22,189 research outputs found
Visual representation of concepts : exploring usersâ and designersâ concepts of everyday products
To address the question on how to enhance the design of user-artefact interaction at the initial stages of the design process, this study focuses on exploring the differences between designers and users in regard to their concepts of an artefact usage. It also considers that human experience determines peopleâs knowledge and concepts of the artefacts they interact with, and broadens or limits their concept of context of use. In this exploratory study visual representation of concepts is used to elicit information from designers and users, and to explore how these concepts are influenced by their individual experience. Observation, concurrent verbal and retrospective protocols and thematic interviews are employed to access more in depth information about usersâ and designersâ concepts. The experiment was conducted with designers and users who were asked about their concepts of an everyday product. Three types of data were produced in each session: sketches, transcriptions from retrospectives verbal reports and observations. Through an iterative process, references about context, use and experience were identified in the data collected; this led to the definition of a coding system of categories that was applied for the interpretation of visuals and texts. The methodology was tested through preliminary studies. Their initial outcomes indicate that the main differences between designersâ and usersâ concepts come from their knowledge domain, while main similarities are related to human experience as source that drives concept formulation. Cultural background has been found to influence concepts about product usability and its context of use. The use of visual representation of concepts with retrospective reports and interviews allowed access to insightful information on how human experience influence peopleâs knowledge about product usability and its context of use. It is expected that this knowledge contributes to the enhancement of the design of product usability
Scrum2Kanban: Integrating Kanban and Scrum in a University Software Engineering Capstone Course
Using university capstone courses to teach agile software development
methodologies has become commonplace, as agile methods have gained support in
professional software development. This usually means students are introduced
to and work with the currently most popular agile methodology: Scrum. However,
as the agile methods employed in the industry change and are adapted to
different contexts, university courses must follow suit. A prime example of
this is the Kanban method, which has recently gathered attention in the
industry. In this paper, we describe a capstone course design, which adds the
hands-on learning of the lean principles advocated by Kanban into a capstone
project run with Scrum. This both ensures that students are aware of recent
process frameworks and ideas as well as gain a more thorough overview of how
agile methods can be employed in practice. We describe the details of the
course and analyze the participating students' perceptions as well as our
observations. We analyze the development artifacts, created by students during
the course in respect to the two different development methodologies. We
further present a summary of the lessons learned as well as recommendations for
future similar courses. The survey conducted at the end of the course revealed
an overwhelmingly positive attitude of students towards the integration of
Kanban into the course
Recommended from our members
The interactional work of configuring a mathematical object in a technology-enabled embodied learning environment
We present a detailed account of interactional mechanisms that support participation in STEM disciplinary practices as an adult and a child explore a technology-enabled embodied learning environment for mathematics. Drawing on ethnomethodological studies of technologyrich workplaces, we trace the process of transforming a vague reference into a mutually available mathematical object: a covariant variable. Our analysis reveals that this mathematical object is an interactional achievement, configured via a reciprocal process of instructing one another's attention. In particular, we demonstrate how participants' explicit responsiveness to indexical and multimodal resources achieves this object
Recommended from our members
The long and winding road: Routine creation and replication in multi-site organizations
Prior research on organizational routines in the âcapabilitiesâ literature has either studied how new routines are created during an exploratory process of variation and selection or how existing routines are replicated during a phase of exploitation. Few studies have analyzed the life cycle of new routine creation and replication as an integrated process. In an in-depth case study of Englandâs Highways Agency, this paper shows that the creation and replication of a new routine across multiple sites involves four sequential steps: envisioning, experimenting, entrenching and enacting. We contribute to the capabilities research in two ways: first, by showing how different organizational levels, capabilities and logics (cognitive and behavioural) shape the development of new routines; and second, by identifying how distinct evolutionary cycles of variation and selective retention occur during each step in the process. In contrast with prior research on replication as an exact copy of a template or existing routine, our study focuses on the replication of an entirely new routine (based on novel principles) that is adapted to fit local operational conditions during its large-scale replication across multiple sites. We draw upon insights from adjacent âpractice researchâ and suggest how capabilities and practice studies may complement each other in future research on the evolution of routines
Creative idea exploration within the structure of a guiding framework : the card brainstorming game
I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game
Re-Visiting IS Design Science Artifacts: Making a Case for Critical Realism
In this paper critical realism is suggested as a \ suitable philosophical assumption to guide a \ separate, stand-alone retrospective evaluation of \ design science projects and artifacts. A main \ contribution of the paper is to argue that knowledge \ can be gained in retrospective evaluations of design \ science projects regardless of the success or nonsuccess \ of the project itself. Thereby, retrospective \ evaluation complements current evaluations that are \ mostly means-end focused. The argumentation is \ supported through re-visiting two e-government \ design science projects, which can be considered \ both as failures and successes depending on the \ framing. Critical realism puts focus on knowing \ through making and widens the use of design science \ in areas where utility is not the main goal. Future \ research should focus on providing more details on \ how a critical realism retrospective in design science \ should be carried out
- âŠ