13,952 research outputs found

    How Design Plays Strategic Roles in Internet Service Innovation: Lessons from Korean Companies

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    In order to survive in the highly competitive internet business, companies have to provide differentiated services that can satisfy the rapidly changing users’ tastes and needs. Designers have been increasingly committed to achieving user satisfaction by generating and visualizing innovative solutions in new internet service development. The roles of internet service design have expanded from a narrow focus on aesthetics into a more strategic aspect. This paper investigates the methods of managing design in order to enhance companies’ competitiveness in internet business. The main research processes are to: (1) explore the current state of internet service design in Korea through in-depth interviews with professional designers and survey questionnaires to 30 digital design agencies and 60 clients; (2) compare how design is managed between in-house design groups and digital design agencies though the case studies of five Korean companies; and (3) develop a taxonomy characterizing four roles of designers in conjunction with the levels of their strategic contributions to internet service innovation: visualist, solution provider, concept generator, and service initiator. In addition, we demonstrate the growing contributions of the strategic use of design for innovating internet services, building robust brand equity, and increasing business performance. Keywords: Design Management; Internet Business; Internet Service Design; Digital Design; Digital Design Agency; In-House Design Group, Case Study</p

    Foreign objects? Web content management systems, journalistic cultures and the ontology of software

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    Research on ‘digital’ journalism has focused largely on online news, with comparatively less interest in the longer-term implications of software and computational technologies. Drawing upon a six-year study of the Toronto Star, this paper provides an account of TOPS, an in-house web content management system (CMS) which served as the backbone of thestar.com for six years. For some, TOPS was a successful software innovation, while for others, a strategic digital ‘property’. But for most journalists, it was slow, deficient in functionality, aesthetically unappealing and cumbersome. Although several organizational factors can explain TOPS’ obstinacy, I argue for particular attention to the complex ontology of software. Based on an outline of this ontology, I suggest software be taken seriously as an object of journalism, which implies: acknowledging its partial autonomy from human use or authorization; accounting for its ability to mutate indefinitely; and analyzing its capacity to encourage forms of ‘computational thinking

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Technical Debt: An empirical investigation of its harmfulness and on management strategies in industry

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    Background: In order to survive in today\u27s fast-growing and ever fast-changing business environment, software companies need to continuously deliver customer value, both from a short- and long-term perspective. However, the consequences of potential long-term and far-reaching negative effects of shortcuts and quick fixes made during the software development lifecycle, described as Technical Debt (TD), can impede the software development process.Objective: The overarching goal of this Ph.D. thesis is twofold. The first goal is to empirically study and understand in what way and to what extent, TD influences today’s software development work, specifically with the intention to provide more quantitative insight into the field. Second, to understand which different initiatives can reduce the negative effects of TD and also which factors are important to consider when implementing such initiatives.Method: To achieve the objectives, a combination of both quantitative and qualitative research methodologies are used, including interviews, surveys, a systematic literature review, a longitudinal study, analysis of documents, correlation analysis, and statistical tests. In seven of the eleven studies included in this Ph.D. thesis, a combination of multiple research methods are used to achieve high validity.Results: We present results showing that software suffering from TD will cause various negative effects on both the software and the developing process. These negative effects are illustrated from a technical, financial, and a developer’s working situational perspective. These studies also identify several initiatives that can be undertaken in order to reduce the negative effects of TD.Conclusion: The results show that software developers report that they waste 23% of their working time due to experiencing TD and that TD required them to perform additional time-consuming work activities. This study also shows that, compared to all types of TD, architectural TD has the greatest negative impact on daily software development work and that TD has negative effects on several different software quality attributes. Further, the results show that TD reduces developer morale. Moreover, the findings show that intentionally introducing TD in startup companies can allow the startups to cut development time, enabling faster feedback and increased revenue, preserve resources, and decrease risk and thereby contribute to beneficial\ua0effects. This study also identifies several initiatives that can be undertaken in order to reduce the negative effects of TD, such as the introduction of a tracking process where the TD items are introduced in an official backlog. The finding also indicates that there is an unfulfilled potential regarding how managers can influence the manner in which software practitioners address TD

    Strategies for integrating literacy into a science classroom

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    A science reading course offers opportunities for students to develop their scientific literacy by delving into current topics in science through reading and writing. Due to the nature of the course, students could be enrolled for one semester or for the whole year. Through differentiation, Science Reading is accessible for a variety learning and interest levels. This creative component lays the groundwork for the development of a science reading course by providing examples of topics, methods, lesson activities, and assessments that could be incorporated into a Science Reading curriculum. The project recognizes the resources that are available to educators and includes a series of ideas or starting points for others to develop their own units or courses that embrace literacy in the science classroom

    Building Skills and Alliances to Meet Demand in New Jersey's Labor Market

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    This summary report examines the Ready for the Job initiatve, which profiled the skill and occupational requirements of 73 occupations in New Jersey. This report highlights four cross-industry demand skills: math and technology skills, problem solving and critical skills, communication and teamwork skills, and entrepreneurship and business skills

    Alternative designs for product component integration

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    Title from cover. "April, 1998."Includes bibliographical references (p. 26-27).by Nancy Staudenmayer & Michael Cusumano

    Software development process mining: discovery, conformance checking and enhancement

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    Context. Modern software projects require the proper allocation of human, technical and financial resources. Very often, project managers make decisions supported only by their personal experience, intuition or simply by mirroring activities performed by others in similar contexts. Most attempts to avoid such practices use models based on lines of code, cyclomatic complexity or effort estimators, thus commonly supported by software repositories which are known to contain several flaws. Objective. Demonstrate the usefulness of process data and mining methods to enhance the software development practices, by assessing efficiency and unveil unknown process insights, thus contributing to the creation of novel models within the software development analytics realm. Method. We mined the development process fragments of multiple developers in three different scenarios by collecting Integrated Development Environment (IDE) events during their development sessions. Furthermore, we used process and text mining to discovery developers’ workflows and their fingerprints, respectively. Results. We discovered and modeled with good quality developers’ processes during programming sessions based on events extracted from their IDEs. We unveiled insights from coding practices in distinct refactoring tasks, built accurate software complexity forecast models based only on process metrics and setup a method for characterizing coherently developers’ behaviors. The latter may ultimately lead to the creation of a catalog of software development process smells. Conclusions. Our approach is agnostic to programming languages, geographic location or development practices, making it suitable for challenging contexts such as in modern global software development projects using either traditional IDEs or sophisticated low/no code platforms.Contexto. Projetos de software modernos requerem a correta alocação de recursos humanos, técnicos e financeiros. Frequentemente, os gestores de projeto tomam decisões suportadas apenas na sua própria experiência, intuição ou simplesmente espelhando atividades executadas por terceiros em contextos similares. As tentativas para evitar tais práticas baseiam-se em modelos que usam linhas de código, a complexidade ciclomática ou em estimativas de esforço, sendo estes tradicionalmente suportados por repositórios de software conhecidos por conterem várias limitações. Objetivo. Demonstrar a utilidade dos dados de processo e respetivos métodos de análise na melhoria das práticas de desenvolvimento de software, colocando o foco na análise da eficiência e revelando aspetos dos processos até então desconhecidos, contribuindo para a criação de novos modelos no contexto de análises avançadas para o desenvolvimento de software. Método. Explorámos os fragmentos de processo de vários programadores em três cenários diferentes, recolhendo eventos durante as suas sessões de desenvolvimento no IDE. Adicionalmente, usámos métodos de descoberta e análise de processos e texto no sentido de modelar o fluxo de trabalho dos programadores e as suas características individuais, respetivamente. Resultados. Descobrimos e modelámos com boa qualidade os processos dos programadores durante as suas sessões de trabalho, usando eventos provenientes dos seus IDEs. Revelámos factos desconhecidos sobre práticas de refabricação, construímos modelos de previsão da complexidade ciclomática usando apenas métricas de processo e criámos um método para caracterizar coerentemente os comportamentos dos programadores. Este último, pode levar à criação de um catálogo de boas/más práticas no processo de desenvolvimento de software. Conclusões. A nossa abordagem é agnóstica em termos de linguagens de programação, localização geográfica ou prática de desenvolvimento, tornando-a aplicável em contextos complexos tal como em projetos modernos de desenvolvimento global que utilizam tanto os IDEs tradicionais como as atuais e sofisticadas plataformas "low/no code"

    On Metrics for Location-Aware Games

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    Metrics are important and well-known tools to measure users’ behavior in games, and gameplay in general. Particularities of location-aware games—a class of games where the player’s location plays a central role-demand specific support in metrics to adequately address the spatio-temporal features such games exhibit. In this article, we analyse and discuss how existing game analytics platforms address the spatio-temporal features of location-aware games. Our analysis reveals that little support is available. Next, based on the analysis, we propose a classification of spatial metrics, embedded in existing literature, and discuss three types of spatial metrics-point-, trajectory- and area-based metrics-, and elaborate examples and difficulties. Finally, we discuss how spatial metrics may be deployed to improve gameplay in location-aware games
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