5 research outputs found
Principles for Knowledge Creation in Collaborative Design Science Research
Design Science Research (DSR) advances the scientific knowledge base while at the same time leading to research results of practical utility. Several guidelines for DSR have been proposed to support researchers in their work. Collaborative forms of DSR require that knowledge be created across the boundaries of the research community and the practitioners\u27 community. Only little research, though, has been undertaken so far investigating the topic of knowledge creation in collaborative DSR settings. Answers to fundamental questions are still missing: What knowledge creation processes are used? What problems may occur during researcher-practitioner collaboration? This paper addresses the gap in literature by taking a knowledge creation perspective on DSR. Based on a literature review and findings from the field it proposes a set of principles for knowledge creation in collaborative DSR
Innovation through Cross-Fertilization: Serious games and gamification in the EU-funded research projects
[eng] In recent years, ecosystems of innovation have gained substantial momentum in academic research. As a response to recent calls in open innovation literature for novel research, this doctoral thesis extends the study of the process and ecosystems of innovation in projects that include serious games and gamification by considering the cross-fertilization of knowledge and technologies. Organizations’ orchestration of activities within their activity systems and transformation of their business models through innovation to realize opportunities with the objective to increase value creation are part of the topic of this dissertation. It has endeavoured to improve the understanding of how cross-fertilized alliances are formed, what their outcomes are, what causes them to generate value (or not) and what capabilities organizations need in order to successfully manage and reap value from the innovation process. For this purpose, two approaches that support innovation have been complementarily taken into account: the knowledge-technological perspective and the management perspective. These perspectives are analysed with the information retrieved from a database of 87 H2020 projects including serious games and/or gamification, 519 organizations and 597 observations. Later, in order to get more insights into the Innovation Management Strategies, a project coordinators survey was conducted. The Knowledge-Technology perspective presents how creating adequate multidisciplinary knowledge and technology is fundamental to ensuring the long-term success of an emerging technology including serious games and/or gamification, and how important is the research and innovation that takes place in the practitioners’ communities. The Management perspective presents the analysis of the innovation management strategies that boost the cross-fertilization of technologies that include serious games and/or gamification. These strategies were analysed by considering literature on innovation and network theories, absorptive capacity and dynamic capabilities. Some personal interviews were conducted with independent experts to understand and have elements for the analysis and discussion of the previous results. Findings suggest that the multidisciplinarity of a project is highly influenced by the creation of knowledge and technology. Furthermore, the management strategies boosting high levels of cross-fertilization of knowledge and technologies -including serious games and/or gamification- are principally market and customer-oriented strategies. Practical and methodological contributions from this study could enrich innovation literature from the point of view of technological and management approaches. The thesis concludes with fruitful avenues for future research.[nor] I de senere årene har økosystemer for innovasjon fått vesentlig fart i akademisk forskning. Nylig har det oppstått et større behov for mer forskning i området åpen innovasjon. Som et respons til dette, utvider denne avhandlingen seg på studier om prosesser og økosystemer av innovasjon i prosjekter. Prosjektene inkluderer seriøse spill og det som kalles for gamification. Målet er å vurdere kryss-befruktning av kunnskap og teknologi. En del av tema for denne avhandling er hvordan organisasjoner, gjennom innovasjon, virkeliggjør mulighetene for å øke verdiskapning. Dette vurderes ut ifra organisasjoners orkestrering av aktiviteter innenfor deres aktivitetssystemer og transformasjon av forretningsmodellene. Det har lenge vært forsøkt på å forbedre forståelsen av hvordan kryss-befruktet allianser dannes, hva er resultatene, hva skal til for å generere verdi (eller ikke), og hvilke evner organisasjoner trenger for å kunne forvalte og innhente verdier. På bakgrunn av dette, har to tilnærminger som støtter innovasjon, blitt komplementært tatt med i betraktningen. Disse er, den kunnskaps-teknologiske perspektiv og ledelses perspektivet. Perspektivene blir analysert med informasjon hentet fra en database med 87 H2020 prosjekter, inkludert seriøse spill og eller gamification. Det er totalt 519 organisasjoner og 597 observasjoner. I senere tid, for å få et større innblikk i strategier for innovasjonsledelse, ble det gjennomført en prosjekt koordinator undersøkelse. Det kunnskaps-teknologiske perspektivet innebærer hvordan en kan skape tilstrekkelig tverrfaglig kunnskap. Her er teknologi grunnleggende for å sikre langsiktig suksess til en fremtredende teknologi, som inkluderer seriøse spill og eller gamification, og viktigheten av forskningen og innovasjonen som fremkommer i utøvernes samfunn. På den andre siden, ledelses perspektivet inkluderer analysen av innovasjonsstrategier som har som mål å øke kryss-befruktning av teknologier som inkluderer seriøse spill og eller gamification. Strategiene ble analysert ved å vurdere innovasjon- og nettverks teorier, evnen til å absorbere, og dynamisk kapasitet litteratur. For å forstå og samle elementer for analysen og diskusjonen av tidligere resultater, bestemte personlige intervjuer ble gjennomført med uavhengige eksperter. Funnene viser at flerfaglighet av et prosjekt er sterkt påvirket av etablering av kunnskap og teknologi. Videre, ledelses strategier er med på å øke nivåer av kryss-befruktning av kunnskap og teknologi. Dette inkluderer seriøse spill og eller gamification, men hovedsakelig markeds- og kundeorienterte strategier. De praktiske og metodologiske bidrag fra denne studien er med på å berike innovasjons litteratur fra det teknologiske og det ledelsesmessig synspunkt. Avhandlingen avsluttes med fruktbare veier for fremtidig forskning.[cat] Al llarg dels darrers anys, els ecosistemes d’innovació han pres un impuls substancial en la recerca acadèmica. Com a resposta a les darreres crides a noves recerques en la literatura sobre innovació oberta, aquesta tesi doctoral amplia l’estudi del procés i els ecosistemes d’innovació en projectes que inclouen jocs seriosos i gamificació al considerar la fertilització creuada de coneixement i tecnologies. L’orquestració d’activitats per part de les organitzacions dins dels seus sistemes d’activitats i la transformació dels seus models comercials a través de la innovació per generar oportunitats amb l’objectiu d’augmentar la creació de valor són part dels temes d’aquesta tesi. Hi ha hagut un esforç per millorar la comprensió de com es formen aliances amb la fertilització creuada, quins són els seus resultats, què fa que generin valor (o no) i quines capacitats necessiten les organitzacions per gestionar i assolir valor a través del procés d’innovació. Amb aquest propòsit, dos enfocaments que recolzen la innovació s’han tingut en compte de manera complementària: la perspectiva coneixement-tecnologia i la perspectiva de gestió. Aquestes perspectives s’analitzen amb la informació obtinguda d’una base de dades de 87 projectes H2020 que inclouen jocs seriosos i/o gamificació, 519 organitzacions i 597 observacions. Posteriorment, amb l’objectiu d’obtenir informació addicional sobre les Estratègies de Gestió de la Innovació, es va realitzar una enquesta adreçada als coordinadors dels projectes. La perspectiva de Coneixement i Tecnologia mostra com la creació adequada de coneixement i tecnologia multidisciplinaris és fonamental per garantir l’èxit a llarg termini d’una tecnologia emergent, que inclogui els jocs seriosos i la gamificació, i com d’important és la recerca i la innovació que té lloc en les comunitats de professionals. La perspectiva de Gestió mostra l’anàlisi de les estratègies de gestió de la innovació que fomenten la fertilització creuada de tecnologies que inclouen jocs seriosos i/o gamificació. Aquestes estratègies es van analitzar a partir de la literatura en innovació i teories de xarxes, capacitat d’absorció i capacitats dinàmiques. També, es van dur a terme entrevistes personals amb experts independents per comprendre i tenir elements per a l’anàlisi i la discussió dels resultats anteriors. Els resultats suggereixen que la multidisciplinarietat d’un projecte està molt influenciada per la creació de coneixement i tecnologia. A més, les estratègies de gestió que impulsen els alts nivells de fertilització creuada de coneixement i tecnologies –inclosos els jocs seriosos i/o la gamificació- són principalment estratègies orientades al mercat i al client. Les contribucions pràctiques i metodològiques d’aquest estudi podrien enriquir la literatura sobre innovació des del punt de vista dels enfocaments tecnològics i de gestió. La tesi conclou amb suggeriments de línies de recerca futures.[spa] Durante los últimos años, los ecosistemas de innovación han tomado un impulso sustancial en la investigación académica. Como respuesta a las recientes llamadas a nuevas investigaciones en la literatura sobre innovación abierta, esta tesis doctoral amplía el estudio del proceso y los ecosistemas de innovación en proyectos que incluyen juegos serios y gamificación al considerar la fertilización cruzada de conocimiento y tecnologías. La orquestación de actividades por parte de las organizaciones dentro de sus sistemas de actividades y la transformación de sus modelos comerciales a través de la innovación para generar oportunidades con el objetivo de aumentar la creación de valor son parte de los temas de esta tesis. Ha habido un esfuerzo por mejorar la comprensión de cómo se forman alianzas con fertilización cruzada, cuáles son sus resultados, qué hace que generen valor (o no) y qué capacidades necesitan las organizaciones para gestionar y cosechar valor a través del proceso de innovación. Con este propósito, dos enfoques que apoyan la innovación se han tenido en cuenta de manera complementaria: la perspectiva conocimiento-tecnología y la perspectiva de gestión. Estas perspectivas se analizan con la información obtenida de una base de datos de 87 proyectos H2020 que incluyen juegos serios y/o gamificación, 519 organizaciones y 597 observaciones. Posteriormente, con el objetivo de obtener información adicional sobre las Estrategias de Gestión de la Innovación, se realizó una encuesta a los coordinadores de los proyectos. La perspectiva de Conocimiento y Tecnología muestra cómo la creación adecuada de conocimiento y tecnología multidisciplinarios es fundamental para garantizar el éxito a largo plazo de una tecnología emergente, que incluya los juegos serios y la gamificación, y cómo de importante es la investigación y la innovación en las comunidades de profesionales. La perspectiva de Gestión muestra el análisis de las estrategias de gestión de la innovación que fomentan la fertilización cruzada de tecnologías que incluyen juegos serios y/o gamificación. Estas estrategias se analizaron a partir de la literatura en innovación y teorías de redes, la capacidad de absorción y las capacidades dinámicas. También, se realizaron entrevistas personales con expertos independientes para comprender y tener elementos para el análisis y la discusión de los resultados anteriores. Los hallazgos sugieren que la multidisciplinariedad de un proyecto está muy influenciada por la creación de conocimiento y tecnología. Además, las estrategias de gestión que impulsan los altos niveles de fertilización cruzada de conocimientos y tecnologías -incluidos los juegos serios y/o la gamificación- son principalmente estrategias orientadas al mercado y al cliente. Las contribuciones prácticas y metodológicas de este estudio podrían enriquecer la literatura sobre innovación desde el punto de vista de los enfoques tecnológicos y de gestión. La tesis concluye con sugerencias de líneas de investigación futuras
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A method to disseminate and communicate IS research outputs beyond academia
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonAcademic researchers in many disciplines are facing difficulties in disseminating their research outputs beyond the academic community. Particularly, Information Systems (IS) academic researchers have been struggling to make their research more relevant to practice. The diversity of IS research means that should be a wide audience within and beyond academia who could benefit from IS research outputs. This audience includes educators, practitioners, patients, etc. How IS relevant to practice is a central dilemma of IS research. Research relevance is classified according to dimensions such as interesting, implementable, current, accessible “Article style” by many IS scholars. These dimensions are important to be investigated as some academic papers are yet to be beneficial to an audience beyond academia. The Accessible dimension is the focus of this study where accessible means the academic papers should be readable and understood in terms of tone, style, structure, and semantics by the potential audience beyond the academic community. This study investigates the barriers that limit academic researchers in disseminating and communicating their research outputs beyond academia. This study aims to design a communication method to assist academic researchers in disseminating and communicating their research outputs beyond academia. This study consists of three phases, in the first phase a qualitative method is applied by interviewing academics in the Information System and Computing Department at Brunel University to gain a better understanding of how and why academics disseminate beyond academia. Based on communication theories a research framework is adapted to analyse and explain the interview data. In the second phase, short videos are recorded of 10 academics where each explains one of their papers. In the third phase, two different groups are interviewed to evaluate the 10 short videos in regards the Information Quality (IQ) dimensions (i.e. appropriate amount of information, format, and timeliness). By using the thematic analysis technique the academics highlighted three barriers that limit them to disseminate and communicate their research outputs beyond academia. The three barriers are the message (i.e. academic structure and language of research papers), channel (i.e. academic journal and conferences), and social system (i.e. lack of Incentives, lack of time, and lack of support). Moreover, academics emphasised the vital role of feedback loop in their communication with target audience beyond academia. The 10 short videos are designed to overcome two of these barriers (i.e. message and channels). Each short video is evaluated by its academic author on one hand and the potential audience/stakeholders of the short video from the other hand (e.g. practitioners). Thus, the academic authors of the video suggest some changes by adjusting the video structure and adding some examples for more explanations of their research papers. Also, authors concerned about format particularly the visual elements of the video which have to be completely matched with the title of the video. However, the opinions of potential audiences vary based on their information need. For example, some practitioners are concerned with the practical information, in other words, practitioners seek the applicable part of the information provided in the short video (i.e. how to apply something); and others watch the short video to increase their awareness of a particular topic. This study will assist academic researchers to focus on how to disseminate their research outputs to audience/stakeholders beyond academia using media tools (i.e. video). Also, it provides a novel method of disseminating and communicating their research outputs beyond the academic community. Moreover, this study helps to create an interaction platform that enables academic researchers to build a collaborative framework and a mutual understanding with the audience beyond academia
Multikonferenz Wirtschaftsinformatik (MKWI) 2016: Technische Universität Ilmenau, 09. - 11. März 2016; Band II
Übersicht der Teilkonferenzen Band II
• eHealth as a Service – Innovationen für Prävention, Versorgung und Forschung
• Einsatz von Unternehmenssoftware in der Lehre
• Energieinformatik, Erneuerbare Energien und Neue Mobilität
• Hedonische Informationssysteme
• IKT-gestütztes betriebliches Umwelt- und Nachhaltigkeitsmanagement
• Informationssysteme in der Finanzwirtschaft
• IT- und Software-Produktmanagement in Internet-of-Things-basierten Infrastrukturen
• IT-Beratung im Kontext digitaler Transformation
• IT-Sicherheit für Kritische Infrastrukturen
• Modellierung betrieblicher Informationssysteme – Konzeptuelle Modelle im Zeitalter der digitalisierten Wirtschaft (d!conomy)
• Prescriptive Analytics in I