scholarly journals Embedded Software Design Methodology To Help Students Succeed In The Real World

2020 ◽  
Author(s):  
Keith Curtis
2017 ◽  
Vol 16 (4) ◽  
pp. 171-176
Author(s):  
Campbell Macpherson

Purpose This paper aims to present a case study focused on developing a change-ready culture within a large organization. Design/methodology/approach This paper is based on personal experiences gleaned while driving an organization-wide culture change program throughout a major financial advisory firm. Findings This paper details over a dozen key lessons learned while transforming the HR department from a fragmented, ineffective, reclusive and disrespected department into one that was competent, knowledgeable, enabling and a leader of change. Originality/value Drawing on the real-world culture change intervention detailed here, including results and lessons learned, other organizations can apply similar approaches in their own organizations – hopefully to similar effect.


2018 ◽  
Vol 52 (9/10) ◽  
pp. 1909-1930
Author(s):  
Jasmina Ilicic ◽  
Stacey Baxter ◽  
Alicia Kulczynski

Purpose The purpose of this study is to introduce the homophone emotional interest superiority effect in phonological, or sound-based, priming, whereby pseudohomophone brand names (i.e. non-words that are pronounced identically to English words, for example, Bie) prime brand meaning associated with the member of the homophone pair that is emotionally interesting (i.e. Bie will be prime brand avoidance (purchase) when consumers are emotionally interested in the homophone bye [buy]). Design/methodology/approach Studies 1 and 2 examine the effect of homophone emotional interest on brand judgements and behaviours. Study 3 investigates the role of boredom with the brand name in attenuating the homophone emotional interest superiority effect. Findings Findings indicate that pseudohomophone brand names prime brand judgements and behaviours associated with the word from the homophone pair that evokes emotional interest. Study 2 provides further evidence of homophone emotional interest as the process influencing brand judgements and behaviours. Study 3 establishes that the effect of pseudohomophone brand names on brand judgements weaken when boredom with the brand name is induced. Research limitations/implications This study is limited, as it focuses only on fictitious brands and methodologically creates boredom in a way in which may not be typical of what would be experienced in the real world. Practical implications This study has important implications for brand managers in the development of new brand names and in prioritising the intended homophone pair from a pseudohomophone brand name to influence consumer judgements and behaviours. Originality/value This study introduces and provides evidence of a homophone emotional interest superiority effect. This study also identifies a condition under which the homophone emotional interest superiority effect is attenuated.


2019 ◽  
Vol 36 (4) ◽  
pp. 581-586
Author(s):  
Marieke de Mooij

Purpose The purpose of this paper is to respond to the essay by Cleveland and Bartsch in this issue. The paper also aims to counter argue the various drivers of global consumer culture (GCC). Design/methodology/approach Based on many findings from the study of consumer behavior, the assumed drivers of GCC are discussed and a suggestion for new research is made. Findings Instead of globalization processes that drive GCC, the most dominant process is a local-global-local cycle of global products and brands. Originality/value It offers a different approach to the study of global vs local products and brands. It is suggested that instead of continuing abstract discussions of GCC, scholars do more service to international marketing by researching developments in the real world.


2017 ◽  
Vol 1 (2) ◽  
pp. 76-90 ◽  
Author(s):  
Jassim Happa ◽  
Michael Goldsmith

Purpose Several attack models attempt to describe behaviours of attacks with the intent to understand and combat them better. However, all models are to some degree incomplete. They may lack insight about minor variations about attacks that are observed in the real world (but are not described in the model). This may lead to similar attacks being classified as the same type of attack, or in some cases the same instance of attack. The appropriate solution would be to modify the model or replace it entirely. However, doing so may be undesirable as the model may work well for most cases or time and resource constraints may factor in as well. This paper aims to explore the potential value of adding information about attacks and attackers to existing models. Design/methodology/approach This paper investigates used cases of minor variations in attacks and how it may and may not be appropriate to communicate subtle differences in existing attack models through the use of annotations. In particular, the authors investigate commonalities across a range of existing models and identify where and how annotations may be helpful. Findings The authors propose that nuances (of attack properties) can be appended as annotations to existing attack models. Using annotations appropriately should enable analysts and researchers to express subtle but important variations in attacks that may not fit the model currently being used. Research limitations/implications This work only demonstrated a few simple, generic examples. In the future, the authors intend to investigate how this annotation approach can be extended further. Particularly, they intend to explore how annotations can be created computationally; the authors wish to obtain feedback from security analysts through interviews, identify where potential biases may arise and identify other real-world applications. Originality/value The value of this paper is that the authors demonstrate how annotations may help analysts communicate and ask better questions during identification of unknown aspects of attacks faster,e.g. as a means of storing mental notes in a structured manner, especially while facing zero-day attacks when information is incomplete.


2017 ◽  
Vol 15 (4) ◽  
pp. 362-365
Author(s):  
Declan Brady

Purpose This paper aims to describe a perspective from the Council of European Professional Informatics Societies (CEPIS) on the role of ethics in IT professionalism, and what that means in a practical sense for IT practitioners. Design/methodology/approach The paper develops ideas generated in a series of micro-conferences hosted by CEPIS on the topic of ethics, in the context of establishing a professional ethics framework as part of CEPIS’ work in support of IT professionalism. Findings Professional ethics is the weakest of the four professional pillars, and development of supports and resources is required. CEPIS is taking action in this areas. Practical implications Without a framework, and without IT Practitioners themselves taking a coordinated action, there risks a fragmentation of responses to ethical questions. Originality/value This paper describes the view of the CEPIS on the need for, and role of, professional ethics, and how that might be supported.


Author(s):  
Jörg Evermann

Information systems (IS) are situated in and representations of business and organizational domains. Conceptual models of the real world serve as tools for understanding the business domain. Conceptual modelling is thus an important first step in any IS development project. As no language has been generally accepted for conceptual modelling, researchers have proposed extending the use of widely accepted object-oriented software design languages such as UML for this purpose. A major problem with this is the fact that such languages possess no real-world business or organizational meaning— that is, it is unclear what the constructs of such languages mean in terms of the business. This chapter discusses how such meaning can be assigned to languages like UML. It provides an example that demonstrates the differences between a software design model and a conceptual model in UML. This chapter shows that UML is suitable for conceptual modelling but that the modeller must take special care not to confuse software aspects with aspects of the real world being modelled.


Author(s):  
Andrew Middleton

This paper challenges the dominant perception evident in the literature that mobile podcasting is primarily a medium for knowledge transmission. It describes why and how mobile audio learning can be facilitative, active and integrated, and how it can involve diverse voices, including those of students, in ways that usefully disrupt didactic pedagogy. Audio is described as an active learning environment, capable of supporting connection to the real world around education in which students are able to act as autonomous learner-gatherers. The paper responds to concerns raised by Ciussi, Rosner, and Augier (2009) that some students are disinterested in podcasting and uses a scenario-based design methodology (Carroll, 2000) to describe and evaluate six innovative applications. It concludes that mobile audio can be understood as an active medium capable of richly and meaningfully engaging learners.


Sign in / Sign up

Export Citation Format

Share Document