpose of this paper is to address an important question which centres on investigating how do manufacturing businesses perceive and understand the concepts of agility and flexibility in their supply chains (SCs)
Security Incident Response Criteria: A Practitioner's Perspective
Industrial reports indicate that security incidents continue to inflict large financial losses on organizations.
Researchers and industrial analysts contend that there are fundamental problems with existing security
incident response process solutions. This paper presents the Security Incident Response Criteria (SIRC)
which can be applied to a variety of security incident response approaches. The criteria are derived from
empirical data based on in-depth interviews conducted within a Global Fortune 500 organization and
supporting literature. The research contribution of this paper is twofold. First, the criteria presented in this
paper can be used to evaluate existing security incident response solutions and second, as a guide, to
support future security incident response improvement initiatives
- âŠ