|
DESRIST 2008 Doctoral Consortium – May 7,
2008 (Georgia State) Supported by National Science
Foundation and Pennsylvania State University |
PE00: Doctoral Consortium (8:30 am – 5:30 pm)
Chairs:
Sandeep Purao (Penn State University)
Ying Zhu (Georgia State University)
Faculty
Mentors
Carliss Baldwin (Harvard Business School)
Al Hevner (University of South Florida)
Jan Pries-Heje (Roskilde University, Denmark)
Brian Smith (Penn State University)
Veda
Storey (Georgia State University)
The Animated Work Environment: A Vision for Working Life in a
Digital Society, Henrique Houayek (Clemson University)
Abstract Dramatic transformations in the nature, place and
organization of working life in the United States suggest a redesign of the
work environment as a socially and technologically responsive system occupying
both home and office. Emerging characteristics for new ways of labor are
defined less by standardized behavior and more by multiple shared group
activities with information exchange and human interaction. Work activities
have become more than just the completion of specific tasks; instead, these are
now characterized by an overlapping process of work, study, and leisure.
In
response to these conditions, our transdisciplinary team (from Architecture,
Robotics, Sociology and Human Factors Psychology) asks: (1) How can Intelligent
Systems, Information Technology and Robotics become design elements in the
creation of work environments? (2) How to design technological spaces
supporting positive human interaction? (3) What are the metrics to evaluate
such a project?
Our
ÒAnimated Work EnvironmentÓ [AWE] is an environment-as-responsive-robot: an
articulated, programmable, interior environment accommodating a range of
digital technologies that facilitates productivity, connectedness and
innovation across fluid assemblages of people working with printed and digital
materials in a variety of locations and settings. AWE sits technologically at
the interface between computer technology, robotics, and architectural design,
where the physical environment is also subject to manipulation. The AWE project
involves designing, prototyping, demonstrating and evaluating a fully
operational workspace which uses robotic components to achieve certain levels
of responsiveness and adaptation to support different work configurations.
In
developing AWE, the team investigates why, how and what computing possibilities
and robotics can contribute to work spaces towards generating a new vision for
working life in a digital society. Our research is in part inspired by William
MitchellÕs vision that our buildings will ÒbecomeÉmore like us. We will
continually interact with them, and increasingly think of them as robots for
living in.Ó Featuring a continuous, morphing surface controlled by a user-friendly
interface, AWE is characterized as adaptive and robust when applied to a range
of work activities and working populations currently not accommodated by
robotics, architecture or interface-design alone. The AWE prototype can
reasonably be expanded to the scale of a room having walls and ceiling altered
in response to usersÕ demands or environmental stimuli.
The effectiveness and continuity of
enterprise architecture, Marlies van Steenbergen (Sogeti Netherlands and
Utrecht University)
Abstract Research
question. The topic of the Ph.D.
research is the effectiveness and continuity of enterprise architecture in the
field of Information Systems. Enterprise architecture, the application of
principles and models to guide the design and realization of processes,
information systems and technological infrastructure, is seen by many as a
means to make complexity in IS manageable. For this promise to come true, sound
architectural practices, by which we mean the whole of activities,
responsibilities and actors involved in the development and application of
enterprise architecture, have to be implemented. We aim to answer the question
ÒHow can architectural practices achieve effectiveness and continuity?Ó. This
is translated into the following sub-questions: (1) What goals, tasks and
responsibilities is the architecture practice comprised of? (2) Do different
types of organizations require different approaches to the architecture
practice? (3) How can the effectiveness of the architecture practice be measured?
(4) What factors provide continuity of the architecture practice for various
types of organizations? and (5) What kinds of interventions lead to
improvements in architecture effectiveness?
Methodology and results so far. A mixed method approach is adopted, including design
research, case studies, action research, and surveys. Design research is
applied in the development of instruments to measure various aspects of
architectural practices. The instruments are tested and refined in one or more
case studies. They are applied to conduct an in-depth action research study of
the architecture practice within a multinational financial institution. A
survey will be done to complement this in-depth insight with an overview of the
state of architecture maturity over many organizations.
Thus far, design research has been conducted
delivering two instruments: the Architecture Maturity Matrix and the
Architecture Effectiveness Model. A case study exploring the relationship
between organizational aspects, architecture maturity and architecture
effectiveness is in progress. The action research in architecture practice is
in the initiating stage.
Learning Profiles from User
Interactions, Pelin
Atahan (The University of
Texas at Dallas)
Abstract Personalization and recommendation systems play an
important role in online business settings. They increase customer retention and loyalty by providing
enhanced personalized services, and improve the profitability of firms by
deploying targeted marketing strategies and exploiting cross-sell and up-sell
opportunities. An important determinant of the performance of these systems is
the reliability of the user profile available to the system. Prior research on
learning user profiles has focused on learning sets of terms (i.e., feature
vectors) that best describe documents or web pages liked by a user. However,
such profiles are not particularly useful in identifying products and services
that a firm should advertise to its users. Profiles consisting of demographic,
psychographic, and behavioral characteristics of users are more relevant for
such purposes.
We develop a technique that a firm can use to
implicitly learn such a profile based on a userÕs web traversals. We compare
the proposed modelÕs performance with well-accepted classification techniques
using real-world data on sites visited by users. We find that the performance
of the proposed model is as good as, and often better than, other established
classification techniques.
We then extend our analysis to show how a firm can expedite
learning a userÕs profile by dynamically determining the set of links to be
made available to the user, referred to as the offer set, at each interaction. We refer to this learning
approach as active profile learning.
The set of links that is more informative in terms of inferring the profile
attribute values are determined and made available to the user at each page. We
present a technique for determining the optimal offer set for each page visited
by the user. We also develop a heuristic approach to determine the offer sets
in an efficient manner for when the number of potential offer sets to evaluate
are large.
A Conceptual Modeling Method to Use
Agents in Systems Analysis,
Kafui Monu (University
of British Columbia)
Abstract There
are many system analysis and design methodologies that represent events and
processes. However, none include or analyse the assumptions behind the
processes or the context of the events. It has been proposed that the
conceptual agent may act as a new concept that system analysts can use to
better represent the domain. Unfortunately, there is much confusion about how
agents interact, and the mechanism of their behaviour.
We propose that by conceptualizing the agent as a feedback system, that
a new system analysis methodology, called the conceptual agent model (CAM)
methodology, can be developed. We propose that this new methodology will be
able to aid modellers in explaining the processes in a domain and why certain
events occur in a domain. However, we must not only develop this design
artifact but also test it. To create the methodology and validate it we divide
our proposed study into three essays which will: provide a precise definition
of agents (essay 1), create a methodology of using the conceptual agent
concepts (essay 2), and test the methodologyÕs usability, usefulness, and
quality (essay 3).
We have begun our study and currently have developed conceptual models
of conceptual agents, analysed the constructs in relation to other agent
methodologies, and compared the CAM constructs to those developed by novice
modellers to create conceptual agents. We have found that the novice modeller's
understanding of an actor in a domain is similar to the CAM constructs and that
the CAM constructs explicitly represent agents as defined by other researchers.
We have also developed part of the methodology for CAM and tested it.
For future research, we can conduct a larger empirical test of the
usefulness of the method . We are also interested in using this work to analyse
work systems in non-business areas such as government.
Developing Computational Tools that
Facilitate Individual and Group Creativity, Brittany Smith (University of Illinois at
Urbana-Champaign)
Abstract A considerable amount of
research has been conducted in order to explore and define creativity, and
there has been much work exploring how computers are and can be used to support
the creative process. I am interested in working within the intersection of
these spaces by developing computational tools that help facilitate both
individual and collocated group creativity within two particular domains:
design and computer programming. Designers typically use pencil and paper when
generating early ideas because paper can be easily and quickly accessed and is
very flexible; however, computers provide some affordances that pencil, paper,
and other traditional mediums do not effortlessly provide such as the ability
to interact with oneÕs ideas, easily modify oneÕs ideas, and easily store and
transmit oneÕs ideas to others if so desired. Such interactions have the
potential to positively affect the creative process. Computer programmers, on
the other hand, use computers extensively. However, many of the tools that have
been developed to aid in the programming process are designed with the idea
that only one user will be utilizing the tool at once. This is increasingly not
the case with the adoption of paired programming and other team software
development techniques, and this lack of proper support could be affecting
programmers. With the above notions in mind, I submit that there are many ways
yet to be actualized in which computers can help individuals and groups to not
only record ideas and solutions but aid in creating and better conveying these
ideas and solutions as well.
Both
the use and the functions of sketching for designers have been explored, and
earlier work shows that sketching is a useful tool during the early stages of
design. I am interested in utilizing and expanding upon this research by
augmenting and studying the use of computer- based tools that provide sketching
capabilities in addition to other functionalities that assist and enhance the
creative process. One such functionality, in a tool with which I am currently
working, is the ability to work on multiple ideas in parallel, which allows
designers to better re- interpret existing ideas and thus generate better ideas
and products.
My
focus is a little different in the computer programming domain. As noted above,
programmers are increasingly utilizing the paired programming development
framework, which means that not one, but two individuals are using one machine
and one integrated development environment (IDE) at once. There have yet to be
many software tools developed that seek to make this setup less awkward. There
is, consequently, a need for computer tools, and specifically IDEs, to help
make the programming environment more conducive to paired work, that aid in
improving communication and work flow between the programmers, and that enhance
the programmersÕ creative output. I am currently exploring how best to modify
these IDEs in order to both retain and add to the advantages of the pair
programming practice.
Modeling Service Systems to Support
their Analysis and Design,
Lysanne Lessard (University of Toronto)
Abstract Services, once considered a residual economic activity
of the manufacturing sector, have come to play a major role in our economy.
Researchers have started to investigate the paradigmatic changes at play in the
service sector, but these efforts have yet to result in strong theoretical
constructs. There is thus a need for integrated theories and models of modern
services that can act as an effective bridge between the understanding of
services throughout their lifecycle and the design of Information Systems able
to facilitate stakeholder interactions and service adaptation. In order to
explain the principles governing modern services beyond existing management and
economic frameworks, theories need to be inductively generated from empirical
research.
My research project aims to use methods and
theoretical insights from social sciences to develop conceptual models of
services suitable for Service-Oriented Information Systems design. This aim is
structured around three objectives: 1) analyze real-world instances of service
design projects using a framework derived from social sciences, 2) incorporate
knowledge gathered from the analysis into descriptive and analytical conceptual
models of services, and 3) assess the ability of the models to lead to the
design of Information Systems able to support the creation and evolution of
services.
Services are often described as being co-created at
the time of their delivery to end users by a service provider. But this
interaction is extended when the service provider designs its service with the
help of a consulting firm. A chain of services is then recognizable, from the
contractual service between the consulting firm and the service provider to the
transactional service between the later and the service end user. While this
complete chain of co-creation must be accounted for in order to understand how
and why services are designed and evolve, my study focuses on services as they
are being co-created by the consulting firm and its customer. As such, focusing
on service design projects may shed light on the complete lifecycle of
services.
To
adequately express the process of service design, the nature of the resulting
service and its perceived value by those involved, current modeling approaches
such as agent orientation will be adapted. The method of grounded theory will
guide a systematic analysis of service design projects, ensuring a strong
cohesion between the conceptual models and the phenomena they try to express.
Participant and peer validation will be used to refine conceptual models and
reflect on their descriptive, analytical and design capabilities. The resulting
conceptual models of service systems will contribute to the field of
Information Systems analysis and design by proposing extensions to current
conceptual modeling approaches leading to Service-Oriented Information Systems
design.
Improving Design Intent Research for
Software Maintenance, Paul
Grisham (The University
of Texas at Austin)
Abstract Managing system evolution is one of the fundamental
problems of software engineering. A system is the result of a long design
process during which various design trade-offs and decisions about both
functional and non-functional requirements are made. In the process of
abstracting actual requirements into models and converting those models into
code, only the end result of the design process is reflected in the code,
leaving the designersÕ intent to be represented, if at all, in some form of
external documentation.
A descriptive software architecture is a model of the current, implemented architecture
of a system in a non-prescriptive, non-normative manner. Although certain
emergent properties of a particular design, such as an architectural style, can
be explicitly expressed in some architecture languages, in practice, such
properties are often only implicitly represented. A prescriptive
architecture provides guidance for
implementation of the system. The prescriptive architecture for a system
captures the intentional design qualities for the system and may express a
normative view of subsequent design considerations.
We define architectural drift as the divergence of the implementation from the
prescriptive architecture. Architectural drift may begin early in the initial
implementation and can only become exacerbated during post-installation
maintenance and system evolution. In practice, it is often only the code itself
that is kept current with respect to the requirements and the design. Architectural
erosion occurs when changes in the
descriptive architecture violate critical constraints in the prescriptive
architecture. Violating these constraints erodes the coherence of the design
and may yield errors or make additional changes more expensive. Architectural
drift often leads to architectural erosion, which means that without up-to-date
documentation, starting with a good initial design only delays erosion.
To ameliorate the problem of design erosion, research
into explicit models of Design Rationale has been increasing. Moreover, the revision of IEEE-Std-1471-2000,
ÒIEEE Recommended Practice for Architectural Description of Software-Intensive
SystemsÓ may include explicit representation for design decisions as
first-class entities. Despite the current flurry of research activity, it
became clear that as researchers, we lacked the instruments for evaluating the
effectiveness of various rationale and design decision modeling systems, for
comparing these systems to each other, and for using these analyses to drive
future research.
The goal of this research
project is to develop a better
understanding of the documentation needs of maintenance designers for software
systems and to build a model of how those maintenance designers interact with
knowledge about legacy designs. To accomplish this goal, we propose a course of
empirical study that uses surveys, expert interviews, talk-through protocol
analysis, and ethnography as the basis of a theory of maintenance design. The
theory will be tested using experimentation by protocol analysis and validated
through further ethnography in real-world industrial contexts. In particular we
are investigating the differences in how initial designers and maintenance
designers interact with the design space, and what the role of experience is
when interacting with legacy design artifacts.
How to embody digital information into
product interfaces, Heekyoung
Jung (Indiana University)
Abstract Background: While conventional
computers or information appliances have been typically manipulated through
screen-based graphic user interface, interfaces of recent interactive devices have
become diversified into different forms such as touch screens, smart materials,
and physical controllers. Introduction of dynamic relations between information
and interface have opened up new design opportunities in terms of product
aesthetics and usability. However, at the same time, they have brought problems
of cognitive overload or confusion to users from arbitrary couplings between
information and interface. As information is embodied into visual or physical
interfaces of various products, characteristics of information and user
activities should be reflected in interface considering appearance, symbolic
meaning and context of product.
Research objectives and questions: This study aims to explore new
interaction design factors to represent unique characteristics of information into everyday objects
in various contexts of use. The study also includes discussions about how to
evaluate their influences on product design and user experience. Followings are specific research
questions:
- What types of design factors can we explore for intuitive interaction
with digital information?
-
Which of them (new design factors) can users control or perceive as product
interface?
-
How can we match new design factors to appropriate types of information and
tasks?
-
How can we evaluate influences of those new interaction design factors?
Research
plans and ideas: As a systematic
approach for exploring new interaction design factors, we suggest an
interaction model. Referring to Chris CrawfordÕs listening-thinking-speaking
model, we specified unit modes of interaction between user and interactive
product into userÕs input (action), data, data processing (or task) and
objectÕs output (response). Then we exemplified some possible design factors
for each unit mode. Based on this framework, we will create new types of
interactive products by combining different factors of unit modes. Such case
studies are expected to provide a common ground for designing new forms of interactive
products considering tight couplings between information and interface.
Designing Deeply Engaging Online
Communities for Adolescents, David Gurzick (University
of Maryland, Baltimore County)
Abstract For many of those who are
connected to the Internet, online communities have become a staple of modern
life. Though it is only within the last few decades that they have become
mainstream, recent years have seen an increase in both the number and type of
people who use them. One group that has experienced considerable growth in
their use of online communities is American adolescents (which, at the time of
this study, are those aged 12-18, and born in the years 1988-1994). They are
characterized by a hyper-connected lifestyle and constitute the sub-population with
the largest number of members online, using mobile phones, and participating in
socially based e-services. However, though members of this group are among the
largest consumers of online communities, it is unknown whether the current
understanding of online community design applies to the design of communities
specific to adolescents.
This study looks to bridge this gap, presenting a research strategy for
addressing, 1) In what ways does an online community, designed in accordance
with existing best practices, succeed or fail when used by a population of
adolescents, and 2) How might best practice be emended by new theories and
guidelines for the design of adolescent online communities? This strategy follows
a design science approach centered on the detailed investigation of an
adolescent –centric online community as it progresses through an
iterative design.
Two broad stages are identified for this research, each consisting of a
build/evaluate cycle of an online community artifact. In the first stage, an
online community for adolescents will be created and evaluated in accordance
with existing design guidelines. As a better understanding is constructed on
how an adolescent population responds to existing design practices, this
research will move to create theory to explain the phenomena that are
discovered and to suggest improvements for any uncovered deficiencies. The
second stage will allow for the evaluation and refinement of those theories
that emerge from the first stage that might offer improvement to the existing
design guidelines. Within this stage, these theories will be codified into
modifications to the online community artifact. To explore the effects of the
new design theories, a study using new participants will compare the redesigned
online community (modified according to the refined guidelines) and a replica
of the previous existing online community (designed around current best
practice). The results of this second stage will be incorporated into
refinements to the design theories, with the resultant refined theories
organized and presented in terms of design guidelines for online communities
for adolescents.
By
evaluating, and possibly improving, the guidelines from which this type of
online community is created, the future development of such systems in practice
can be better informed. Moreover, investigating the design of online
communities for a population that is, in many ways, divergent from those
populations that underpin the current understanding of design, may lead to new
and novel ways of approaching the design of online communities in general. Such
conceptual understanding might have far reaching results, leading to the
creation of more sustainable and effective online communities.
Facilitating and measuring older
people's creative engagement in a user centred design process, Helena
Sustar (City University of London)
Abstract Interfaces and products are usually
designed for a broader market and general use by younger users. In the classic
design process older people are rarely involved. If they are, they are brought
in for focus groups or at the end of the design process as participants in
usability tests. Despite the fact that there is existing research that (a)
looks at the involvement of older people in participatory design activities and
(b) supports the creative potential of older people, there is no research that
looks at combining the two themes i.e. ways of facilitating and measuring
creative involvement of older people in participatory design activities. The
goal of my research is to address this limitation in the research of the
relationship between creativity and age in the user centred design (UCD)
process for user interfaces. As a first step I wanted to check whether classic
UCD techniques could initiate creative engagement. To achieve this I used UCD
methods to design a simple and intuitive interface with technology and wireless
media to the stage of mock-up model. The main interactions happened between the
user and device with touching the ÒplantsÓ – gadgets, and changing their
position in the device. This mock-up model has been used in a creative process
as a stimulator of new ideas. Three different age groups of users were chosen:
students (23+), older people in their sixties, and older people in their
eighties. A series of interviews based around interacting with the mock-up
model were conducted (see photos). We tried to find out how familiar the
participants were with certain parts of the device and how they will use
different pieces of the model in a new innovative way. In addition, we asked
them to use a model in different situations: having a conversation with a
friend, taking medicine, being reminded of daily activities, managing the
household (smart house) and thinking how a device could provide different services
to support these situations. I was especially interested to find out: (a) what
was the role of the model in stimulating new ideas, (b) what kind of ideas the
model generated and (c) what were the main difficulties that block creativity.
The results of the qualitative research showed that the mock-up model was able
to stimulate ideas at all age groups. New ideas were stimulated by the
participantsÕ interaction with it, from the mock-up model as visual presence,
the participantÕs existed experience and from environment that sounds
participant. The only differences in define age groups were in way how
participants generated ideas.
Supporting Scenario Generation in
Product Design, Irene Anggreeni (University of Twente, Netherlands)
Abstract Designing consumer products
has grown more challenging due to the increasingly complex characteristics of
these products. Consequently, product design has recently turned to scenario based
design to address this challenge. Scenario based design is originally a
heuristic method that arises from computer system development. The main idea
behind scenario based design is to use concrete descriptions of people using
technology, referred to as scenarios, to discuss and analyze how the technology
could fit into their activities. Scenarios have promising qualities to help a
project team formulate, communicate and evaluate design ideas with stakeholders
early on. Despite the potentials, available scenario approaches mostly address
the high-level use of scenarios and therefore often miss the low-level guidance
for identifying, creating and communicating the scenarios. We believe that a
scenario generation support tool could aid designers by providing a framework
to create, use and organize their scenarios as an integral part of designing.
There
exist scenario-related support tools that provide more prescriptive steps
towards the construction of scenarios (e.g. [1, 2]). However, they are often
focused in specific activities such as the capture and collection of design
requirements. The application of scenarios could be more useful when they are
created, maintained and reused throughout a design process. Therefore, this
research started broad by studying scenario uses from theoretical as well as practical
point of view. Six categories of scenario uses over different design phases
have been identified. This categorization was used to identify the difficulties
currently experienced by designers in practice. Furthermore, designers will be
given an active role in the concept development of the support tool. In the
end, the success measure of the project will be whether the designers find the
support tool useful in their practice and whether it helps them to design
better products.
This
research is expected to contribute in an understanding on how product designers
can entangle the chaos of designing by structuring their rationales and using
scenarios to register them. As an illustration, consider the complexity of
nowadays consumer products, in which a single product is often designed to have
many functions to accommodate diverse users in different settings. Designing
such a product requires the design team to deal with an enormous amount of
relevant, yet not uncommonly contradicting design aspects at once. The scenario
generation support tool will be developed to give method guidance to the
process, specifically focusing on generating ÔusefulÕ scenarios. The generated
scenarios will construct a frame of reference for the designers to deal with
all relevant design aspects.
|
DESRIST 2008 Day 1 – May 8, 2008 (The
Westin Buckhead Atlanta) |
|
PE11-2: Keynote: Charles Eastman (Georgia Institute of Technology) (9:30 –
10:30 am) ÒSciences of the
Artificial in Architecture and Building DesignÓ |
ÒThe Philosophy of Design ScienceÓ
DESRIST 2008 seeks to focus on the
development of
design science researchers. Our Keynotes, Invited
Speakers, and Panels discuss areas of advanced research designs, methodologies,
empirical issues, epistemology and the dissemination of knowledge, as
specifically embraced by Design
Science Research approaches. In
particular, we envision these sessions to constitute a Philosophy of Design
Science track that will informally focus the expertise of all
DESRIST
2008 attendees on the needs and development of the research students.
Sessions Coded as P (as in P132-A)
are components of The Philosophy of Design Science Track.
Sessions Coded as PE (as in PE11-2) are components of The Philosophy
of Design Science Track as well as the Exemplars Track.
Sessions Coded as E (as in E14-2B) are components of the Exemplars
of Design Science Track.
P12-A: Advancing DS Approaches (11:00 am – 12:30
pm)
Session Chair: Juhani Iivari (University of Oulu)
Theory
Development in Design Science Research: Anatomy of a Research Project by Bill Kuechler (University of Nevada, Reno) and Vijay
Vaishnavi (Georgia State University) (Nominated
for Best Paper Award)
Abstract The common understanding of Design Science
Research in Information Systems (DSRIS) continues to evolve. Only in the
broadest terms has there been consensus: that DSRIS involves, in some way,
learning through the act of building. However, what is to be built – the definition of the DSRIS artifact – and how it is to be built – the methodology of DSRIS – has drawn increasing discussion in recent
years. The relationship of DSRIS to theory continues to make up a significant
part of the discussion: how theory should inform DSRIS and whether or not DSRIS
can or should be instrumental in developing and refining theory. In this paper
we present the exegesis of a DSRIS research project in which creating a
(prescriptive) design theory through the process of developing and testing an
IS artifact is inextricably bound to the testing and refinement of its kernel
theory.
The
Use of Focus Groups in Design Science Research by Monica Chiarini Tremblay (Florida International
University), Alan R. Hevner
(University of South Florida) and Donald J.
Berndt (University
of South Florida)
Abstract Focus groups to investigate new ideas are
widely used in many research fields. The use of focus groups in design science
research poses interesting opportunities and challenges. Traditional focus
group methods must be adapted to meet two specific goals of design research.
For the evaluation of an artifact design, exploratory focus groups (EFGs) study
the artifact to propose improvements in the design. The results of the
evaluation are used to refine the design and the cycle of build and evaluate
using EFGs continues until the artifact is released for field test in the
application environment. Then, the field test of the design artifact may employ
confirmatory focus groups (CFGs) to establish the utility of the artifact in
field use. Rigorous investigation of the artifact requires multiple CFGs to be
run with opportunities for quantitative and qualitative data collection and
analyses across the multiple CFGs. In this paper, we discuss the adaptation of
focus groups to design science research projects. We demonstrate the use of
both EFGs and CFGs in a design research project from the health care field.
Dissemination
and Importance of the "Method" Artifact in the Context of Design
Research for Information Systems by Tobias
Bucher (University
of St. Gallen, Institute of Information Management) and Robert Winter (University of St. Gallen,
Institute of Information Management)
Abstract During the last decade, design research
(DR) has evolved into a key research paradigm in information systems (IS). DR
for IS is aimed at creating solutions – so called "design
products" or "artifacts" – to problems of practical
relevance. From a product perspective, these artifacts can be distinguished
into the five types "constructs", "models",
"methods", "instantiations", and "theories". This
paper analyzes the proceedings of the First and Second International Conference
on Design Science Research in Information Systems and Technology (DESRIST) and
categorizes the presented papers in regard to the topics covered. It turns out
that the "method" artifact is addressed least frequently. Moreover,
almost all DESRIST publications which do address the "method"
artifact describe the design of some kind of algorithm or
mathematical/statistical technique. The "method engineering" (ME)
discipline is concerned exclusively with the processes of constructing,
adapting, and implementing generic methods that are aimed at the design of
socio-technical information systems. However, explicit references to the ME
discipline and its body of literature are used rarely – if at all –
in the DESRIST proceedings. To overcome this gap, this paper briefly introduces
the principles of the ME approach. Moreover, it discusses potential reasons for
the lacking integration of DR for IS on the one hand and the ME approach to IS
development on the other hand. The paper argues that the transfer and
application of the basic ideas of the ME discipline hold a strong potential of
bringing forward the DR paradigm.
Goal-Framing
and Breakdowns in the Design of Boundary-Spanning Information Systems by Susan Gasson (Drexel University)
Abstract It is argued that design groups which span
organizational boundaries are becoming increasingly common and present a unique
problem for information system design. Such groups attempt to integrate design
understanding across many different domains of expertise and knowledge. This
means that no one design group participant is likely to understand either the
problem domain or the solution domain in full. This paper critiques traditional
and emerging process models of design, in terms of their applicability for
boundary-spanning design groups. Findings from studies of boundary-spanning
design groups were synthesized across multiple levels of analysis to present an
integrated model of design for such groups. The model builds on the notion of
technological frames, to develop a theory of framing at the three levels of
project coordination, group consensus-building, and individual learning and
dissonance.
E12–B: Invited Papers – NSF Science of Design
Projects (11:00 am – 12:30 pm)
Session Chair: Veda Storey (Georgia State University)
Self-Adaptation
in Software Agents: An Initial Case Study in Game-Playing Agents by Ashok K. Goel (Georgia Institute of Technology), Joshua Jones (Georgia Institute of Technology), Christopher
Parnin (Georgia Institute of
Technology), Spencer Rugaber (Georgia
Institute of Technology) and Avik Sinharoy (Georgia Institute of Technology)
Abstract As
the task environment of a software artifact evolves, so must its design. For
example, as the task environment in a computer game evolves, so must the design
of the software agent that plays the game (or the agentÕs behavior is likely to
become more suboptimal than before). We are exploring how a software artifact
may adapt itself as its task environment evolves incrementally. In particular,
we are investigating how a game-playing agent may adapt itself as the percepts,
actions, rules and constraints of its environment evolve from one version of
the game to the next. A core research question in our work is what must an
agent know about its design so that it can identify and make the right
self-modifications to meet the needs of the new task environment? Our
hypothesis is that the agentÕs self-knowledge of its teleology (i.e., the
mechanisms by which its design achieves its functions) may support the process
of self-adaptation. In this paper, we describe the preliminary design of an
interactive environment called GAIA in which a human game engineer and a
game-playing software agent cooperatively adapt the agentÕs software design and
program code. As the game-playing agent uses its self-knowledge of its
teleology to identify modifications to its design and code, the game engineer
may (or may not) accept specific modifications and thus guide the process of
self-adaptation. We also illustrate a first, simple example from FreeCiv, an
interactive turn-based strategy game, at a high-level of specification.
Designs
Can Talk: A Case of Feedback for Design Evolution in Assistive Technology by William Robinson (Georgia State University)
Abstract Design
science researchers gain insights and make improvements on their designs, as
they are applied in natural contexts. Software artifacts are particularly
useful design instantiations because feedback can be obtained directly from the
artifact. A software design talks to its designers.
We
illustrate software design feedback with a case study in assistive technology
(AT). A specialized emailing system was designed for cognitively impaired
patients in an effort to decrease their social isolation, which often occurs
after a brain injury. The patients continue to expand their email system usage,
which is remarkable for AT. We attribute this unusual success to the feedback
obtained directly from the software, through monitoring user goal models. Such
monitoring has allowed the designers to understand and evolve their designs to
meet the changing user needs. It illustrates how an operational artifact, like
software, can drive design evolution faster than artifacts that are more
static.
Adaptation Architectures by Kevin Sullivan (University of Virginia)
Abstract The
complexity of emerging software-intensive systems, and the complexity and
dynamism of the environments in which they are developed and operated, are
growing to unmanageable levels. We now even foresee the emergence of ultra-large-scale (ULS) systems, which are project to be so complex
that developing them will be unmanageable with the current scientific,
engineering and managerial paradigm of largely centralized control and
substantially top-down development [ULS]. Notwithstanding some important
progress away from traditional methods, such complex systems will nevertheless
still require significant advances beyond the current state of the art in
design theory and methods. As the U.S. PresidentÕs Council of Advisors on
Science and Technology (PCAST) put it, ÒAs softwareÕs complexity continues to
rise, todayÕs... problems will become intractable unless fundamental
breakthroughs are made in the science and technology of software design and
development [PCAST].Ó
In
this paper we focus on the need for fundamental advances in the particularly
important discipline of software and software-intensive systems architecture.
While recognizing that many important advances that have been made, we see
advantages in exploring a significant change in perspective to support design
for adaptation of complex
software-intensive ecosystems. In
this paper we outline one promising direction and summarize evidence developed
to date in support of ongoing work in this direction.
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PE-Plenary Speaker:
Prasad Joshi (Infosys) (1:30
pm – 2:00 pm) Enterprise IT –
Quo Vadis? IT is playing an increasingly important role in making business agile and innovative. CIOs are moving away from reactively aligning IT with business and are proactively synchronizing IT with business. The best practices powering agility and faster innovation include globally distributed work models that engage talent across the world, best of breed pre-configured industry vertical and business function specific IT platform solutions, and transaction based pricing models for generic IT capabilities. While most organizations are leveraging some or all of these practices, only a few have realized their full potential. IT organizations today leverage global talent for cost reduction but only a few have harnessed them for innovation. Agility is provided by IT platform based business solutions that make it easy to configure, run, and reconfigure business processes. Software as a service is becoming mainstream even in domains that were once considered ÒcoreÓ to the organization. So how can we create the blueprint for the next generation enterprise IT? Researchers and practitioners will have to co-create the blueprint for next generation enterprise IT using design research. The new paradigms, methodologies and tools that result in the next generation enterprise IT model should become part of the research agenda. |
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PE13-1: Invited Speaker: Anindya Datta (Walking
Stick Solutions) (2:00 pm – 2:25 pm) From the Research Lab
to Enterprise Data Centers - My Experiences in Commercializing
Science Moving ideas from the
research lab to the marketplace is a long journey with few well-trodden paths
to show the way. In this talk, Anindya Datta will describe his experiences in
commercializing research-based ideas, e.g., radically differing expectations
in academia and the marketplace, and applying for grants versus asking for
venture funding, and why the experience is worth all the effort and work. |
PE13-2: Panel I (2:30 pm – 3:30 pm)
Moderator:
William Robinson (Georgia State
University)
Panelists: Sham Navathe, (Georgia Institute of Technology); Sandeep Purao (Penn State University); Al Hevner (University of South Florida)
What makes design science research different?
Design science research (DSR) can be defined from
a number of perspectives. Recent foundational articles present frameworks for
understanding DSR. From inception to experimentation and test, many frameworks
aim to be comprehensive rather than focus on a few core DSR concepts.
Consequently, DSR is associated with quantitative, qualitative, and action
research projects. This panel will discuss core concepts, methods, and
technologies that distinguished DSR from more common IS research methodologies.
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PE14-1: Invited Speaker: Jay Nunamaker (University of Arizona) (4:00 – 4:25 pm) Design
Science Involves Traveling the Last Research Mile Design Science is a research methodology for creating new innovative IT artifacts. Traveling the Last Research Mile in IT means going from an idea to acceptance in the marketplace and having achieved wide spread use of the IT artifact. However, it is all too common to generate an idea, a concept, and a theory, develop a model, develop a prototype to test in the lab, write an article, dust off your hands and the task is complete. ÒThe rest is just trivial details.Ó Yet the best academic adventure lies in traveling Òthe Last Research Mile.Ó The moon is 238,000 miles from Earth. Would you go 237,999 miles on a trip to the moon and then abandon the expedition if by going one last mile, you could find out what the moon is really made of? You might prove that Newton was right about a lot of things—a feather really will fall as fast as a cannon ball in a vacuum, and you really can jump six times higher on the moon. If you donÕt go that last mile, you leave many key questions unanswered. Sometimes as you contemplate the Last Research Mile, the effort it requires may seem to be all uphill and f |