24 research outputs found

    IGV short scale to assess implicit value of visualizations through explicit interaction

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    This paper reports the assessment of the infographics-value (IGV) short scale, designed to measure the value in the use of infographics. The scale was made to assess the implicit quality dimensions of infographics. These dimensions were experienced during the execution of tasks in a contextualized scenario. Users were asked to retrieve a piece of information by explicitly interacting with the infographics. After usage, they were asked to rate quality dimensions of infographics, namely, usefulness, intuitiveness, clarity, informativity, and beauty; the overall value perceived from interacting with infographics was also included in the survey. Each quality dimension was coded as a six-point rating scale item, with overall value included. The proposed IGV short scale model was validated with 650 people. Our analysis confirmed that all considered dimensions in our scale were independently significant and contributed to assessing the implicit value of infographics. The IGV short scale is a lightweight but exhaustive tool to rapidly assess the implicit value of an explicit interaction with infographics in daily tasks, where value in use is crucial to measuring the situated effectiveness of visual tools

    3D printing objects as knowledge artifacts for a do-it-yourself approach in clinical practice: A questionnaire-based user study in the orthopaedics domain

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    Purpose: The purpose of this paper is to investigate the phenomenon of the digital do-it-yourself (DiDIY) in the medical domain. In particular, the main contribution of the paper is the analysis and discussion of a questionnaire-based user study focused on 3D printing (3DP) technology, which was conducted among clinicians of one of the most important research hospital group in Lombardy, Italy. Design/methodology/approach: A general reflection on the notion of knowledge artifacts (KAs) and on the use of 3DP in medicine is followed by the research questions and by a more detailed analysis of the specialist literature on the usage of 3DP technology for diagnostic, training and surgical planning activities for clinicians and patients. The questionnaire-based user study design is then emerging from the conceptual framework for DiDIY in healthcare. To help focus on the main actors and assets composing the 3DP innovation roles in healthcare, the authors model: the DiDIY-er as the main initiator of the practice innovation; the available technology allowing the envisioning of new practices; the specific activities gaining benefits from the innovative techniques introduced; and the knowledge community continuously supporting and evolving knowledge practices. Findings: The authors discuss the results of the user study in the light of the four main components of our DiDIY framework and on the notion of KA. There are differences between high expertise, or senior, medical doctors (MDs) and relatively lower expertise MDs, or younger MDs, regarding the willing to acquire 3DP competences; those who have seen other colleagues using 3DP are significantly more in favor of 3DP adoption in medical practices, and those who wish to acquire 3DP competence and do-by-themselves are significantly more interested in the making of custom-made patient-specific tools, such as cutting guides and templates; there are many recurrent themes regarding how 3DP usage and application may improve medical practice. In each of the free-text questions, there were comments regarding the impact of 3DP on medical knowledge practices, such as surgical rehearsal, surgery, pathology comprehension, patient-physician communication and teaching. Originality/value: The 3DP adoption in healthcare is seen favorably and advocated by most of the respondents. In this domain, 3DP objects can be considered KAs legitimately. They can support knowledgeable practices, promote knowledge sharing and circulation in the healthcare community, as well as contribute to their improvement by the introduction of a new DiDIY mindset in the everyday work of MDs

    Trading off between control and autonomy: a narrative review around de-design

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    In this work, we provide an overview of contemporary perspectives of design that may challenge the traditional design of IT and socio-technical systems. Our starting metaphor is that of \u2018wicked problems\u2019, where the singularity, incompleteness and intrinsic uncertainty of real world settings foregrounds how the worldview that designers offer to practitioners may be optimal in theory but useless in practice. To go beyond traditional notions of design and designer, we intercepted insights coming from minoritarian voices in both theoretic and practice-based design fields. \u2018De-design\u2019 is a term we coined to encompass this wide spectrum of approaches that make more resilient and sustainable information artifact, de-emphasize design as a theoretical construct, and reconsider practice as the leading principle of digital innovation. This paper is a narrative review of voices in an extensive array of fields: from Information Systems to Human-Computer Interaction, from End-User Development to Critical Design, from Software Design to Design Studies. Our contribution retraces the motivational roots of de-design and tries to characterise de-design by filling relational gaps between disparate approaches and by bringing them back to IT and socio-technical design, to make digital artifacts sustainable in all of the new environmental, organisational and cultural spaces near to come

    Fitness of business models for digital collaborative platforms in clusters: A case study

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    This paper investigates the role of business models for exploiting digital options within digital clusters (that are clusters where collaboration is IT-dependent). To this aim, this research focuses on digital platforms, a specific IT artifact supporting an inter-organizational system (IOS), which finds a typical application domain in clusters of enterprises. Thus, the paper first discusses the theoretical background and presents a literature review that has been used to set up a framework for analyzing the factors influencing the exploitation of digital platforms at cluster level. The framework is developed through a Design Science Research (DSR) methodology whose empirical ground will be represented by a cluster of more than a hundred of manufacturing small-medium enterprises. An exploratory case study is then discussed in this paper, meant to represent the early stages of application of the DSR method

    “Simplifying” digital complexity? a socio-technical perspective:editorial introduction to issue 33 of CSIMQ

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    Abstract This thematic issue of four papers focuses on the importance of a socio-technical perspective in research and practice. A socio-technical perspective sees an organization as a combination of two components — a social and a technical one. The real pattern of behavior in the organization is determined by how well these parts fit each other. While analyzing system problems of getting things done, adequate consideration should be given to technology as well as informal and formal interactions of people with the technology as well as with other people using the technology. The papers in this issue present the sociotechnical perspective as a lens enabling researchers and practitioners to simplify the digital complexity in the socio-technical context
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