8,662 research outputs found
A hermeneutic inquiry into user-created personas in different Namibian locales
Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales
Public Service Delivery: Role of Information and Communication Technology in Improving Governance and Development Impact
The focus of this paper is on improving governance through the use of information and communication technology (ICT) in the delivery of services to the poor, i.e., improving efficiency, accountability, and transparency, and reducing bribery. A number of papers recognize the potential benefits but they also point out that it has not been easy to harness this potential. This paper presents an analysis of effective case studies from developing countries where the benefits have reached a large number of poor citizens. It also identifies the critical success factors for wide-scale deployment.
The paper includes cases on the use of ICTs in the management of delivery of public services in health, education, and provision of subsidized food. Cases on electronic delivery of government services, such as providing certificates and licenses to rural populations, which in turn provide entitlements to the poor for subsidized food, fertilizer, and health services are also included. ICT-enabled provision of information to enhance rural income is also covered
How can SMEs benefit from big data? Challenges and a path forward
Big data is big news, and large companies in all sectors are making significant advances in their customer relations, product selection and development and consequent profitability through using this valuable commodity. Small and medium enterprises (SMEs) have proved themselves to be slow adopters of the new technology of big data analytics and are in danger of being left behind. In Europe, SMEs are a vital part of the economy, and the challenges they encounter need to be addressed as a matter of urgency. This paper identifies barriers to SME uptake of big data analytics and recognises their complex challenge to all stakeholders, including national and international policy makers, IT, business management and data science communities.
The paper proposes a big data maturity model for SMEs as a first step towards an SME roadmap to data analytics. It considers the ‘state-of-the-art’ of IT with respect to usability and usefulness for SMEs and discusses how SMEs can overcome the barriers preventing them from adopting existing solutions. The paper then considers management perspectives and the role of maturity models in enhancing and structuring the adoption of data analytics in an organisation. The history of total quality management is reviewed to inform the core aspects of implanting a new paradigm. The paper concludes with recommendations to help SMEs develop their big data capability and enable them to continue as the engines of European industrial and business success. Copyright © 2016 John Wiley & Sons, Ltd.Peer ReviewedPostprint (author's final draft
Investigating the link between transaction and computational costs in a blockchain environment
The research and thinking pertaining to blockchain have thus far focused on cryptocurrency and Bitcoin. However, there is increased interest in using the technology to solve operational challenges in manufacturing and service supply chains. In this study, we introduce a new implication of using blockchain technology and propose two unique contributions. First, we introduce the notion of computational costs (measured in units of gas) as an essential mechanism for completing operational transactions in the blockchain environment. Second, we discuss the use of smart contracts and their influence on operational transactions. To investigate the link between blockchain transaction and computational costs, this study uses an experimental methodology. We develop and implement a fully functional virtual public blockchain to store, validate, and maintain transactions. The methodology provides a process to measure the computational costs, frequency, and intensity of transactions. This research contributes to conceptual research on the blockchain implementation paradigm. Its novelty stems from the identification of computational costs for operational transactions and use of an experimental methodology. This research provides managers an insight into the design of smart contract transactions in a supply chain from a cost perspective
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Comparative evaluation of the MAZI pilots (version 3)
This deliverable is the third of three, reporting on the comparative evaluation of MAZI pilots (Deliverable 3.10). Across the course of MAZI, the pilots have engaged with communities in different ways, for different purposes. Common to all pilots has been the focus on using and developing the MAZI toolkit in order to facilitate Do-It-Yourself (DIY) networking. This has involved collaborations characterised by inter-disciplinarity, where academic and community partners have worked together to find effective ways of engaging the communities in meaningful ways.
In the previous version of this deliverable (D3.9), we defined our analysis methodology, which builds on the logic set out in the first report (D3.8). In this report, we will discuss the results of using of Realist Evaluation (RE) to form case studies (characterised by context, mechanism, outcome configurations) and Activity Theory (AT) to characterise each pilot as a separate activity system. To identify the generative mechanisms, we investigated the tensions and conflicts between the technical and semiotic levels of the pilots’ activity systems. Evidence generated was presented alongside the insights from the MAZI handbook to inform best practice for supporting the MAZI toolkit.
Comparing across the pilots’, we reveal tensions and conflicts between the technical and semiotic levels of the activity systems and the generative mechanisms used to meet the project and communities’ objectives. This emphasised the importance of understanding the context, e.g. by valuing the time spent with communities and the importance of learning their language and vocabularies, and respecting others capital. It revealed mechanisms for understanding location, the importance of stories and storytelling, designing collaborative activities and embracing opportunities for conversations. It also echoed the need to identify key roles, guises and actors for DIY networking and the importance of the principle of adding value rather than adding work
Using the blockchain to enable transparent and auditable processing of personal data in cloud- based services: Lessons from the Privacy-Aware Cloud Ecosystems (PACE) project
The architecture of cloud-based services is typically opaque and intricate. As a result, data subjects cannot exercise adequate control over their personal data, and overwhelmed data protection authorities must spend their limited resources in costly forensic efforts to ascertain instances of non-compliance. To address these data protection challenges, a group of computer scientists and socio-legal scholars joined forces in the Privacy-Aware Cloud Ecosystems (PACE) project to design a blockchain-based privacy-enhancing technology (PET). This article presents the fruits of this collaboration, highlighting the capabilities and limits of our PET, as well as the challenges we encountered during our interdisciplinary endeavour. In particular, we explore the barriers to interdisciplinary collaboration between law and computer science that we faced, and how these two fields’ different expectations as to what technology can do for data protection law compliance had an impact on the project's development and outcome. We also explore the overstated promises of techno-regulation, and the practical and legal challenges that militate against the implementation of our PET: most industry players have no incentive to deploy it, the transaction costs of running it make it prohibitively expensive, and there are significant clashes between the blockchain's decentralised architecture and GDPR's requirements that hinder its deployability. We share the insights and lessons we learned from our efforts to overcome these challenges, hoping to inform other interdisciplinary projects that are increasingly important to shape a data ecosystem that promotes the protection of our personal data
The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty
Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products
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