End-User Involvement In Software Prototyping

1994 ◽  
pp. 7-14
Author(s):  
Mohd. Hassan Selamat ◽  
Md. Mahbubur Rahim ◽  
Abu Talid Othman

Software prototyping is an attractive alternative approach to systems development, within which end-users exercise with a series of prototypes in a working environment. Such interactions offer an excellent scope for meaningful participation of end-users in the system development process. This is crucial for the success of a project. However, despite its significance, relatively little attention has been paid towards the management of end-user involvement. Advocates of prototyping approach merely express a need for active user participation in the prototype development process. They fail to offer any practical guidelines. Moreover, few documented case studies concerning management of user involvement within a prototype project have been published. It is argued that managing user participation is not a trivial task and it requires considerable attention. In this paper, the authors propose a framework that relates degree of user involvement with the type of prototyping approach adopted and the stages of prototype development process. Keywords: Software prototyping, user involvement, systems development, user management.

1998 ◽  
Vol 17 (2) ◽  
pp. 115-121
Author(s):  
Rachid Zeffane ◽  
Bruce Cheek ◽  
Paul Meredith

This paper reports on a survey of 308 IT managers and non IT managers from large organisations operating in Australia which examined the impact of end-user participation during information system development on the perceived quality of the data produced from the resultant systems. Degree of end-user involvement was found to have a significant effect upon the managers’ perception of data quality. Correlation of specific types of user involvement against aspects of data quality such as accuracy, timeliness and completeness revealed that these effects are not uniform. Based upon these findings strategies for optimising level and type of user participation throughout the systems development process are suggested.


2004 ◽  
Vol 35 (1) ◽  
pp. 17-26 ◽  
Author(s):  
A. Leonard

This paper introduces a model of three maturity levels, which helps managers to evaluate end user involvement during systems development. This model is based on research done in terms of how relationships between IT departments and end users are constructed. The value of the three levels lies therein that it gives the IT department the advantage of understanding and supporting the end user in a more effective way during systems development. The model also enhances more efficient interaction between all participants of a project team. Furthermore, it gives management on the IT and business side the ability to establish training needs for both the end users and IT professionals of software project teams. End users on the other hand, who are aware of their level of maturity, could play a more efficient role during the systems development process.


2019 ◽  
Vol 13 (3) ◽  
pp. 648-664 ◽  
Author(s):  
Juan Maria Sagarna Garcia ◽  
David Pereira Jerez

Purpose The purpose of this paper is to provide insights about the approaches and techniques of professionals that nowadays are designing Digital Products and Services (DPS) in the European agriculture. The emphasis is paid on the integration of end-users and participatory approaches such as agile, considering its current influence. Design/methodology/approach A survey was conducted to professionals of businesses and entities from 14 European countries. A balanced sample of replies was achieved between private–public background, size of the business or experience of experts. Afterwards, the collection of answers and the opinions of professionals were compared with the state of the art referred in the literature. It allowed checking its soundness and critically discusses the results. Findings From the raw analysis of responses, professionals show awareness about the importance of end-user involvement and they are eager to incorporate innovative farmers and early adopters to collect the best requirements for products and services. They also declare knowledge and uptake in their companies of new approaches, such as agile. Confronting results with literature, the discussion highlights some inconsistencies and possibilities for leveraging. Types of end-users considered should be enlarged. Their superficial participation must also be avoided. Originality/value There is a lack of research on procedures for projects in agro-food sector. Due to the momentum in the digital transformation of agriculture, there are many project teams working in developing DPS and are relevant to discuss about proper methodologies for improving success.


2019 ◽  
Vol 13 (2) ◽  
pp. 92-100 ◽  
Author(s):  
Rachel Proffitt ◽  
Stephanie Glegg ◽  
Danielle Levac ◽  
Belinda Lange

Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors’ collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.


1994 ◽  
Vol 9 (3) ◽  
pp. 185-201 ◽  
Author(s):  
Kweku Ewusi-Mensah ◽  
Zbigniew H. Przasnyski

The study identified several factors as contributing to the abandonment of IS development projects. Organizational-related issues which ranged from senior management involvement to end-user participation in the project development process were the most widespread and dominant of the factors. Organizational issues were also found to influence factors dealing primarily with economic and technological matters in project development.


2021 ◽  
Author(s):  
Marc-André Maheu-Cadotte ◽  
Véronique Dubé ◽  
Sylvie Cossette ◽  
Alexandra Lapierre ◽  
Guillaume Fontaine ◽  
...  

BACKGROUND Based on ethical and methodological arguments, numerous calls have been made to increase end-user involvement in serious game (SG) development. Involving end-users is seen as a way to give them power and control over an educational software designed for them. It can also help identify areas for improvement in SG design and improve its efficacy on targeted learning outcomes. However, no recognized guidelines or framework exist to guide end-user involvement in SG development. OBJECTIVE To describe how end-users are involved in the development of SGs for healthcare professions education. METHODS We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on an SG design framework. Data were then coded and synthesized based on similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages. RESULTS End-user involvement was mentioned in the development of 21/45 SGs. The number of end-users involved ranged from 12 to 36. End-users were often involved to answer specific concerns that arose during the SG development (n = 6) or in the testing of a prototype (n = 12). In many cases, researchers solicited input from end-users regarding the goals to reach (n = 10) or the functional esthetics of the SGs (n = 7). Most researchers used self-reported questionnaires (n = 7). CONCLUSIONS Researchers mention end-user involvement, which is also poorly described, in the development of less than half of SGs identified. This represents significant limitations to the evaluation of the impact of their involvement on SG efficacy and in making recommendations.


Author(s):  
Gerwin Koopman ◽  
Ronald Batenburg

This chapter theoretically and empirically addresses the notion that user participation and involvement is one of the important factors for IS success. Different models and studies are reviewed to define and classify types of early end-user involvement and participation. Next, five case studies are presented of Dutch governmental organizations (Ministries) that have recently deployed an employee self-service application. Based on interviews with developers, project managers and users it can be showed that the deployment success of such systems is positively related to the extent of early user involvement and participation. In addition, it was found that expectancy management is important to keep users informed about certain deployment decisions. In this way, employees can truly use the self-service applications without much support from the HR-departments.


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