Socio-technical IS design science research: developing design theory for IS integration management

2010 ◽  
Vol 9 (1) ◽  
pp. 109-131 ◽  
Author(s):  
Sven A. Carlsson ◽  
Stefan Henningsson ◽  
Stefan Hrastinski ◽  
Christina Keller
2021 ◽  
Author(s):  
Sara Lidon ◽  
◽  
Leonilde Reis ◽  
Clara Silveira ◽  
◽  
...  

Social organizations are faced with financial problems, but also in the areas of Information Systems and Information and Communication Technologies given their support for activities in providing services to citizens. The article presents the problem in the field of the design of a multidisciplinary prototype and information aggregator to support the management of the provision of services of a Social Organization. The research methodology adopted is Design Science Research, given the specificity of the problem. Requirements models, data models, system architecture, and finally the prototype are presented. The proposed prototype aims to contribute to the reduction of regional inequalities, enhancing sustainability in the environmental, social, and human fields, as well as the inclusion of information that optimizes the reuse of non-perishable goods.


Author(s):  
Sivaramalingam Kirushanth ◽  
Boniface Kabaso

Concept Knowledge (C-K) theory has been used in engineering and science-based research for more than a decade. Design of an Information Technology (IT) artefact is mostly pragmatic in nature. Design Science Research (DSR) methodology applied and studied in many Information Systems (IS) research. Many sub design decisions involved through the design of an IT artefact from a concept (idea) to a working prototype. A DSR artefact is based on a combination of decisions made during several sub-design stages. Artefacts are built based on the selection of elements in each sub-design space. Recording the design decisions on each sub-design space would be beneficial for future researchers. By knowing the design decisions on each sub-design space, researchers would be able to try different combinations of the design. C-K theory provides the ability to capture the design processes’ several sub-design spaces. In this paper, we discuss the DSR research methodology by looking at the stages proposed in the literature, and the application of C-K theory in an IT-based DSR. This paper also proposed a C-K theory-based protocol called Concept Tree for tracking and reporting artefact design steps. The application of C-K theory in DSR is exhibited using the implementation of the Concept Tree for a prototype design IT artefact.


2015 ◽  
Vol 28 (3) ◽  
pp. 529-543 ◽  
Author(s):  
Jong Seok Lee ◽  
Richard Baskerville ◽  
Jan Pries-Heje

Purpose – The purpose of this paper is to suggest that translating a design theory (DT) into practice (e.g. creating an instance design artifact (IDA)) is hardly straight-forward and requires substantial creativity. Specifically the authors suggest that adopting a DT embodies a creativity passdown effect in which the creative thinking of a team of design theorist(s) inherent in DT invokes a creative mind of a team of artifact instance designer(s) in creating an IDA. In this study, the authors empirically investigate the creativity passdown effect through an action case in which a DT (DT nexus) was applied in creating an IDA (multi-outsourcing decision-making tool). Design/methodology/approach – The case methodology applied here is described as an action case. An action case is a hybrid research approach that combines action research and interpretive case approaches. It combines intervention and interpretation in order to achieve both change and understanding. It is a form of soft field experiment with less emphasis on iteration and learning and more on trial and making. The approach is holistic in philosophy, and prediction is not emphasized. The intervention in the case was that of an instance designer team introducing a previously published DT as a basis for creating an IDA. Findings – The experience in the action case suggests that using a DT in creating an IDA may encourage design thinking, and in certain way increase its power and practical relevance by fostering the creative mind of instance designers. Indeed, DTs provide a scientific basis for dealing with an instance problem, and this evokes the creativity mind of instance designers. Without such a scientific basis, it is a lot more challenging for instance artifact designers to deal with instance problems. Research limitations/implications – This study contributes to the literature concerning design science research, as it challenges the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in adopting DT as a basis for creating IDAs. Practical implications – This study offers implications to practice, as it provides new insights regarding how DT can be used in instance design activities. Originality/value – A report of this research previously appeared as a conference paper. However, the attached journal version has been completely rewritten to additionally contribute to the literature concerning design science research beyond the conference version. More specifically, in this version, the authors conceptualize adopting a DT to build an IDA as a theoretical basis, and the authors challenge the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in executing DT as a basis for creating IDAs.


2020 ◽  
Vol 3 (4) ◽  
pp. 319-327
Author(s):  
Regina Leite ◽  
Lynn Alves

This article aims to present the first results of a study that investigates how construction companies can use gamification to help workers assume appropriate behaviors and motivate construction teams to achieve their production goals. It is an exploratory, empirical, qualitative research, for which the methodological approach is Design Science Research. A closed questionnaire was carried out to construction workers to understand the context of the workplace. This tool aims to investigate motivational aspects, and another questionnaire, with engineers, aims to identify which production problems to address in a proposal for a gamified model. The results show that most workers have a need to be recognized and that the proposed solution can contribute to the continuous improvement of the work environment. The article presents possibilities of using gamification in the construction environment to help workers in the prevention against COVID-19.  


2021 ◽  
pp. 026839622110064
Author(s):  
Alfred Benedikt Brendel ◽  
Tim-Benjamin Lembcke ◽  
Jan Muntermann ◽  
Lutz M Kolbe

In design science research, two important challenges exist to achieve greater influence in research and practice: (1) foster frequent reuse of artifacts and design theories and (2) increase knowledge accumulation in the field. In this article, we argue that replication studies could support the accumulation and development of design theories to reach a state that encourages reuse of artifacts and design theories. However, it is unclear precisely how replication relates to design science research—that is, what outcomes replication produces and how researchers should apply it within design science research. This study proposes three overarching research questions ( Does the artifact provide utility? Is the design theory complete? What design theory components fit a larger context?) and eight categories for replication studies in design science research (Test, Redesign, Justification, Adaptation, Explanation, Update, Recreation, and Meta-Replication). We offer guidance to researchers, editors, and reviewers on how to conduct replication studies in design science research and why such studies are so critical. Our goal is to provide “food for thought” on the significance of design science research replication studies and, in turn, help facilitate their widespread implementation and publication. We conclude our study by highlighting areas for further discussion and investigation, such as defining replication procedures and conceptualizing genuine replication goals within design science research.


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