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1 – 10 of over 13000The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises…
Abstract
Purpose
The purpose of this paper is to present a methodology for research through game design and discuss how simulation games can be used to bridge the gap between operational exercises and simulation or analytical modelling and to provide guidelines on how simulation games can be designed for different research purposes in the context of humanitarian logistics.
Design/methodology/approach
This paper combines a literature review on gaming as a research method with an analysis of requirements for humanitarian logistics research methods. Starting from this theoretical framework, the authors develop a design thinking approach that highlights how games can be used for different research purposes. To illustrate the approach, the authors develop two different game set-ups that are of increasing fidelity and complexity. Finally, the authors discuss the results of the evaluation of both approaches, reflect on the design choices and provide recommendations for research and practice.
Findings
Gaming is a suitable research method to explore and analyse behaviour and decisions in emergent settings that require team work and collaborative problem solving. Especially when safety and security concerns may hinder access and experimentation on site, gaming can offer a realistic and engaging quasi-experimental environment. The aspects of engagement and realism also make gaming a suitable tool to combine training and research.
Originality/value
Although the use of games has attracted some attention in commercial supply chain management and crisis response, there is no systematic overview of gaming as a research method in humanitarian logistics. This paper is set to make a headway in addressing this gap by proposing a concrete approach to design games for humanitarian logistics research.
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Buddhini Gayathri Jayatilleke, Gaya R. Ranawaka, Chamali Wijesekera and Malinda C.B. Kumarasinha
The purpose of this paper is to illustrate the development and testing of an innovative mobile application using design-based research.
Abstract
Purpose
The purpose of this paper is to illustrate the development and testing of an innovative mobile application using design-based research.
Design/methodology/approach
This paper reports on the process of transformation of existing printed course material into digitized content through design-based research where design, research and practice were concurrently applied through several iterations of the mobile application. For this transformation, one session each from BSc in Nursing, Bachelor of Pharmacy and Bachelor of Medical Laboratory Sciences was selected. In the first phase of the design-based research, the main research question was formulated. In the second phase, a mobile learning application (OUSL MLearn) was designed and developed to address the research question. In the third phase, this application was evaluated by five groups of stakeholders: content experts to validate the content; educational technologists to check the alignment of technical and pedagogical features; novice users to check the overall effectiveness of the application; developer to develop the application, to check the ease of usage; and researchers to identify the impact of this innovation. These stakeholders were closely involved throughout the whole process which lasted over a period of four months. At the end of this development phase, the results were reflected upon and used for further enrichment.
Findings
It was observed that the developed mobile application was accessible, appealing and pedagogically constructive for users. However, optimization, development time, technical and organizational issues, workload of academics and production costs were identified as major challenges.
Research limitations/implications
This study was based on the findings of a small sample of potential users.
Practical implications
The findings have implications for designing culturally adaptive interactive mobile applications.
Originality/value
This study will benefit practitioners to design culturally sensitive mobile learning courses and researchers to conduct design-based research.
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Jeanette Kirk, Thomas Bandholm, Ove Andersen, Rasmus Skov Husted, Tine Tjørnhøj-Thomsen, Per Nilsen and Mette Merete Pedersen
The aim of this study is to explore and discuss key challenges associated with having stakeholders take part in co-designing a health care intervention to increase mobility in…
Abstract
Purpose
The aim of this study is to explore and discuss key challenges associated with having stakeholders take part in co-designing a health care intervention to increase mobility in older medical patients admitted to two medical departments at two hospitals in Denmark.
Design/methodology/approach
The study used a qualitative design to investigate the challenges of co-designing an intervention in five workshops involving health professionals, patients and relatives. “Challenges” are understood as “situations of being faced with something that needs great mental or physical effort in order to be done successfully and therefore tests a person's ability” (Cambridge Dictionary). Thematic content analysis was conducted with a background in the analytical question: “What key challenges arise in the material in relation to the co-design process?”.
Findings
Two key challenges were identified: engagement and facilitation. These consisted of five sub-themes: recruiting patients and relatives, involving physicians, adjusting to a new researcher role, utilizing contextual knowledge and handling ethical dilemmas.
Research limitations/implications
The population of patients and relatives participating in the workshops was small, which likely affected the co-design process.
Practical implications
Researchers who want to use co-design must be prepared for the extra time required and the need for skills concerning engagement, communication, facilitation, negotiation and resolution of conflict. Time is also required for ethical discussions and considerations concerning different types of knowledge creation.
Originality/value
Engaging stakeholders in co-design processes is increasingly encouraged. This study documents the key challenges in such processes and reports practical implications.
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Jennie Åkesson, Angelina Sundström, Glenn Johansson, Koteshwar Chirumalla, Sten Grahn and Anders Berglund
Despite increasing focus among scholars and practitioners on the design of product-service systems (PSS), there exists no compilation of current knowledge on the role played by…
Abstract
Purpose
Despite increasing focus among scholars and practitioners on the design of product-service systems (PSS), there exists no compilation of current knowledge on the role played by small and medium-sized enterprises (SMEs) in designing such systems. Thus, this paper sets out to identify and organise the existing research and suggest questions for future research.
Design/methodology/approach
A systematic literature review was performed to identify and provide in-depth details on key themes in the literature addressing the design of PSS in SMEs.
Findings
This paper identifies five themes in the literature on the design of PSS in SMEs: motives, challenges, SME characteristics, methods and digitalisation. The themes are interrelated, and SME characteristics seem to be at the core as they are related to all the other themes. Gaps in the current knowledge are identified, and questions for future research are suggested.
Originality/value
The suggestions for future research provide a starting point for expanding the research on PSS design and devising practical support for SMEs.
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Chiehyeon Lim, Min-Jun Kim, Ki-Hun Kim, Kwang-Jae Kim and Paul P. Maglio
The proliferation of (big) data provides numerous opportunities for service advances in practice, yet research on using data to advance service is at a nascent stage in the…
Abstract
Purpose
The proliferation of (big) data provides numerous opportunities for service advances in practice, yet research on using data to advance service is at a nascent stage in the literature. Many studies have discussed phenomenological benefits of data to service. However, limited research describes managerial issues behind such benefits, although a holistic understanding of the issues is essential in using data to advance service in practice and provides a basis for future research. The purpose of this paper is to address this research gap.
Design/methodology/approach
“Using data to advance service” is about change in organizations. Thus, this study uses action research methods of creating real change in organizations together with practitioners, thereby adding to scientific knowledge about practice. The authors participated in five service design projects with industry and government that used different data sets to design new services.
Findings
Drawing on lessons learned from the five projects, this study empirically identifies 11 managerial issues that should be considered in data-use for advancing service. In addition, by integrating the issues and relevant literature, this study offers theoretical implications for future research.
Originality/value
“Using data to advance service” is a research topic that emerged originally from practice. Action research or case studies on this topic are valuable in understanding practice and in identifying research priorities by discovering the gap between theory and practice. This study used action research over many years to observe real-world challenges and to make academic research relevant to the challenges. The authors believe that the empirical findings will help improve service practices of data-use and stimulate future research.
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Aulikki Herneoja, Piia Markkanen and Eevi Juuti
This paper aims to build on the presumption that defining the spatial solution of the activity-based office environment through user-centred interdisciplinary dialog would…
Abstract
Purpose
This paper aims to build on the presumption that defining the spatial solution of the activity-based office environment through user-centred interdisciplinary dialog would strengthen understanding of interdependencies between the environment and the worker. Secondly, this presumption also contributes to the idea that the shared and clarified concepts of a spatial solution through location-specific structuring, would support the research outcomes in being communicated to the design practice, and further improve the work environment design in the future. Thirdly, this supposition is that understanding, documenting and communicating of the interdependencies between the environment and the worker would contribute to increased interdisciplinary understanding, ultimately benefitting the end-user, the worker.
Design/methodology/approach
The driver of this conceptual paper is to encourage understanding across disciplinary boundaries and communication of work environment research results for implementation in design practice. The authors introduce an ecosystem-based approach to discuss the spatial solutions of activity-based office work environments. This approach is motivated by a need to understand the contradictory findings in former knowledge work environment research, such as ambiguities with shared concepts concerning interdisciplinary spatial discourse and shortcomings with user-centred methodologies in architectural design research. The transdisciplinarity forms the methodological framework of this paper, and it is reflected in relation to the design research approach Research by Design (RbD). RbD considers the professional designer’s viewpoint, which includes creative knowledge production, carrying out the operations of research in a real-life context with interdisciplinary interactions together with the worker’s user-experience.
Findings
The research outcome is the proposal of an activity-based office ecosystem-based approach, in which the physical environment is structured into two entities: architectural envelope and interior orchestration. In this twofold approach, both qualitative and quantitative contents are meant to be seen as part of the time-location-based framework of an office space. This integrative approach is intended to support the process of searching for understanding and unity of knowledge across disciplinary boundaries. The twofold structuring also has an essential role in supporting methodological choices and the communication of the research outcomes both between disciplines and to design practice. The twofold model also has a role in engaging users as participants and evidence providers in the design or research processes.
Originality/value
The location-specific ecosystem-based approach of the physical work environment compiles of a twofold entity architectural envelope and interior orchestration. This approach supports affordance-based thinking, understanding the ecosystem’s complexity and underpins spatial documentation. Furthermore, this location-specific ecosystem-based approach enables communication of the research outcomes to the design practice and participation actions with the users.
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Sebastian Maximilian Dennerlein, Vladimir Tomberg, Tamsin Treasure-Jones, Dieter Theiler, Stefanie Lindstaedt and Tobias Ley
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on…
Abstract
Purpose
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on formal learning context and often questioned for a lack of yielding traceable research insights. This paper aims to propose a method that extends DBR by understanding tools as sociocultural artefacts, co-designing affordances and systematically studying their adoption in practice.
Design/methodology/approach
The iterative practice-centred method allows the co-design of cognitive tools in DBR, makes assumptions and design decisions traceable and builds convergent evidence by consistently analysing how affordances are appropriated. This is demonstrated in the context of health-care professionals’ informal learning, and how they make sense of their experiences. The authors report an 18-month DBR case study of using various prototypes and testing the designs with practitioners through various data collection means.
Findings
By considering the cognitive level in the analysis of appropriation, the authors came to an understanding of how professionals cope with pressure in the health-care domain (domain insight); a prototype with concrete design decisions (design insight); and an understanding of how memory and sensemaking processes interact when cognitive tools are used to elaborate representations of informal learning needs (theory insight).
Research limitations/implications
The method is validated in one long-term and in-depth case study. While this was necessary to gain an understanding of stakeholder concerns, build trust and apply methods over several iterations, it also potentially limits this.
Originality/value
Besides generating traceable research insights, the proposed DBR method allows to design technology-enhanced learning support for working domains and practices. The method is applicable in other domains and in formal learning.
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Maricela Salgado, María Valeria De Castro Martínez, Esperanza Marcos Martínez, Marcos López-Sanz and María Luz Martín-Peña
The purpose of the paper is to present a service design (SD)-based methodology developed to help small and medium enterprises (SMEs) undertake organisational change.
Abstract
Purpose
The purpose of the paper is to present a service design (SD)-based methodology developed to help small and medium enterprises (SMEs) undertake organisational change.
Design/methodology/approach
This research used the design science research methodology, which enabled the creation of the Service Design for Organisational Change (SD4OCh) methodology. A real case study of a small service company specialised in neuropsychological disorders was used for the definition and validation of SD4OCh.
Findings
The main outcome of this study is the SD4OCh methodology, which is based on three key stages: diagnosis (knowing where to begin by detecting the organisation's strengths and weaknesses), innovation (improving the structure/processes and designing/redesigning services by employing a customer-centric approach), and implementation (enabling the definition of the route towards organisational change). There is also a transversal evaluation stage, which quantifies the organisational changes.
Research limitations/implications
This study adds valuable knowledge to the service science research field and contributes to the awareness of the usefulness of SD theory within companies, especially those which are small and medium-sized, since those companies lack the tools and methods required to tackle organisational change, signifying that the challenges the companies confront are different to those of larger companies.
Originality/value
Although this is a SD-based research, the SD4OCh methodology was developed in order to enable companies to make holistic changes, namely, to innovate their services, structure, and processes, thus supporting and guiding organisational change.
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Daniel Trabucchi, Tommaso Buganza, Paola Bellis, Silvia Magnanini, Joseph Press, Roberto Verganti and Federico Paolo Zasa
To overcome change management challenges, organizations often rely on stories as means of communication. Storytelling has emerged as a leading change management tool to influence…
Abstract
Purpose
To overcome change management challenges, organizations often rely on stories as means of communication. Storytelling has emerged as a leading change management tool to influence and bring people on sharing knowledge. Nevertheless, this study aims to suggest stories of change as a more effective tool that helps people in taking action toward transformation processes.
Design/methodology/approach
The authors apply design science research to develop and evaluate how writing a prospective story engages organizational actors in the transformation process. The authors test the story-making artifact in a field study with five companies and 115 employees who participated in 75 workshops.
Findings
Using the findings to discuss the role of story-making in facilitating the emergence of new behaviors in transformation processes, the authors link story-making with the opportunity to make change happen through knowledge dissemination rather than merely understanding it.
Research limitations/implications
The authors illustrate the role of iterations, peers and self-criticism that help story-makers embrace sensemaking, developing a shared knowledge based that influence individual actions.
Practical implications
The authors propose the story-making approach that organizations can follow to nurture change to make transformation happen through knowledge cocreation.
Originality/value
The research explores story-making as an individual act of writing prospective stories to facilitate the emergence of new behaviors through shared knowledge.
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Tra Huynh, Adrian Madsen, Sarah McKagan and Eleanor Sayre
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design…
Abstract
Purpose
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design by focusing on real users’ needs. However, the use of personas in educational research and design requires certain adjustments from its original use in human-computer interface design. This paper aims to propose a process of creating personas from phenomenographic studies, which helps us create data-grounded personas effectively.
Design/methodology/approach
Personas have features that can help address design problems in educational contexts. The authors compare the use of personas with other common methodologies in education research, including phenomenology and phenomenography. Then, this study presents a six-step process of building personas using phenomenographic study as follows: articulate a design problem, collect user data, assemble phenomenographic categories, build personas, check personas and solve the design problem using personas. The authors illustrate this process with two examples, including the redesign of a professional development website and an undergraduate research program design.
Findings
The authors find that personas are valuable tools for educational design websites and programs. Phenomenography can productively help educational designers and researchers build sets of personas following the process the authors propose.
Originality/value
The use and method of personas in educational contexts are scarce and vague. Using the example contexts, the authors provide educational designers and researchers a clear method of creating personas that are relatable and applicable for their design problems.
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