Does user involvement during information systems development improve data quality?

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.

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.


1990 ◽  
Vol 19 (331) ◽  
Author(s):  
Kaj Grønbæk ◽  
Jonathan Grudin ◽  
Susanne Bødker ◽  
Liam J. Bannon

This paper deals with the conditions for cooperation between users and developers in systems development projects. At first glance, many projects seem to present immense obstacles to user involvement. At the same time, there is a growing recognition of the need for user-developer cooperation, and research projects are providing new tools and techniques that engage users as full participants in system development. Two disparate projects serve as examples to frame a discussion of the realities of user involvement (or lack thereof) in development projects. This allows us to note both the possibilities for, and the obstacles to, user participation. We believe that cooperative systems design is needed to improve the quality of interactive computer applications, and that often it can be brought about even in the face of admitted obstacles. To achieve this, users need to be involved early in the whole process, and contracts governing development may need to be re-thought: inflexibility hinders iterative design, independent of the type of project under consideration. Development contracts should be shaped as process contracts between user and development organizations with scheduled renegotiation points. In general, we believe that the concern for quality products and processes requires that systems development assume more of a process focus than is currently evident.


2019 ◽  
Vol 3 (3) ◽  
pp. 24
Author(s):  
Rhodah Nzovila ◽  
Dr. Kirema Nkanata Mburugu ◽  
Dr. Lucy Karimi Kirima

Purpose: The study sought to establish the effects of end user involvement in the supply chain performance of higher learning institutions in Kenya.Methodology: The study was conducted at Chuka University procurement department and user departments comprising of 64 respondents from user departments and procurement. The study employed cross-sectional research design. Structured questionnaires were used for data collection. In order to determine the validity and reliability of the questionnaire, pretesting of the research instruments was conducted. To establish the validity of the research instrument, content validity was used while internal consistency method was used to determine the reliability. Correlation analysis followed by multivariate regression analysis was conducted between the independent variables and the dependent variable.Results: Results showed strong statistical significance between supply chain performance and procurement planning. The study also established that there was a strong statistical significance between supply chain performance and specification preparation. It was also established that there was strong statistical significance between supply chain performance and monitoring and evaluation. Lastly, there was strong statistical significance between supply chain performance and inspection and receipt of goods. The findings also revealed that the four independent variables under study only contributed to 63.4% of the dependent variable’s outcome..Conclusion: The study concludes that procurement planning, specification preparation, monitoring and evaluation, and inspection and receipt of goods are good measures of the end user involvement in the effective performance of supply chain, but that more studies need to be done to unearth the hidden variables contributing to the remaining 36.6% factors/variables, in order to get a full picture of the impact of the end-users on supply chain performance. Contribution to policy and practice: Research institutes and scholars will gain vital insights from the study when they want to research further and lastly government together with all its agencies will also gain important information that will inform the policies they come up with in future


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):  
Roy Rada

The traditional software life cycle defined in ISO 12207 (Rada & Moore, 1997) begins with requirements capture and ends with retirement. The system development life cycle remains largely unchanged over the years, though it calls increasingly for end-user involvement. The system development life cycle is basically the same in healthcare as in numerous other industries. However, what to expect in implementing the life cycle in a health environment is different from what to expect in other environments. The assessment of healthcare information systems requires subjective or qualitative methods as well as objective or quantitative methods (Heathfield et al., 1997):


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.


Author(s):  
Mohannad Alahmadi ◽  
Peter Pocta ◽  
Hugh Melvin

Web Real-Time Communication (WebRTC) combines a set of standards and technologies to enable high-quality audio, video, and auxiliary data exchange in web browsers and mobile applications. It enables peer-to-peer multimedia sessions over IP networks without the need for additional plugins. The Opus codec, which is deployed as the default audio codec for speech and music streaming in WebRTC, supports a wide range of bitrates. This range of bitrates covers narrowband, wideband, and super-wideband up to fullband bandwidths. Users of IP-based telephony always demand high-quality audio. In addition to users’ expectation, their emotional state, content type, and many other psychological factors; network quality of service; and distortions introduced at the end terminals could determine their quality of experience. To measure the quality experienced by the end user for voice transmission service, the E-model standardized in the ITU-T Rec. G.107 (a narrowband version), ITU-T Rec. G.107.1 (a wideband version), and the most recent ITU-T Rec. G.107.2 extension for the super-wideband E-model can be used. In this work, we present a quality of experience model built on the E-model to measure the impact of coding and packet loss to assess the quality perceived by the end user in WebRTC speech applications. Based on the computed Mean Opinion Score, a real-time adaptive codec parameter switching mechanism is used to switch to the most optimum codec bitrate under the present network conditions. We present the evaluation results to show the effectiveness of the proposed approach when compared with the default codec configuration in WebRTC.


Author(s):  
Alireza Rahimi ◽  
Siaw-Teng Liaw ◽  
Pradeep Kumar Ray ◽  
Jane Taggart ◽  
Hairong Yu

Improved Data Quality (DQ) can improve the quality of decisions and lead to better policy in health organizations. Ontologies can support automated tools to assess DQ. This chapter examines ontology-based approaches to conceptualization and specification of DQ based on “fitness for purpose” within the health context. English language studies that addressed DQ, fitness for purpose, ontology-based approaches, and implementations were included. The authors screened 315 papers; excluded 36 duplicates, 182 on abstract review, and 46 on full-text review; leaving 52 papers. These were appraised with a realist “context-mechanism-impacts/outcomes” template. The authors found a lack of consensus frameworks or definitions for DQ and comprehensive ontological approaches to DQ or fitness for purpose. The majority of papers described the processes of the development of DQ tools. Some assessed the impact of implementing ontology-based specifications for DQ. There were few evaluative studies of the performance of DQ assessment tools developed; none compared ontological with non-ontological approaches.


Author(s):  
Varadharajan Sridhar ◽  
Dhruv Nath ◽  
Amit Malik

The process of information systems planning is critically dependent on the users of the system. The involvement and participation of these users and its impact on the effectiveness of IS planning has not been studied in the literature. In this article we address the effect of user involvement and participation on the quality of IS planning projects. This was done through an exploratory quasi-experiment study conducted in an academic setting. We studied the effects of user involvement using two sets of teams doing IS planning exercises, one in which the user was involved as part of the project team and the other where the user was outside the project team, but was involved in interviews and reviews of project artifacts. We also measured the extent of user participation through a survey of participants engaged in the IS planning projects. Results indicate that user involvement has significant positive effect on user participation, as well as on the quality of IS planning projects. However the effect of user participation on the quality of projects is mixed and needs further research.


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