66 research outputs found
DIFFUSION OF CASE: An obstacle race?
This paper provides a conceptual and discussion framework for answering what the obstacles to diffusion of CASE-technology may be. CASE is viewed in a tool-external context and with focus on the negative aspects of CASEtechnology, as the goal is to discuss the obstacles to diffusion of CASE. The paper is mainly based on literature reviews and serves as a point of departure for further empirical research.
Application of CASE-tools has consequences for the individual work process of the systems developers and for the roles of the development team members. These consequences may cause resistance against the use of CASE-tools. Successful use of CASE-tools is also determined by the basic approach to development of software. Moreover CASE-tools influence the communication between developers and end-users. Increased quality of design and productivity of the development process depend on correctly understanding of the requirements, which reflects the quality of this communication.
An important condition of diffusion is solving of the so-called software crisis: lack of productivity and quality increases of software development. Productivity and quality increases necessitate efforts in the initial development phases and better support of the user-developer communication. These are areas, which are not seriously improved by the application of CASE-tools
Documenting emerging practices incl appendices
In the Give&Take project, work package 3 has been the framework for collaborative explorations of sharing communities primarily among seniors through design laboratories and living labs. Senior communities, municipal institutions, NGO’s and their employees in Vienna, Austria and in Frederiksberg, Denmark have been engaged in codesigning and cocreating digital sharing platforms and in exploring and evaluating these platforms and the associated everyday practices in close collaboration with project partners. In this deliverable that consists of (1) a brief overview of emergent practices, (2) three printed magazines that document different aspects of these practices, (3) a workshop game that provides a structured approach for municipalities and others to evaluate the relevance of the Give&Take Platform, (4) an overview of living lab uses cases and (5) video documentation from the 11 living labs established through the project, the outcomes of work package 3 are presented and discussed with an emphasis on how to take the Give&Take platform further beyond the termination of the project
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