Using a Design Science Research Approach to Develop a HCI Artifact for Designing Web Interfaces

Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

Interface signs are the communication cues of web interfaces, through which users interact. Examples of interface signs are small images, navigational links, buttons and thumbnails. Although intuitive interface signs are crucial elements of a good user interface (UI), prior research ignored these in UI design and usability evaluation process. This chapter outlines how a design science research (DSR) approach is used to develop a Human-Computer Interaction (HCI) artifact (semiotic framework) for design and evaluation of user-intuitive web interface signs. This chapter describes how the principles and guidelines of DSR approach are adopted, while performing the activities of the DSR process model to construct the artifact.

2017 ◽  
Vol 1 (2) ◽  
pp. 42-59
Author(s):  
Muhammad Nazrul Islam

Design science is a problem-solving approach that focuses on how to develop and produce artifacts having desired properties. A Design Science Research (DSR) approach was followed to develop a Human-Computer Interaction (HCI) artifact (semiotic framework [Semiotic Interface sign Design and Evaluation – the SIDE framework]) to help practitioners to design and evaluate the web interfaces. The objective of this paper is to present how a DSR approach was adopted in a HCI project and to highlight what lessons were learned by adopting the DSR approach in developing a HCI artifact. This paper outlines how the principles and guidelines of DSR approach were adopted, while performing the activities of the DSR process model to construct the artifact. Lessons learned from this case study and their implications in HCI research are also discussed; that includes, for example, DSR provides higher level of procedural transparency, maintains the research rigor, create a bridge between the HCI and IS, provides established research knowledge base, support to claim both as an approach and a paradigm, and facilitates to employ both inductive and deductive design activities.


Author(s):  
Jose O De Sordi ◽  
Marcia Azevedo ◽  
Manuel Meireles ◽  
Luis Hernan Contreras Pinochet ◽  
Carlos Francisco Bitencourt Jorge

Aim/Purpose: To discuss the Design Science Research approach by comparing some of its canons with observed practices in projects in which it is applied, in order to understand and structure it better. Background: Recent criticisms of the application of the Design Science Research (DSR) approach have pointed out the need to make it more approachable and less confusing to overcome deficiencies such as the unrealistic evaluation. Methodology: We identified and analyzed 92 articles that presented artifacts developed from DSR projects and another 60 articles with preceding or subsequent actions associated with these 92 projects. We applied the content analysis technique to these 152 articles, enabling the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of activities performed and the types of artifacts involved. Contribution: The content analysis of these 152 articles enabled the preparation of network diagrams and an analysis of the longitudinal evolution of these projects in terms of the activities and types of artifacts involved. Evidence was found of a precedence hierarchy among different types of artifacts, as well as nine new opportunities for entry points for the continuity of DSR studies. Only 14% of the DSR artifacts underwent an evaluation by typical end users, characterizing a tenth type of entry point. Regarding the evaluation process, four aspects were identified, which demonstrated that 86% of DSR artifact evaluations are unrealistic. Findings: We identified and defined a set of attributes that allows a better characterization and structuring of the artifact evaluation process. Analyzing the field data, we inferred a precedence hierarchy for different artifacts types, as well as nine new opportunities for entry points for the continuity of DSR studies. Recommendation for Researchers: The four attributes identified for analyzing evaluation processes serve as guidelines for practitioners and researchers to achieve a realistic evaluation of artifacts. Future Research: The nine new entry points identified serve as an inspiration for researchers to give continuity to DSR projects.


Author(s):  
Jan Pries-Heje ◽  
Lene Pries-Heje

An interview study focusing on online collaboration in geographically distributed IT development teams in Danske Bank revealed seven problem areas. To cope with the problems the authors applied a design science research approach to construct a conceptual framework for improving online collaboration. The conceptual framework combines a six-phase teambuilding model with six elements of social capital. Thus, in each phase of teambuilding, the online collaborators aim at building up all six elements of social capital. The complete six-by-six framework was successfully tried and diffused throughout Danske Bank. This chapter gives an account of the framework content and the results from the evaluation.


2019 ◽  
Vol 26 (6/7) ◽  
pp. 831-854
Author(s):  
Dina Elikan ◽  
Yves Pigneur

Purpose Being able to communicate a clear identity to different stakeholders is crucial for SMEs and startups in today’s world, which is characterised by accelerated innovation, growing competition and increasingly connected consumers. However, this can be a complex task for small organisations. The purpose of this paper is to propose a visual tool that supports entrepreneurs in SMEs and startups to collaboratively develop their identity communication strategy. Design/methodology/approach The paper follows a design science research approach. The authors propose the design of a tool as well as some preliminary qualitative evaluations. The authors conducted three iterations between design and evaluation, where the results of the evaluations are implemented in the design. Findings The authors demonstrate how to design strategic tools for allowing teams to co-design their identity communication strategy and present the tool. The authors also evaluate its use and find out through the preliminary evaluations that it could be easy to use and useful for practitioners. Originality/value The originality of this paper lays in the novelty of the tool and its development. Such a tool addressing identity communication strategy has not been developed with a scientific approach until now.


2016 ◽  
Vol 78 (6-11) ◽  
Author(s):  
Arafat Al-Dhaqm ◽  
Shukor Abd Razak ◽  
Siti Hajar Othman ◽  
Asri Nagdi ◽  
Abdulalem Ali

Database Forensic investigation is a domain which deals with database contents and their metadata to reveal malicious activities on database systems. Even though it is still new, but due to the overwhelming challenges and issues in the domain, this makes database forensic become a fast growing and much sought after research area. Based on observations made, we found that database forensic suffers from having a common standard which could unify knowledge of the domain. Therefore, through this paper, we present the use of Design Science Research (DSR) as a research methodology to develop a Generic Database Forensic Investigation Process Model (DBFIPM). From the creation of DBFIPM, five common forensic investigation processes have been proposed namely, the i) identification, ii) collection, iii) preservation, iv) analysis and v) presentation process. From the DBFIPM, it allows the reconciliation of concepts and terminologies of all common databases forensic investigation processes. Thus, this will potentially facilitate the sharing of knowledge on database forensic investigation among domain stakeholders.  


2016 ◽  
pp. 1453-1471
Author(s):  
Katja Lehmann ◽  
Matthias Söllner ◽  
Jan Marco Leimeister

Universities face increasing numbers of students leading to increasingly large lectures, and decreasing interaction and feedback, which are important factors for individual learning success and satisfaction. The use of IT can help in overcoming this challenge by increasing the interaction in large-scale lectures without massively increasing the workload of lecturers. This paper presents the design, use and evaluation of a mobile-learning application aiming to increase the interaction in large-scale lectures and the success of learners. For designing the application, the authors follow a design science research approach. The authors rely on insights from interaction theory as well as requirements gathered from lecturers and students in a focus group workshop. With the implementation, large-scale lecture related limitations can be overcome and the results help lecturers to face the according challenges. The results emphasize the potential of IT for university teaching and provide transferable insights for practical use in other learning scenarios.


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