27 research outputs found

    The role of emotion, values, and beliefs in the construction of innovative work realities

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    Traditional approaches to requirements elicitation stress systematic and rational analysis and representation of organizational context and system requirements. This paper argues that (1) for an organization, a software system implements a shared vision of a future work reality and that (2) understanding the emotions, feelings, values, beliefs, and interests that drive organizational human action is needed in order to invent the requirements of such a software system. This paper debunks some myths about how organizations transform themselves through the adoption of Information and Communication Technology; describes the concepts of emotion, feeling, value, and belief; and presents some constructionist guidelines for the process of eliciting requirements for a software system that helps an organization to fundamentally change its work patterns.(undefined

    PEArL: a systems approach to demonstrating authenticity in information systems design

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    The process of information systems (IS) design has been dominated by the demands inherent in providing a technical solution to a perceived problem or need. Engineering IS design methods applied in order to satisfy the problem situation tend to have a preoccupation with verifying specifications as being mathematically correct. Diffculties arise when the ideas underpinning verification are extended in an attempt to ā€˜proveā€™ the validity of a proposed design for an IS. A pure engineering approach does not facilitate a response to the subjective elements within social situations, which experience has shown to be essential in demonstrating the pertinence of new designs to those concerned. We suggest that, by applying interpretivist systems ideas, it is possible to support concerned individuals in reflecting upon crucial aspects of the inquiry, enabling those individuals to judge the relevance or ā€˜authenticityā€™ of the learning, according to their own values and beliefs. The elements of participants, engagement, authority, relationships and learning are suggested as being crucial. These make up the mnemonic PEArL, which is offered as an aide-mĆ©moire for those concerned with IS design

    Action in context and context in action: Modelling complexity in multimedia systems development

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    Whereas multimedia systems development (MSD) is inherently complex, and increasingly so, little is known about how multimedia designers manage or cope with this complexity. In particular, little is known about complexity beyond technical and process levels, and how such complexity impacts design activity. In this paper we construct a model of MSD based on the formulation of the broader concept of context complexity. This concept, which subsumes but also transcends technical and process complexity, is used to explain design strategies and their consequences. We identify four design contexts that explain, and are also explained by, complexity. These contexts map out the 'landscape for action' over which design activity takes place. They shape the design environment and the responses taken to it. We use a grounded theory approach to study what designers actually do (as opposed to theorising what they should do). We argue that a better understanding of context determined and context determining strategies better informs interventions aimed at improving MSD design practice. Our main conclusion is that interventions should be directed to those situations where there is a mismatch between the level of complexity in the design context and the level of complexity in the design strategy taken in response to that context. We call these situations 'breakdown' contexts and examine their causes and consequences in greater detail. Our claimed contribution is to broaden the concept of design breakdowns through a specific understanding of the role and impact of (context) complexity in MSD
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