scholarly journals A Conceptual Culture Model for Design Science Research

2016 ◽  
Vol 6 (3) ◽  
pp. 01
Author(s):  
Thomas Richter

<p>The aim of design science research (DSR) in information systems is the user-centred creation of IT-artifacts with regard to specific social environments. For culture research in the field, which is necessary for a proper localization of IT-artifacts, models and research approaches from social sciences usually are adopted. Descriptive dimension-based culture models most commonly are applied for this purpose, which assume culture being a national phenomenon and tend to reduce it to basic values. Such models are useful for investigations in behavioural culture research because it aims to isolate, describe and explain culture-specific attitudes and characteristics within a selected society. In contrast, with the necessity to deduce concrete decisions for artifact-design, research results from DSR need to go beyond this aim. As hypothesis, this contribution generally questions the applicability of such generic culture dimensions’ models for DSR and focuses on their theoretical foundation, which goes back to Hofstede’s conceptual Onion Model of Culture. The herein applied literature-based analysis confirms the hypothesis. Consequently, an alternative conceptual culture model is being introduced and discussed as theoretical foundation for culture research in DSR.</p><p> </p>

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Telmo Antonio Henriques ◽  
Henrique O’Neill

PurposeThe purpose of this research paper is to present a pragmatic and systematic approach to conduct and document Design Science Research (DSR) activities with Focus Groups (FGs), exploring its continuous usage and providing traceability between problem, requirements, solutions and artefacts.Design/methodology/approachThe approach is to conduct the research and produce the meta-model for DSR with FG, a DSR approach was adopted using a conceptual model for Action Design Research already available. The artefact is the result from a specific literature review to define requirements, a careful design and a refinement stage where it was widely used and tested in real IS implementation projects.FindingsRigorous and committed stakeholder engagement is a critical success factor in complex projects. The main outcome of this research is a specific meta-model for DSR with FG that delivers new insights and practical guidelines for academics and professionals conducting and documenting real-world research and development initiatives deep-rooted in stakeholders' participation.Research limitations/implicationsThe meta-model has been endorsed as a practical and useful artefact by the stakeholders participating in the IS projects where it was adopted. However, to fully demonstrate its capabilities and to become more robust, the model has to be further used and tested in other application situations and environments.Originality/valueThe usage of FGs in DSR has already been proposed as an effective way, either to study artefacts, to propose improvements in its design or to acknowledge the utility of those artefacts in field use. The paper provides a sound contribution to this line of research by presenting a meta-model that integrates process and data, as well as a set of practical templates and forms that may be used by researchers and practitioners to conduct their projects.


Systems ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 27 ◽  
Author(s):  
Ahmed Elragal ◽  
Moutaz Haddara

Given the different types of artifacts and their various evaluation methods, one of the main challenges faced by researchers in design science research (DSR) is choosing suitable and efficient methods during the artifact evaluation phase. With the emergence of big data analytics, data scientists conducting DSR are also challenged with identifying suitable evaluation mechanisms for their data products. Hence, this conceptual research paper is set out to address the following questions. Does big data analytics impact how evaluation in DSR is conducted? If so, does it lead to a new type of evaluation or a new genre of DSR? We conclude by arguing that big data analytics should influence how evaluation is conducted, but it does not lead to the creation of a new genre of design research.


Author(s):  
Mark Bilandzic ◽  
John Venable

This paper proposes a new research method, Participatory Action Design Research (PADR), for studies in the Urban Informatics (UI) domain. PADR supports UI research in developing new technological means (e.g. using mobile and ubiquitous computing) to resolve contemporary issues or support everyday life in urban environments. Situated in a socio-technical context, UI requires a close dialogue between social and design-oriented fields of research as well as their methods. PADR combines Action Research and Design Science Research, both of which are used in Information Systems, another field with a strong socio-technical emphasis, and further adapts them to the cross-disciplinary needs and research context of UI.


2020 ◽  
Vol 28 (1) ◽  
Author(s):  
Iana Uliana Perez ◽  
Mônica Moura ◽  
Fausto Orsi Medola

Este artigo apresenta a abordagem da design science como alternativa para as investigações em design e nas ciências sociais aplicadas em geral. Para a sua redação, foi empreendida Revisão Bibliográfica Sistemática no Catálogo de Teses e Dissertações da Capes, verificando-se a incidência dos termos “design science” e “action design research”. O levantamento permitiu a identificação de 14 teses e dissertações em design que adotaram métodos próprios da design science, como Design Science Research (DSR) e Action Design Research (ADR). Para caracterizar esses métodos, é apresentada análise comparativa das pesquisas de três teses que adotaram a DSR; também é relatada a experiência de realização de uma pesquisa de mestrado que utilizou a ADR. A discussão ressalta as contribuições desses métodos e os aspectos que precisam ser aprimorados para sua operacionalização.


Author(s):  
M. R. (Ruth) De Villiers

This chapter introduces interpretive research as a background to research that is time-and context-dependent. The study presents practical, yet theoretical research approaches that are relevant to postgraduate studies and to ad-hoc research. The models proposed as interpretive research designs are development research, design-science research, and design-based research. Systems development, in and of itself, is not research, but when integrated with evaluation and applied both to solve real-world problems and to propose general design principles, it gives rise to development research. Design research – termed design-science research in the domain of information systems (where it has roots in software engineering) and design-based research in educational technology (where the approaches are more pragmatic) – has clearly defined features and methods in each domain respectively. The common attributes are the generation of creative and innovative artifacts to serve in complex situations, and the joint advancement of theory and practice. The three research designs are described, and each is illustrated by an example of a study where the model was applied


2016 ◽  
Vol 23 (5) ◽  
pp. 1054-1075 ◽  
Author(s):  
Leonie Cassidy ◽  
John Hamilton

Purpose – Literature-identified website benchmarking (WB) approaches are generally time consuming, survey based, with little agreement on what and how to measure website components. The purpose of this paper is to establish a theoretical approach to WB. A comprehensive design science research methodology (DSRM) artifact facilitates the evaluation of the website against the universal set of benchmark components. This knowledge allows managers to gauge/reposition their websites. Design/methodology/approach – DSRM establishes a website analysis method (WAM) artifact. Across six activities (problem identification, solution objective, artifact design/development, artifact demonstration, artifact evaluation, results communication), the WAM artifact solves the DSRM-identified WB problem. Findings – The WAM artifact uses 230 differentiated components, allowing managers to understand in-depth and at-level WB. Typological website components deliver interpretable WB scores. Website comparisons are made at domain (aesthetic, marketing, technical) and/or functional levels. Research limitations/implications – New/emergent components (and occasionally new functions) are included (and redundant components removed) as upgrades to the DSRM WAM artifact’s three domains and 28 functions. Such modifications help keep latest benchmarking comparisons (and/or website upgrades) optimized. Practical implications – This DSRM study employs a dichotomous present/absent component approach, allowing the WAM artifact’s measures to be software programmed, and merged at three different levels, delivering a useful WB tool for corporates. Originality/value – DSRM identifies the benchmarking problem. Rough-cut set-theory and mutual-exclusivity of components allow the causal-summing of typological website components into an objective WAM artifact WB solution. This new, comprehensive, objective-measurement approach to WB thus offers comparative, competitive, and website behavioral implications for corporates.


2019 ◽  
Vol 30 (5) ◽  
pp. 577-592 ◽  
Author(s):  
Jorge Grenha Teixeira ◽  
Lia Patrício ◽  
Tuure Tuunanen

Purpose Service design is a multidisciplinary approach that is key to service innovation, as it brings new service ideas to life. In this context, the development of new service design methods and models for creating new service futures is an important stream of service design research. Such developments can benefit from a systematized research methodology that builds on existing knowledge and robustly evaluates the suitability of research contributions. To address this challenge, the purpose of this paper is to present design science research (DSR), an established methodology from the information systems field, and examine how it can be useful for service design research by supporting the development of new artifacts, such as service design constructs, methods and models. Design/methodology/approach This paper presents DSR and related literature and shows how DSR can support service design research through a step-by-step approach. A methodology to develop prescriptive-driven solutions for classes of problems, DSR can support service design research in developing rigorous and relevant research. One illustrative example of a service design research effort using the DSR approach is presented. Findings Building on DSR’s robust methodological background, this paper discusses how DSR can support service design research, namely, through the development of new methods and models, and how DSR can be adapted to leverage service design research participatory, iterative, human-centric and creative approach. Originality/value This paper provides an overview of DSR and proposes it as a methodology to conduct service design research, offering step-by-step guidance on the application of DSR in service design research and discussing how it can be adapted according to the specific characteristics of service design research and drive future research.


2010 ◽  
Vol 3 (1) ◽  
Author(s):  
Remko Helms ◽  
Elia Giovacchini ◽  
Robin Teigland ◽  
Thomas Kohler

The Design Science Research approach is increasingly being applied in the field of Information Systems (IS) research. The philosophy behind design science research is that new scientific knowledge can be generated by means of constructing an artifact, and the core of this approach is a problem solving process used to develop the artifact. As virtual worlds are a relatively new IS medium, limited attention has been paid to investigating the use of design research in virtual worlds. Nevertheless, it is considered a relevant approach as much research in the field of virtual worlds involves the design of virtual spaces to support some kind of business activity. As such, the research purpose of this paper is to investigate the use of the design research approach in virtual worlds. In this paper, we describe and take a practical perspective of a specific case study in which design research was developed and used for a specific project. The specific project in focus is the development of a user innovation workshop inside Second Life for a start-up company interested in gaining insights and ideas for the development of its product.


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