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1 – 3 of 3Shamal Faily, Claudia Iacob, Raian Ali and Duncan Ki-Aries
This paper aims to present a tool-supported approach for visualising personas as social goal models, which can subsequently be used to identify security tensions.
Abstract
Purpose
This paper aims to present a tool-supported approach for visualising personas as social goal models, which can subsequently be used to identify security tensions.
Design/methodology/approach
The authors devised an approach to partially automate the construction of social goal models from personas. The authors provide two examples of how this approach can identify previously hidden implicit vulnerabilities and validate ethical hazards faced by penetration testers and their safeguards.
Findings
Visualising personas as goal models makes it easier for stakeholders to see implications of their goals being satisfied or denied and designers to incorporate the creation and analysis of such models into the broader requirements engineering (RE) tool-chain.
Originality/value
The approach can be used with minimal changes to existing user experience and goal modelling approaches and security RE tools.
Details
Keywords
C.W. Chathurani Silva, Dilini Dineshika Rathnayaka and M.A.C.S. Sampath Fernando
This study aims to evaluate the adoption of four types of supplier sustainability risk management (SSRM) strategies, namely, risk avoidance (RA), risk acceptance (RAC)…
Abstract
Purpose
This study aims to evaluate the adoption of four types of supplier sustainability risk management (SSRM) strategies, namely, risk avoidance (RA), risk acceptance (RAC), collaboration-based risk mitigation (CBM) and monitoring-based risk mitigation (MBM) in Sri Lankan apparel and retail industries, and to investigate their effect on supply chain performance (SCP).
Design/methodology/approach
This study uses the dynamic capability view (DCV) to develop its hypotheses. Data collected from 89 firms were analysed using partial least square (PLS) structural equation modelling and PLS-based multiple group analysis.
Findings
Sri Lankan apparel and retail firms adopt RA and MBM strategies relatively more than CBM and RAC strategies, whereas there is no significant difference between the two industries in terms of the use of SSRM strategies. The path analysis revealed significant effects of RA and RAC strategies on SCP of both industries. The effect of CBM strategy on SCP is moderated by industry, while MBM has no significant impact.
Research limitations/implications
While managing supplier sustainability risks effectively, RA and RAC strategies provide more opportunities for managers to improve SCP. In achieving SCP, CBM strategies are proven to be more effective for retail industry compared with the apparel sector. Although MBM strategies offer sustainability advantages to firms, their contribution to improving the performance of apparel and retail supply chains is not significant. This research is limited to only two industries (apparel and retail) in Sri Lanka, where the evidence for the effects of SSRM strategies is not available for other contexts.
Originality/value
Either the effects of the four types of SSRM strategies on SCP or the moderating effect of industry on these effects have not been empirically confirmed in the literature. Evaluating the extent to which different strategies are implemented in Sri Lankan apparel and retail industries is another significant contribution of this research. Furthermore, this study contributes by using DCV to a sustainability-based supply chain risk management research.
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Malathi Sivasankara Pillai and Kannan Balakrishnan
This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing…
Abstract
Purpose
This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors.
Design/methodology/approach
The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished.
Findings
(1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual.
Originality/value
This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes.
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