21,003 research outputs found

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

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    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom ValleyÂź (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory

    Practices of physical and digital special effect practices of physical and digital special effects making : an exploration of similarities

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    This paper looks at practices of physical and digital special effects making in the context of the growing use of digital technologies in movie making. It develops a theoretical framework based on LĂ©vi-Strauss's notion of bricolage and applies this framework to direct and indirect sources in order to develop an understanding of the elements and processes that characterize the making of special effects. After discussing the usefulness of bricolage as a perspective for organizational analysis, the paper concludes with the authors' views about the evolution of special effects making practices

    Staging with Objects:Managing Technology Development in the Off-Highway Mobile Hydraulic Industry

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    Transforming the Object in Product Design

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    Product design is a process in which multiple understandings of technology and society are transformed into characteristics of a product, into skills found in the design team, and finally, into scripts that prefigure the use of the technology. Because of its particular concern with mutual transformations of objects, social collectives and subjects, activity theory seems a potentially powerful framework for analyzing the complexity of product design work. I utilize the concepts of motive and object of activity to analyze an innovation process in a small high-tech company. This analysis shows that engagement with the novel objects in the design process led to a significant transformation in the expertise, organization of work and dominant motive of the work community. In theoretical terms, the analysis suggests an alternative to the idea that an activity has one objectified motive which is instantiated in an object in the material world. It may be sensible to analyze product design as poly-motivated and its motives as instantiated in a number of different project-objects

    Developing vocational practice in the jewellery sector through the incubation of a new “project-object”

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    This paper analyses a work placement scheme established to create the conditions to: (i) incubate new designs in the jewellery sector in Birmingham; (ii) support a jewellery company compete more effectively in the global market; (iii) assist a newly qualified graduate jeweller to enter the jewellery sector. It introduces a new theoretical framework based on concepts from: Cultural-Historical Activity Theory-'project-object'; Workplace Learning-'vocational practice'; Philosophy of Mind-'space of reasons'; to analyse individual and organisational contributions to workplace learning in this scheme. It identifies the strategies and tactics used by: (i) the organisations involved with the scheme to facilitate the incubation of the new designs, and (ii) an aspiring jewellery designer to create a new product range. The paper concludes with a discussion of the implications of this conceptual framework for debates in workplace learning about: (i) the 'front-loaded' versus 'practice-based' conceptions of vocational education and (ii) the role of epistemic objects and practices in the development of vocational practice. © 2008 Elsevier Ltd. All rights reserved

    A contingency approach of open innovation intermediaries - the management principles of the "intermediary of the unknown"

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    International audienceResearch has improved our understanding of the managerial challenges inherent in exploratory intermediation. For instance knowledge brokers help to solve well-defined problems based on existing competences. But what if the relevant actor networks are not known, if there is no clear common interest, or if there are only ill-defined, wicked problems and no legitimate common place where they can be discussed? The aim of this paper is to explore these management principles for intermediation of the unknown. Can intermediaries be active when the degree of unknown is high? And if so, what can they do and how can they manage and drive collective innovation? We first build on a review of the literature to highlight common core functions of the different types of intermediaries. Then, we introduce the "degree of unknown" as a new dimension for analyzing the role of intermediaries, and we discuss whether the core functions of the intermediary could be fulfilled when the degree of unknown is very high. Our analysis is based on four different empirical case studies in Sweden, France, and Germany where these functions have been tackled in particular because of the low level of pre-existing knowledge. We describe the managerial challenges these intermediaries face in the unknown and we demonstrate examples of how they have been handled. We conclude by discussing the theoretical and empirical perspectives raised by this work. The paper contributes to the theory of innovation intermediaries by exploring the properties of a form of intermediary for which the degree of unknown is a key contingency variable, and describes management principles for such intermediaries. In this way we characterize a new role -the "intermediary of the unknown" - that may be well spread in practice but scarcely analysed in the literature
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