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1 – 10 of over 20000Pingye Tian and Qing Yang
Online customer reviews is an important information resource for product innovation. This study aims to investigate the impact of online customer reviews on iterative innovation…
Abstract
Purpose
Online customer reviews is an important information resource for product innovation. This study aims to investigate the impact of online customer reviews on iterative innovation of software products and the moderating roles of product complexity in the process of online reviews influencing product iterative innovation.
Design/methodology/approach
To empirically test the hypotheses, this paper built a panel data of 500 software products from 2019 to 2021 and applied Poisson regression analysis.
Findings
Empirically results reveal that both sentiment and quantity of online customer reviews have positive effects on iteration innovation of software products. In addition, the authors find that product complexity negatively moderates the relationship between online reviews and iterative innovation.
Practical implications
This study suggests that firms can acquire valuable information from customers’ online reviews for product iterative innovation and improvement. However, for high-complexity products, it may be difficult for enterprises to obtain useful information for iterative innovation from online reviews. On the other hand, this study provides a reference for firms to choose more useful online reviews from the perspective of sentiment.
Originality/value
This paper provides a new finding that there is a positive relationship between online customer reviews and iterative innovation of software products. Moreover, the authors also provide a deeper understanding of how online customer reviews affects iterative innovation by examining the moderating roles of product complexity.
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Kati Tuulikki Stormi, Teemu Laine and Tuomas Korhonen
The purpose of this study is to reflect upon the feasibility of agile methodologies, Scrum in particular, to supplement the procedural design and implementation of performance…
Abstract
Purpose
The purpose of this study is to reflect upon the feasibility of agile methodologies, Scrum in particular, to supplement the procedural design and implementation of performance measurement systems (PMS).
Design/methodology/approach
The study is an interventionist case study that applied agile methodologies in the PMS development. Researchers actively participated in the PMS development, e.g. researchers designed some of the performance measurement prototypes in order to facilitate the agile development.
Findings
The study outlines an agile approach suitable for PMS development. The paper answers the topical needs for adaptability and agility in management accounting, by applying agile methodologies into PMS development. PMS development does not take place only as a project or process that systematically progresses from the measure selection to measure implementation. Instead, as the requirements for the PMS change during the development project, management may reject some measures and new measures emerge as the understanding about changing situations increase. Agile methodologies are a methodological way to respond to the inevitable change and to enhance management accounting adaptability.
Research limitations/implications
This study contributes to the PMS literature by proposing that agile development methodologies can advance organizational features that increase management accounting adaptability. As a result, the study proposes a new approach for PMS development to supplement existing ones. Agile methodologies are especially suitable for extending the PMS in new, yet relatively immature areas of performance measurement. The new approach applies Scrum principles in PMS development. By drawing from the theories of performance measurement (system) development and enabling PMS, the paper furthers academic understanding about agile development of accounting information systems.
Practical implications
Companies can use the proposed approach in PMS development, particularly after the initial system implementation in redesigning the system. The approach may increase the PMS impact in organizations and prevent PMS implementation failures.
Originality/value
The paper identifies the potential of using agile methodologies to enhance PMS adaptability and provides preliminary evidence of the potential of such approach in supplementing processual PMS development frameworks.
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Iterative software methodologies allow development teams to be agile in their response to changing requirements. However, the software development team is usually at the mercy of…
Abstract
Iterative software methodologies allow development teams to be agile in their response to changing requirements. However, the software development team is usually at the mercy of requirements changes, rather than being part of the project engineering staff defining the changes to the solution architecture. Therefore, projects tend to implement inferior solutions. Integrating a project-level innovation technique called Inventive Problem Solving into agile software development methodologies such as the spiral model, the Rational Unified Process, and Scrum, allows the development team to affect the overall solution architecture utilizing their expertise in information technology to the maximum benefit. As a result, more creative, innovative, and efficient solutions to the problem are conceived and implemented.
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Dale T. Eesley, Yukti Sharma, Ramendra Singh and Birud Sindhav
Entrepreneurship literature recognizes the founder’s involvement as a salient factor in determining the success of startups. Nevertheless, its role in conjunction with the…
Abstract
Purpose
Entrepreneurship literature recognizes the founder’s involvement as a salient factor in determining the success of startups. Nevertheless, its role in conjunction with the marketing roles of founders has been relatively unexplored. Very little is known about how founder’s involvement in marketing tasks (i.e. developing products, sales and customers) helps attain success in early startups. To fill this knowledge gap, this study aims to qualitatively investigate the founder’s involvement under three vital functional areas (i.e. sales, customer development and product development) and also explain their entwined nature of the relationship as the early-stage startups grow to become a scalable businesses.
Design/methodology/approach
This study used purposive sampling for conducting in-depth interviews with 11 startup founders in the midwestern city of the USA. A constant comparative method was used to code the interview transcripts, while juxtaposing them with extant literature.
Findings
Using three levels of axial coding, this study identified 32 descriptive codes, 11 aggregate codes and 2 interpretive codes. Following this, the authors present five propositions that illustrate the relationship between founders’ involvement, customer development, product development and sales.
Practical implications
This study offers guidelines to founders on how they could generate initial sales, identify early customers and build and sustain mutually beneficial relationships with them.
Originality/value
This study contributes to the extant literature on entrepreneurship and innovation literature. It presents motivation and potential processes, including systematic activities performed by founders in generating sales in conjunction with customer development and product development, thereby making a novel contribution.
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Jean Mary Daly Lynn, Elaine Armstrong and Suzanne Martin
The purpose of this paper is to outline the application of user centred design (UCD) within a research project to support the design, development and evaluation of a brain…
Abstract
Purpose
The purpose of this paper is to outline the application of user centred design (UCD) within a research project to support the design, development and evaluation of a brain computer interface (BCI) with associated home-based services and remote therapy station for people with acquired brain injury (ABI).
Design/methodology/approach
A multi- stakeholder UCD approach was adopted to include people living with ABI, their caregivers and therapists providing rehabilitation. A three-phased iterative approach was implemented: Phase 1 was to gather user requirements, Phase 2 an iterative design phase with end user (EU) groups and therapists and finally the verification and implementation phase. The final phase had two strands of a home-based BCI evaluation with target EUs and their caregivers, alongside this, therapists evaluated the final therapist station that supports the use of the BCI at home. Ethical governance, inline with Ulster University, was awarded.
Findings
UCD enabled the co-creation and validation of a home-based BCI system for social inclusion and rehabilitation.
Originality/value
This was the first BCI project to adopt UCD to design and validation a novel home-based BCI system and migrate this from the lab to home. It highlights the importance of UCD to bridge the gap between the technical developers and those whom the technology is aimed at. This complex design process is essential to increase usability and reduce device abandonment.
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Rachelle Curcio, Rebecca Smith Hill and Kate Ascetta
The paper aims to examine how a professional development school-district (PDS-D) partnership, enacting an improvement science stance, collectively explored social-emotional…
Abstract
Purpose
The paper aims to examine how a professional development school-district (PDS-D) partnership, enacting an improvement science stance, collectively explored social-emotional learning (SEL) during collaboratively designed professional learning experiences.
Design/methodology/approach
This qualitative study, guided by an improvement science orientation, enacted an iterative research design. Data sources consisted of anecdotal field notes and artifacts from 12 professional learning sessions. Using a constant comparative method, the authors applied an inductive thematic analysis to identify salient themes across data related to teacher wonderings and identified goals.
Findings
The paper illuminates teachers' voices while highlighting information gleaned from participant wonderings, their identified goals and how this information informed the iterative development of future professional learning experiences within a district-university partnership.
Research limitations/implications
Due to the chosen research approaches and limited number of participants, the research results may lack generalizability.
Originality/value
This paper provides original insight into collaborative development of recursive professional learning experiences within partnership spaces.
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The purpose of this paper is to describe a case study of the development, features and evaluation of a rich internet application for libraries. It aims to demonstrate best…
Abstract
Purpose
The purpose of this paper is to describe a case study of the development, features and evaluation of a rich internet application for libraries. It aims to demonstrate best practice in the use of software standards, development processes and evaluation.
Design/methodology/approach
Web 2.0, open source design methods and usability testing were used within an agile framework.
Findings
The adoption of agile software development methods, coupled with usability testing, would enable the library community to take full advantage of the techniques and principles inherent in Web 2.0 open source software.
Research limitations/implications
A major component of the evaluation of OJAX was a series of usability tests. As is the nature of most usability studies, the results are not generalisable.
Originality/value
Aspects of agile software development methods, such as usability testing and iterative design, are recognised in the literature as contributing to the usability of library software. However, exploration of the use of a full agile framework plus usability testing to facilitate Web 2.0 open source software is rare in library‐related literature.
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Irina Farquhar and Alan Sorkin
This study proposes targeted modernization of the Department of Defense (DoD's) Joint Forces Ammunition Logistics information system by implementing the optimized innovative…
Abstract
This study proposes targeted modernization of the Department of Defense (DoD's) Joint Forces Ammunition Logistics information system by implementing the optimized innovative information technology open architecture design and integrating Radio Frequency Identification Device data technologies and real-time optimization and control mechanisms as the critical technology components of the solution. The innovative information technology, which pursues the focused logistics, will be deployed in 36 months at the estimated cost of $568 million in constant dollars. We estimate that the Systems, Applications, Products (SAP)-based enterprise integration solution that the Army currently pursues will cost another $1.5 billion through the year 2014; however, it is unlikely to deliver the intended technical capabilities.
Kate McDowell and Matthew J. Turk
Data storytelling courses position students as agents in creating stories interpreted from data about a social problem or social justice issue. The purpose of this study is to…
Abstract
Purpose
Data storytelling courses position students as agents in creating stories interpreted from data about a social problem or social justice issue. The purpose of this study is to explore two research questions: What themes characterized students’ iterative development of data story topics? Looking back at six years of iterative feedback, what categories of data literacy pedagogy did instructors engage for these themes?.
Design/methodology/approach
This project examines six years of data storytelling final projects using thematic analysis and three years of instructor feedback. Ten themes in final projects align with patterns in feedback. Reflections on pedagogical approaches to students’ topic development suggest extending data literacy pedagogy categories – formal, personal and folk (Pangrazio and Sefton-Green, 2020).
Findings
Data storytelling can develop students’ abilities to move from being consumers to creators of data and interpretations. The specific topic of personal data exposure or risk has presented some challenges for data literacy instruction (Bowler et al., 2017). What “personal” means in terms of data should be defined more broadly. Extending the data literacy pedagogy categories of formal, personal and folk (Pangrazio and Sefton-Green, 2020) could more effectively center social justice in data literacy instruction.
Practical implications
Implications for practice include positioning students as producers of data interpretation, such as role-playing data analysis or decision-making scenarios.
Social implications
Data storytelling has the potential to address current challenges in data literacy pedagogy and in teaching critical data literacy.
Originality/value
Course descriptions provide a template for future data literacy pedagogy involving data storytelling, and findings suggest implications for expanding definitions and applications of personal and folk data literacies.
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Benjamin M. DeVane, Jeremy Dietmeier, Kristen Missall, Salloni Nanda, Michala Cox, Ben J. Miller, Ethan Valentine and Deb M. Dunkhase
This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of…
Abstract
Purpose
This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of 5-8 years old and accompanying adults, this interactive tabletop game encourages players to build a skatepark and then skate through it with a skater character. This case study describes the authors’ design perspective shift to make the game’s possibilities for tinkering more “perceptible.”
Design/methodology/approach
This paper presents a case-based design narrative that draws on the project’s iterative playability testing with parent–child dyads and reflections from the design team’s endeavors. This analysis draws on methodological elements adapted from agile game development processes and educational design-based research.
Findings
The initial game prototype inhibited the collaborative tinkering of parent–child dyads because it used interface abstractions such as menus, did not orient to the task of tinkering with skatepark design and did not help players understand why their skatepark designs failed. Subsequent game versions adopted blocks as a metaphor for interaction, gave players explicit design goals and models and provided players with more explicit feedback about their skater’s motion.
Originality/value
Museum games that provide tinkering experiences for children are an emerging medium. Central concerns for those designing such games are presenting multiple modes of play for different players and contexts and clearly and quickly communicating the possible activities and interactions. The design approach in this study offers players the opportunity to – at both short and long timescales – take up game-directed challenges or explore the skatepark physics through self-generated goals.
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