scholarly journals The Play Your Process Method for Business Process-Based Digital Game Design

2019 ◽  
Vol 6 (1) ◽  
pp. 27-48
Author(s):  
Tadeu Moreira de Classe ◽  
Renata Mendes De Araujo ◽  
Geraldo Bonorino Xexéo ◽  
Sean Siqueira

Serious games have been understood as a useful tool to engage, educate and train individuals in many areas. They are also suitable for the business processes management area where it is expected that business-process-based digital games can bring together players (process actors) to better understand and learn organizational business processes. This paper presents a game design method for the development of serious games which aims to provide business process understanding to players, as well as to allow them to reflect on process challenges and difficulties. The design of serious business process games requires game designers to have business process modeling skills and instructions on how to represent business process elements in the game context. This research was conducted using the Design Science Research Methodology, and addresses the challenge of providing a method for the design of serious business process games. The method receives business process models as input and comprises steps to (i) map business process elements into game design elements, game design and development, and (ii) evaluate games with game designers, process actors, and game players. In order to validate the method, a set of games was built and evaluated with players. The designed games were evaluated as to adequate quality, although fun and entertainment can still be improved, and players´ understanding regarding process increase after games are played

Author(s):  
Kristina Rosenthal ◽  
Benjamin Ternes ◽  
Stefan Strecker

AbstractBusiness process simulation marks an essential technique for analyzing business processes and for reasoning about process improvement. With first contributions dating back to the mid-1990s, computerized business process simulation has been a continuing research focus and is widely acknowledged as foundational to Business Process Management research and practice. Reviewing contributions to the field published between 1990 and 2018, the authors assess the state of research on business process simulation and develop an organizing overview of research contributions discussing simulation approaches, tool support, results visualization, use context, application purposes, and adoption barriers. Findings inform future research on business process simulation by discussing paths for behavioral research on the use of business process simulation, user requirements, and adoption barriers as well as complementary paths for design science research addressing limitations of present approaches and simulation tool support.


2015 ◽  
Vol 21 (6) ◽  
pp. 1224-1256 ◽  
Author(s):  
Roberto dos Santos Rocha ◽  
Marcelo Fantinato ◽  
Lucinéia Heloisa Thom ◽  
Marcelo Medeiros Eler

Purpose – The purpose of this paper is to present the proposal of a Product Line (PL)-based approach for Business Process Management (BPM) projects that cover the entire BPM lifecycle and proposes integrating it with dynamic techniques still not used together. Design/methodology/approach – The authors carried out this work using the design science research methodology. The authors assessed the proposed approach using a classification procedure created through a series of specific attributes, which enables a comparison of the proposed integrated approach with related works selected from a systematic literature review. Findings – The comparative assessment has shown that the proposed approach presents the most comprehensive solution than any other similar one suggested for the same purpose, mainly in terms of the coverage of the entire BPM lifecycle and dynamic techniques. Research limitations/implications – Due to the high-level conceptual nature of the proposed approach, the authors could not evaluate it also in terms of some controlled experiment or a case study. Originality/value – The proposed approach aims at improving the management of business processes in organizations in a systematic way using concepts and techniques that exist in other areas, but not widely used together yet, such as BPM, service-oriented computing, and Software PL.


Author(s):  
Brenda Scholtz ◽  
Andre Calitz ◽  
Irene Snyman

The purpose of this study was to investigate approaches (techniques and technologies) for the coordination of collaborative tasks using synchronous gesture manipulation. Business Process Modelling (BPM) tasks are often performed in teams of modellers who need to collaborate with each other in order to coordinate and integrate their individual contributions into the various process models in a co-located environment. These collaborative BPM tasks were used as a case study in order to develop the artifact (the BPM-Touch approach) as a proof of concept. The BPM-Touch approach allows for the coordination and collaboration of BPM tasks in co-located modelling teams using synchronous gesture manipulation approaches. The Design Science Research (DSR) methodology was used and several cycles of developing and evaluating the artifact took place. This paper reports on the last cycle and set of evaluations. The proposed approach was implemented in a BPM software package in order to provide empirical validation. Usability evaluations of the software were undertaken with both students and BPM professionals as participants. The empirical results of the evaluations revealed that the participants found the approach to be effective and rated the usability and satisfaction of the collaboration and gesture manipulation aspects of the software positively.


Author(s):  
Thomas Grisold ◽  
Steven Groß ◽  
Katharina Stelzl ◽  
Jan vom Brocke ◽  
Jan Mendling ◽  
...  

AbstractExplorative business process management (BPM) is attracting increasing interest in the literature and professional practice. Organizations have recognized that a focus on operational efficiency is no longer sufficient when disruptive forces can make the value proposition of entire processes obsolete. So far, however, research on how to create entirely new processes has remained largely conceptual, leaving it open how explorative BPM can be put into practice. Following the design science research paradigm and situational method engineering, we address this research gap by proposing a method called the Five Diamond Method. This method guides explorative BPM activities by supporting organizations in identifying opportunities from business and technology trends and integrating them into business processes with novel value propositions. The method is evaluated against literature-backed design objectives and competing artifacts, qualitative data gathered from BPM practitioners, as well as a pilot study and two real-world applications. This research provides two contributions. First, the Five Diamond Method broadens the scope of BPM by integrating prescriptive knowledge from innovation management. Second, the method supports capturing emerging opportunities arising from changing customer needs and digital technologies.


2019 ◽  
Vol 25 (5) ◽  
pp. 908-922 ◽  
Author(s):  
Remco Dijkman ◽  
Oktay Turetken ◽  
Geoffrey Robert van IJzendoorn ◽  
Meint de Vries

Purpose Business process models describe the way of working in an organization. Typically, business process models distinguish between the normal flow of work and exceptions to that normal flow. However, they often present an idealized view. This means that unexpected exceptions – exceptions that are not modeled in the business process model – can also occur in practice. This has an effect on the efficiency of the organization, because information systems are not developed to handle unexpected exceptions. The purpose of this paper is to study the relation between the occurrence of exceptions and operational performance. Design/methodology/approach The paper does this by analyzing the execution logs of business processes from five organizations, classifying execution paths as normal or exceptional. Subsequently, it analyzes the differences between normal and exceptional paths. Findings The results show that exceptions are related to worse operational performance in terms of a longer throughput time and that unexpected exceptions relate to a stronger increase in throughput time than expected exceptions. Practical implications These findings lead to practical implications on policies that can be followed with respect to exceptions. Most importantly, unexpected exceptions should be avoided by incorporating them into the process – and thus transforming them into expected exceptions – as much as possible. Also, as not all exceptions lead to longer throughput times, continuous improvement should be employed to continuously monitor the occurrence of exceptions and make decisions on their desirability in the process. Originality/value While work exists on analyzing the occurrence of exceptions in business processes, especially in the context of process conformance analysis, to the best of the authors’ knowledge this is the first work that analyzes the possible consequences of such exceptions.


2020 ◽  
Author(s):  
Colleen Cheek ◽  
Theresa Fleming ◽  
Mathijs FG Lucassen ◽  
Heather Bridgman ◽  
Karolina Stasiak ◽  
...  

Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.


2019 ◽  
Vol 6 (4) ◽  
pp. 19-48
Author(s):  
Laila Shoukry ◽  
Stefan Göbel

This paper presents the design and development of "StoryPlay Multimodal", a mobile multimodal analytics platform for the evaluation of Serious Games. It is intended to serve researchers, teachers and educational game developers as a means to assess their Serious Game Design. This is done by capturing, pre-processing, synchronizing and visualizing multimodal serious games analytics and mobile sensor data from playtesting sessions. By linking log data with multimodal data, it is possible to uncover relations between design elements, gameplay interactions, context parameters and affective and cognitive states. This is crucial for gaining full insight into the session, even if not present with the player at the same location. After discussing design requirements, the architecture of the software, the different modules, additional features, implementation challenges and solutions are presented. The testing settings, participants and results are also discussed to demonstrate how the evaluation procedure can be applied to deliver valuable outcomes for Serious Games Research.


2021 ◽  
Vol 6 (3) ◽  
pp. 170
Author(s):  
Hilman Nuril Hadi

Business process model was created to make it easier for business process stakeholders to communicate and discuss the structure of the process more effectively and efficiently. Business process models can also be business artifacts and media that can be analyzed further to improve and maintain organizational competitiveness. To analyze business processes in a structured manner, the effect/results of the execution of business processes will be one of the important information. The effect/result of the execution of certain activities or a business process as a whole are useful for managing business processes, including for improvements related to future business processes. This effect annotation approach needs to be supported by business process modeling tools to assist business analysts in managing business processes properly. In previous research, the author has developed a plugin that supports business analysts to describe the effects semantically attached to activities in the Business Process Model and Notation (BPMN) business process model. In this paper, the author describes the unit testing process and its results on the plugin of semantic effect annotation that have been developed. Unit testing was carried out using the basic path testing technique and has obtained three test paths. The results of unit test for plugin are also described in this paper.


2019 ◽  
Vol 18 (4) ◽  
pp. 831-857
Author(s):  
Kurt Sandkuhl ◽  
Alexander Smirnov ◽  
Nikolay Shilov

Presenting information to a wide audience through digital signage has now become a very popular way in both public areas (shopping centers, exhibitions) and areas accessible by limited groups of people (condominiums, office buildings). This method of information delivery can be used both for advertising and for non-commercial information. Although targeted information delivery to one person (for example, banner ads on web pages) is already very well developed, the design of digital signage systems that provide targeted information has not been paid enough attention. The paper proposes an approach to providing information through targeted digital signage. The research method used in this work is based on the design science research (DSR) approach. This is an approach to problem solving, motivated and initiated by a specific business problem and trying to solve this problem by creating and verifying information technology artifacts, such as prototypes, models, methods, or architectures. Based on this method, the problem was refined, in particular, from the point of view of the housing industry, which led to the development of a new solution to support business processes of stakeholder groups in the industry. Verification of the draft decision showed that additional technological solutions are needed, such as user identification support, search for common preferences for a group of users, ensuring confidentiality of interests and preferences of individual users. The paper also proposes technologies for user identification and finding common interests and preferences.


2014 ◽  
Vol 11 (2) ◽  
pp. 461-480 ◽  
Author(s):  
Nuno Castela ◽  
Paulo Dias ◽  
Marielba Zacarias ◽  
José Tribolet

Business process models are often forgotten after their creation and its representation is not usually updated. This appears to be negative as processes evolve over time. This paper discusses the issue of business process models maintenance through the definition of a collaborative method that creates interaction contexts enabling business actors to discuss about business processes, sharing business knowledge. The collaboration method extends the discussion about existing process representations to all stakeholders promoting their update. This collaborative method contributes to improve business process models, allowing updates based in change proposals and discussions, using a groupware tool that was developed. Four case studies were developed in real organizational environment. We came to the conclusion that the defined method and the developed tool can help organizations to maintain a business process model updated based on the inputs and consequent discussions taken by the organizational actors who participate in the processes.


Sign in / Sign up

Export Citation Format

Share Document