13 research outputs found

    Collaborative coding in the cloud : providing a paradigm shift to the way software development is achieved in environments of the future

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    University of Technology, Sydney. Faculty of Engineering and Information Technology.This research aims to address a number of challenges surrounding traditional software development practices, including the need for team transparency, synergy between project components and developers who are weighed down by desktop based environments. A cloud computing model is discussed, including a hypothesis on the required platform to solve many of these challenges. A number of previous research agendas are raised; including extensions to the JEdit and Eclipse IDEs, purpose built collaborative platforms, and an IDE that operates on a mobile device. Two cases studies around Google Wave and Mozilla Bespin are raised, and how industry leaders are addressing these challenges. Through a qualitative survey, the needs of a developer and perceptions behind cloud computing are raised with a discrete range of industry professionals. A proposed model is provided, which aims at borrowing concepts traditionally found in social networking yet applies them toward a software development context, and highlights a number of recommendations for success. A research subset is then chosen to provide a technical implementation of a Google Wave agent, aimed at assisting distributed teams with cross communication and autonomous up-skill. Finally, the research outcome answers the question of whether an IDE can be deployed within cloud based architectures and be adopted by the software development community. Given the infancy of the platform, the research outcome finds that immediate deployment of the proposed platform cannot be realized, and that researchers are dependent on platform maturity before successful deployment and adoption can be achieved. The overall research provides a number of future research directions, including reassessment of the philosophy proposed throughout this research, implementation of the proposed framework, or improvements focused on the communication and collaboration agent developed. The research fulfills a number of research areas required in the arenas of communication and collaboration among the software engineering community

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

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    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    Web 2.0 for social learning in higher education

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    VC HR - Eine transaktionskostentheoretische Diskussion personalwirtschaftlich relevanter Virtual Communities

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    Virtual Communities repräsentieren in unterschiedlichen Ausprägungen die zeitgemäße webbasierte und dialogorientierte Kommunikation. Sie existieren auch in personalwirtschaftlichen Anwendungsfeldern, insbesondere in der Personalbeschaffung, der Personalentwicklung, der Personalführung und der Arbeitsorganisation sowie im Kontext der Arbeitsbeziehungen. Die vorliegende Arbeit gibt einen systematischen Überblick über den Forschungsstand und erörtert die Transaktionskostenvorteile und -nachteile idealtypischer personalwirtschaftlich-relevanter Virtual Communities. Die Arbeit bietet Anhaltspunkte für eine zielgerichtete weitere (Trend-)Forschung sowie für die erfolgreiche Gestaltung von Virtual Communities als einer spezifischen Form webbasierter Personalinformationssysteme.Virtual Communities represent a variety of common web-based and dialogue-oriented communication applications. Beside other application areas, Virtual Communities also exist in the field of human resource (HR) management, in particular in HR-recruitment, HR-development, HR-leadership, and HR-organization transactions. Beyond, Virtual Communities exist in the context of industrial relations. This book proposes a systematic overview of the state of the research and discusses transaction cost advantages and disadvantages of characteristic HR-relevant Virtual Communities. It offers reference points for further specific research as well as for the design of Virtual Communities as a particular kind of HR Information System

    VC HR - Eine transaktionskostentheoretische Diskussion personalwirtschaftlich relevanter Virtual Communities

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    Virtual Communities repräsentieren in unterschiedlichen Ausprägungen die zeitgemäße webbasierte und dialogorientierte Kommunikation. Sie existieren auch in personalwirtschaftlichen Anwendungsfeldern, insbesondere in der Personalbeschaffung, der Personalentwicklung, der Personalführung und der Arbeitsorganisation sowie im Kontext der Arbeitsbeziehungen. Die vorliegende Arbeit gibt einen systematischen Überblick über den Forschungsstand und erörtert die Transaktionskostenvorteile und -nachteile idealtypischer personalwirtschaftlich-relevanter Virtual Communities. Die Arbeit bietet Anhaltspunkte für eine zielgerichtete weitere (Trend-)Forschung sowie für die erfolgreiche Gestaltung von Virtual Communities als einer spezifischen Form webbasierter Personalinformationssysteme. Aus dem Inhalt: Virtual Communities: Kategorisierung, Gestaltung, Forschung Bestand personalwirtschaftlich-relevanter Virtual Communities Transaktionskostentheoretische Diskussion Anke Diederichsen studierte an der Universität Paderborn International Business Studies mit dem Schwerpunkt International Management und ab-solvierte ein Auslandsemester an der Ewha-Woman\u27s University, Seoul, Südkorea. Nach dem Studium arbeitete und promovierte sie bei Prof. Dr. Stefan Strohmeier am Lehrstuhl für Betriebswirtschaftslehre, insbesondere Management Informationssystem, der Universität des Saarlandes.VCHR - A transaction-cost-theoretical discussion on Human Resource-relevant Virtual Communities Virtual Communities represent a variety of common web-based and dialogue-oriented communication applications. Beside other application areas, Virtual Communities also exist in the field of human resource (HR) management, in particular in HR-recruitment, HR-development, HR-leadership, and HR-organization transactions. Beyond, Virtual Communities exist in the context of industrial relations. This book proposes a systematic overview of the state of the research and discusses transaction cost advantages and disadvantages of characteristic HR-relevant Virtual Communities. It offers reference points for further specific research as well as for the design of Virtual Communities as a particular kind of HR Information System. VCHR - Une discussion des communautés virtuelles ayant un impact sur la gestion des ressources humaines basée sur la théorie économique des coûts de transaction Les communautés virtuelles sont des applications de communication sur internet qui supportent le dialogue et qui existent sous différentes formes. À côté d\u27autres domaines d\u27utilisations, les communautés virtuelles sont employées pour faire avancer la gestion des ressources humaines. En particulier, elles supportent la recherche de personnel, le développement et l\u27encadrement du personnel, l\u27organisation du travail et aussi les relations de travail. Ce livre donne une vue synoptique de l\u27état actuel de la recherche et discute les avantages et inconvénients en terme de coûts de transaction des communautés virtuelles spécifiques dans le contexte des ressources humaines. Il offre des points de repères pour de futures recherches ciblées ainsi que pour la conception pertinente et la mise en place de communautés virtuelles en tant que systèmes d\u27information des ressources humaines sur Internet

    Customer co-creation in innovations : a protocol for innovating with end users

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    The transition into the information revolution or age has made it possible for consumers and users to interfere in the conceptualization, design, production and sales processes of firms. Consumers and users can express their needs in more direct way to producing firms, they have access to the way products and services are made, and last but not least, have access to information on competing products and services that even producers don’t know about. Consumers have become more knowledgeable and are therefore capable of designing and producing their own products and services. The success of innovations or new product and service development is highly dependent on whether they take in consideration the needs and demands of potential users and consumers. In other words, a market orientation is essential for the success of an innovation. Firms would therefore welcome the idea of consumers and users expressing their demands and probably appreciate consumers who want to participate in the new product or service development, because they would have immediate feedback on the potential success of the innovation. Question is, however, how to achieve this and how to successfully co-create with customers in the innovation process. This design research addresses customer co-creation in innovations for product and service industries. It addresses how firms should successfully activate customers or users and what process they should follow, i.e. the kind of customers or users to involve, the tools and techniques to apply, and procedures to be followed. It develops the appropriate interventions for this in a Customer Co-Creation in Innovations (3CI) - Protocol. The nature of this research is prescriptive, based on the Design Science principles, aiming to design a solution for firms that are interested in the co-creation role that customers can play in their organizations regarding innovations. The research results in a protocol which organizations that want to co-create with customers in their innovation process, can use or apply, to effectively co-create with these customers. Effectively in this sense means that the customer input will be of added value to the innovation, resulting in the outcome that the organization succeeds in bringing the innovation into the market or in use. This doesn’t necessarily mean that the innovation will be a commercial success, because this success depends on more and other factors than just customer co-creation. But, in this context customer co-creation gives the organization the necessary confirmation that the innovation fits needs and demands in the market, and thus leads to a higher adaptation than one should expect when not co-creating with customers. There is an abundance of literature that argue the benefits of involving customers in the innovation process, while other address the issue of which customers to involve, so, the research focuses itself on best practices, experiments, and such to develop this protocol. This has been accomplished by studying the diverse modes or appearances of customer involvement in product or service development, such as market research, empathic design, user-centered design, co-design, mass customization, user innovation, open source software development, user generated content, crowdsourcing, and customer co-creation. Although there is a lot of overlap and similarities among these modes of involvement, there are also many differences, indicating that customer co-creation in innovations is contingent on many factors and aspects. To reduce the confusion, a construct of customer co-creation in innovations has been developed, which has been defined as the process where product manufacturers and/or service providers actively engage with their end users or customers in (parts or phases of) innovation projects to jointly perform innovation activities and co-create value, with the aim of increasing effectiveness and efficiency of the innovation process. Effectiveness refers to (1) the result of meeting users’ and customers’ needs and demands in a better way; and (2) increasing customer loyalty. Efficiency refers to (1) the reduction of research and development costs; and (2) the reduction of development time. And to analyze differences and similarities so that the appropriate design propositions can stated, a 3CI framework was developed, covering the following topics: (1) how to determine whether a firm can co-create with its customers in innovations, which are the so called context conditions; (2) how to identify, select, and motivate potential customers to participate in customer-open innovations; (3) how to engage and involve these customers in the innovation process in an effective and efficient way, the process, procedures and methods one can follow, the tools one can use to accomplish this. With this framework the practice of customer co-creation was analyzed by means of five case studies, in which two of them, the author was an actor in designing and executing the process of co-creation. The cases, selected for their diversity, reveal the opportunities and challenges of customer-inclusive innovation. Customer involvement was at least a partial success in all cases. At the same time, it was never a ‘silver bullet’ to permanently transform the way the company worked. 3CI seems to be capable to support both incidental and repeating innovation initiatives of a firm. Another observation is that, whether a B2B or B2C type of firm, a manufacturer or service provider, small or large firms, all seem to be capable of and suited for 3CI. Common in all cases, however, is that the organization’s offerings and markets should be heterogeneous, thereby containing opportunities to either develop line extensions or really novel (radical) offerings. The technology base of the organization, however, does not seem to be a prerequisite. Another theme cutting across the cases is the nature of an ‘innovation community’, where users test, experiment with and modify or enhance existing prototypes and products, paving the roadway to innovation. As for the relationship between innovation type and type of customer, the cases undoubtedly demonstrate that ‘ordinary’ users can provide useful input to develop radical or novel innovations. The cases also demonstrate that nearly all innovation activities can be conducted by co-creating with customers, including needs assessment, ideation, the screening of ideas or concepts, concept testing, design and development, the commercialization of the innovation and even the re-innovation or use stage. So, although one could get the idea of 3CI being of particular interest in the front end of an innovation stage, we see that in all later stages 3CI can be beneficial as well. Typical across all cases is also the contingency of the channel of involvement (online versus face-to-face) with the amount of customers involved, which we have typed as the degree of openness. The more people are involved, the more open (no secrecy) the co-creation is and the more the involvement is obtained through the online channel, either with communities or on an open call. Conversely, the less participants, the more secrecy is needed and the sooner the physical presence or offline participation seems to be imminent in participation. Finally, regarding the use of tools it can be concluded that sophisticated methods for customer co-creation are a complement rather than the sole source of user information. More important seems to be the occurrence of a dialogue between firm and participating customers, implying that the quality of the interaction depends on mutual trust, appreciation, commitment and equality. Tools that support this dialogue, such as the ZMET¿, OBR, or similar techniques, seem to be important to assure effective and efficient contribution from customers. Subsequently, the design process was conducted, first by defining 16 design requirements for the protocol – subdivided in functional and use requirements, and design restrictions and boundary conditions – followed by the development of the design propositions. A grand total of 28 design propositions have been identified, regarding the context of 3CI (10 propositions), the customer requirements (10 propositions) and process (8 propositions). The context propositions reflected the context decisions to be made, i.e. the appropriate strategy, the suitability of the firm’s market, the initiator for the co-creation (firm or customer), and the type of innovation (incremental vs. radical, open vs. closed mode). Wherever appropriate we have also reviewed the appropriate methods, tools and techniques for the best implementation of the interventions. These are the first decisions the firm has to make when undertaking the 3CI Journey. Only when these decisions are made a next step, i.e. determining which customer requirements are appropriate, can be made. It has been argued that any organization can co-create with its customers in innovations, provided that they adopt and maintain a market oriented strategy, along with the necessary tools, space, freedom and transparency for customers to participate. Customer co-creation leads to at least effective incremental innovations, but when the organization applies Customer Knowledge Methods it increases the chance for an effective radical innovation. If secrecy is required, a closed mode approach of co-creation can be followed, entailing that a minimum amount and diversity of external participants are involved, provided that there is a clear scope of innovation objectives and the market it is intended for. Finally, organizations can either rely on customer-initiated ideas or initiate an innovation itself. In the first approach the organization is recommended to create and maintain a customer community, which can be observed and interacted with to elicit the customers’ ideas. The 10 customer design propositions deal with the type of customers to co-create with in innovations and the available interventions to engage with and maintain involvement from the selected participants. We have argued that all (potential) customers are eligible to participate, as long as they have a certain use experience with the product, service or category of innovation. Only in the case of a radical innovation, the company can choose to add some lead users in order to increase the chance of generating really novel ideas or concepts. To find these lead users, the company can make an appeal on the customer community, since lead users are usually known in communities. In order to benefit in the best way from the participating ordinary and lead users, the company should select them on the basis of their willingness to participate. On top of that, participants should be trained or educated in the tools, techniques and methods that are applied during their involvement. To prevent a decrease of intrinsic motivation with participants, companies have to be very prudent with the promise and administering of financial rewards. Rewards can be given, but preferably unexpected and contingent on task complexity and performance demonstrated by the participant. Depending on the channel of involvement, a minimum of 15 to an undetermined maximum of participants is possible, provided that the company reserves sufficient resources to handle the amount of participants. To our initial 20 design propositions we have added an additional 8 design propositions regarding the process of co-creation. We have seen that all innovation stages are suited to co-create with customers. For the appropriate activities in which these customers can contribute we have developed a table depicting activities and contributions per innovation stage. Co-creation can take place in one, more or all stages; to receive the most benefit, customers should be involved as early as possible in the innovation process. To prevent loss of attention, de-motivation and premature abandonment, we have proposed to change participants with ongoing activities; relying on the same customers in all stages can result in ‘myopic’ results. Both online and offline co-creation are possible, depending on openness, amount of participants and available resources. If participation is online, we recommend applying crowdsourcing methods and techniques, preferably within the customer community. To support an effective communication, we finally proposed to use metaphor or analogy based ‘language’ and to treat the participants as if they were team members. Through scrutinizing and analyzing the 28 design propositions in relation to one another and some pre-defined design requirements, we have identified four main routes – metaphorically named the dreamcatcher, contest, touchstone and employment route – that a company can follow when aiming to co-create with customers in the innovation process. The dreamcatcher route appeals on a user community – existing or yet to be created, preferably online, but with a physical possibility – where existing products, services or platforms are used, reviewed and discussed by customers. The company observes and participates in this discussion through a dialogue, possibly also moderating the community. Opportunities are identified by the company and translated into innovation projects by the company, in which customers again can participate. In the contest route the company can pose users with a specific question or request, a challenge, for which they are expected to think of a solution, of which typically one, or a limited amount of solutions are eligible. The intention is to specifically involve the customer in the front end of the innovation, because the company does not know or is not aware yet of customer needs and wants, or the intended product or service requirements. Customer input is then required in the first stage (Conception), but is not necessary excluded in later stages, where customers can test prototypes, assist in the commercialization and the re-innovation. In the touchstone route the company can decide to co-create with customers in any, arbitrary stage or activity of the innovation process, a sort of a one off. In such a case, the company usually has already identified the opportunities, the innovation project and its goals. Customer co-creation is opportune to verify assumptions, fill in details, and provide additional, not thought of product or service requirements. Of course it is possible to co-create with the customer in more than one activity, but this approach is seen as discrete co-creation activities to support just that particular and specific stage, in which the co-creation is required, usually in the implementation stage and thereafter. Finally, in the employment route the company can integrate one or more (limited amount of) customers in the innovation project, e.g. by temporarily employing them. This approach is of particular interest in idea generation, design and development activities, i.e. the Conception and Implementation stage, but later stages aren’t excluded. We can see this approach applied in customized projects, where it is the intention to create something for a specific set of customers or segment. This can be on request by the customer or because the company has discovered an unfulfilled or unattended set of needs with these customers, e.g. through dreamcatching. To decide which route(s) is or are appropriate we have discussed some premises and considerations – objectives for co-creation, stages and contributions for co-creation, type and openness of innovation – that a company has to assess systematically. Each route was elaborated on, providing preparation steps and do’s and don’ts for an effective and efficient contribution from customers. The four routes are also interrelated and do not exclude one another, but nevertheless provide a company with the optimal approach for 3CI. The 3CI-protocol is therefore a robust, handy guideline for companies to co-create with their customers in innovations. Because of the systematic and rigorous analysis and synthesis of theory and practice, the protocol can be applied in most situations. To test and prove the correctness of this last assertion we validated the design by having it reviewed by some potential users, some experts and some scholars, and to base the conclusion of its validity on the opinions of these reviewers. A total of 25 potential reviewers, both national and international, consisting of product/service developers, co-creation intermediaries, consultants and scholars were approached independently from and ‘blind’ to each other to conduct this review. Ten of them consented in participation; three abandoned the review process prematurely for personal reasons, leaving a total of 7 reviewers that have submitted comments. It was agreed on to enhance the review with a Delphi if responses were very divergent. All reviewers found the protocol useful and helpful for guiding the process of customer co-creation. Comments or critique referred mainly to the readability of the protocol, with the remark that users might lose attention because of the academic reasoning. Some of them provided useful additions to the protocol in order to enhance the readability. Also, suggestions were made to promote the protocol to practice, for instance by publishing it via a community and a management book. The comments did not contain divergent viewpoints on the subject, the design and its content, so the Delphi was left out. Based on these comments and suggestions by the reviewers, we have redesigned the protocol into the 3CI Protocol version 1.0, which can be published as a separate document, detached from this thesis, which all potential users can get hold of and apply without having to acquire a copy of the thesis. We propose to use this protocol to further validate it in practice and giving us feedback on its effectiveness. Our main contribution to research in management and organization has been to develop a comprehensive how-to guideline for practitioners, based on and grounded in a diversity of theory. Therefore, we believe that we have contributed with a design that is applicable in all kind of business and organizational contexts where the interaction with end users is aimed at developing new offerings. However, modesty is also in place, when we observe that this has to be proven, yet. Further research can be aimed at obtaining this proof, while other research could focus on the underlying assumptions, which we named generative mechanisms, of the design

    Information technology and military performance

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Political Science, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 519-544).Militaries have long been eager to adopt the latest technology (IT) in a quest to improve knowledge of and control over the battlefield. At the same time, uncertainty and confusion have remained prominent in actual experience of war. IT usage sometimes improves knowledge, but it sometimes contributes to tactical blunders and misplaced hubris. As militaries invest intensively in IT, they also tend to develop larger headquarters staffs, depend more heavily on planning and intelligence, and employ a larger percentage of personnel in knowledge work rather than physical combat. Both optimists and pessimists about the so-called "revolution in military affairs" have tended to overlook the ways in which IT is profoundly and ambiguously embedded in everyday organizational life. Technocrats embrace IT to "lift the fog of war," but IT often becomes a source of breakdowns, misperception, and politicization. To describe the conditions under which IT usage improves or degrades organizational performance, this dissertation develops the notion of information friction, an aggregate measure of the intensity of organizational struggle to coordinate IT with the operational environment. It articulates hypotheses about how the structure of the external battlefield, internal bureaucratic politics, and patterns of human-computer interaction can either exacerbate or relieve friction, which thus degrades or improves performance. Technological determinism alone cannot account for the increasing complexity and variable performances of information phenomena. Information friction theory is empirically grounded in a participant-observation study of U.S. special operations in Iraq from 2007 to 2008. To test the external validity of insights gained through fieldwork in Iraq, an historical study of the 1940 Battle of Britain examines IT usage in a totally different structural, organizational, and technological context.(cont.) These paired cases show that high information friction, and thus degraded performance, can arise with sophisticated IT, while lower friction and impressive performance can occur with far less sophisticated networks. The social context, not just the quality of technology, makes all the difference. Many shorter examples from recent military history are included to illustrate concepts. This project should be of broad interest to students of organizational knowledge, IT, and military effectiveness.by Jon Randall Lindsay.Ph.D
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