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2015 | Buch

Nordic Contributions in IS Research

6th Scandinavian Conference on Information Systems, SCIS 2015, Oulu, Finland, August 9-12, 2015, Proceedings

herausgegeben von: Harri Oinas-Kukkonen, Netta Iivari, Kari Kuutti, Anssi Öörni, Mikko Rajanen

Verlag: Springer International Publishing

Buchreihe : Lecture Notes in Business Information Processing

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SUCHEN

Über dieses Buch

This book contains the refereed proceedings of the 6th Scandinavian Conference on Information Systems, SCIS 2015, held in Oulu, Finland, in August 2015. The theme for this book as well as for the conference is “Design for, with, and by Users.” This theme has characterized information systems research already for decades, and it is still a vibrant topic, especially so within the Scandinavian tradition. The 16 full papers accepted for SCIS 2015 were selected from 44 submissions. In addition, two keynote extended abstracts and one keynote paper are included.

Inhaltsverzeichnis

Frontmatter

Keynote paper

Frontmatter
The Power of a Good Story or the Great Potential of Information Systems History or Some Lessons from a Heroic Journey
Abstract
This paper is an essay about my journey as an information systems (IS) historian. In the paper, I briefly outline the past and the current situation with the environmental circumstances of history writing in the IS research field. I also highlight some lessons I have learned studying and applying the historical method over the past decade and a half. I do this in the context of a four-tiered research framework. I conclude that there continues to be a great need for written IS history and urge IS researchers to take upon themselves this important quest that will benefit future generations.
Jaana Porra

Design for and with Disadvantaged Users

Frontmatter
Assembling Fragments into Continuous Design: On Participatory Design with Old People
Abstract
The paper takes a close look at a participatory design (PD) process with old users. We discuss how we organized and carried out the PD process so that they could participate in the mutual learning and co-construction activities on their own terms. We use the design of a radio to illustrate how the old users participated in the co-construction. We discuss some important topics to consider when organizing PD with old users: recruiting, timing, continuity, representativity and immediacy.
Suhas Govind Joshi, Tone Bratteteig
Children and Web 2.0: What They Do, What We Fear, and What Is Done to Make Them Safe
Abstract
Children nowadays start using Internet earlier and earlier. This has gained attention of scholars in various disciplines such as psychology, sociology, and media. Concerns about children’s online safety have increased but Information Systems (IS) research on this area is still scarce despite of the fact that information security is an established research field within IS research. In this paper we review the existing research on children’s online activities and related threats and risks, as well as initiatives to achieve online safety. We identify gaps in current research, such as lack of qualitative studies and research related to young children, and lack of research addressing the effectiveness of educational initiatives. We also argue that IS research should contribute to this research field for example by studying children’s information security and privacy related behavior, as good information security skills lay the groundwork for privacy, the cornerstone for online safety.
Heidi Hartikainen, Netta Iivari, Marianne Kinnula
Leveraging the Usage of Sensors and the Social Web: Towards Systems for Socially Challenging Situations
Abstract
This paper studies the design of information systems that leverage the use of both sensors and the social web, while addressing solutions for children in socially challenging situations. Socially challenging situations are defined as situations in which one experiences negative social pressure and, therefore, requires immediate help from trusted people. The authors first provide a glimpse into the rapid development in sensors and the rise in the importance of the social web. The paper then sheds light on the theme of socially challenging situations, which is elaborated through two workshops, and defines the core areas of focus. Further, a low-fidelity prototype for the safety of children is created and evaluated in a small-scale user experiment. The state of the current technology is then reviewed in order to visualize the possible practical realization of solutions. The outcomes of these steps provide interesting insights for possible future work.
Salman Qayyum Mian, Harri Oinas-Kukkonen, Jukka Riekki
Co-Design for Development: Lessons Learnt from an Information Systems Project in Underserved Communities
Abstract
This paper is a reflection on the lessons learnt during an information systems development for development (ISD4D) project in underserved community contexts. The level of participation of health intermediaries and community members is considered for the design of an mHealth application to facilitate access to relevant health information. The paper highlights two key aspects to be incorporated in the co-design of IS interventions, namely the importance of contextual factors and the dynamic nature of intermediaries’ work and life practices. Lessons learnt are organised according to the following components of an IS for societal development: people, information, technology, practice and purpose, context, and ethics. The key lesson derived is that IS design and development has to consider practices for a purpose. These are influenced by the context of development, the manner in which a community functions, the capabilities of community members, their literacy levels and cultural practices.
R. De la Harpe, M. Korpela, I. Van Zyl

Emerging IS History Research and Design for Preservation and Usability

Frontmatter
A Consideration for Researcher Career Retrospectives in Information Systems and Organization Studies
Abstract
This essay considers the researcher career retrospective (RCR) as an emerging publication genre in information systems (IS) and organization studies (OS). I assess two recent career texts, by/of Daniel Robey and John Van Maanen, as representative exemplars of this genre. I outline the genre, and identify resemblance between this and three genres of academic writing – namely career studies, IS history, and tribute. RCR fills an important niche within IS/OS publishing, and is especially needed in the Scandinavian IS research, in which it is currently absent. The 38 years of the IRIS conference, and 27 years of the SJIS journal, coincide with the careers of dozens of researchers. Reflection on these careers would provide much value for younger researchers and for the whole research community.
Arto Lanamäki
Integrating Contemporary Content Management and Long-Term Digital Preservation: A Design Problem
Abstract
The fields of long-term digital preservation (DP) and enterprise content management (ECM) have remained, until recently, rather separated. Along with increasing amounts of digital content and evolving DP services, there is a need for maximal automation of preservation processes from ECM systems instead of continuing current resource-consuming practices. This paper aims at a design problem definition on the integration of ECM and DP solutions. In order to motivate and to define the problem in more detail, we conducted a review on ECM and DP literatures touching the issue. The review reveals a research gap addressing a need for designing new middleware solutions for interactive processes between ECM and DP. We suggest a general-level model of three such processes between ECM and DP: preservation administration, pre-ingest, and access. The article concludes with avenues for future research on novel solutions for integrating DP with contemporary ECM and other information systems in organizations.
Tero Päivärinta, Parvaneh Westerlund, Jörgen Nilsson
Procuring Usability: Experiences of Usability Testing in Tender Evaluation
Abstract
Comparing software systems for a purchase decision in a highly regulated public procurement process is a new domain for usability testing. We performed a comparative summative usability evaluation of Current Research Information Systems (CRIS) as a part of a public procurement process in Finland, EU. The evaluation method had to provide objective and unbiased results for comparison and it had to be defined in detail already in the invitation to tender. In this paper, we report the details of our successful procedure that enabled straightforward and quick decision making in selecting the winning system. Additionally, we present calculations to legitimate the potentially higher investment costs through estimated savings and increased income.
Sirpa Riihiaho, Marko Nieminen, Stina Westman, Ronja Addams-Moring, Jukka Katainen
Artifacts, Tools and Generalizing Usability Test Results
Abstract
Usability testing has gained a rather stable status as a method for usability evaluation even though it has both low reliability and validity. The sources of result variance are well acknowledged among researchers and practitioners. However, the validity problem has not been explicated or exemplified although it is frequently discussed in the literature how the results of usability tests should be interpreted and to what extent results are generalizable. We employ Activity Theory and a case example to argue that the validity problem is mainly caused by the fact that what we are testing are artifacts and what people are using in their real life activities are tools and these two entities are qualitatively different. Basing on our analysis, the effects of the reliability and validity problems on the application of usability testing and its role as one of the tools in the design process are discussed.
Pekka Reijonen, Kimmo Tarkkanen

Creative Design and Development

Frontmatter
A Group Creativity Support System for Dynamic Idea Evaluation
Abstract
Idea evaluation is necessary in most modern organizations to identify the level of novelty and usefulness of new ideas. However, current idea evaluation research hinders creativity by primarily supporting convergent thinking (narrowing down ideas to a few tangible solutions), while divergent thinking (the development of wildly creative and novel thoughts patterns) is discounted. In this paper, this current view of idea evaluation is challenged through the development of a prototype that supports dynamic idea evaluation. The prototype uses knowledge created during evaluative processes to facilitate divergent thinking in a Group Creativity Support System (GCSS) designed from state-of-the-art research. The prototype is interpretively explored through a field experiment in a Danish IS research department. Consequently, the prototype demonstrates the ability to including divergent thinking in GCSS driven idea evaluation.
Frank Ulrich
User Experience of Mobile Coaching for Stress-Management to Tackle Prevalent Health Complaints
Abstract
In recent years, mobile and web-based solutions for health and well-being have become popular. The topic that has been covered the most has been the promotion of physical health, although the importance of mental and social well-being has also been acknowledged recently. Studies have shown that mental health interventions can be successfully designed to be delivered via mobile channels. However, the role of mobile applications in disease prevention and self-management of health is not so well understood. The aim of this study is to explore the need for stress-management solutions by studying the prevalence of health complaints in an academic organization (n = 756). It also describes findings from a field study exploring the user experience of a mobile coaching application for stress-management among the three most prevalent complaint groups (n = 30). The findings show that the three most prevalent complaints are tiredness, depression, and neck problems. All of the 13 complaints were more common among women than men, except loneliness and problems in social life. User experience study showed that most participants found the application useful and they would recommend it to other people. Use activity of the mobile coaching application was highest among the tiredness group. The findings are especially useful in the design new solutions for disease prevention and self-management of health.
Marja Harjumaa, Kirsi Halttu, Kati Koistinen, Harri Oinas-Kukkonen
Balance of Hedonic and Utilitarian Values in Information Systems Use
Abstract
This paper investigates the balance of hedonic and utilitarian values in information systems (IS). More specifically, we are interested in the continuum of such values in IS use. The paper reviews a set of literature to investigate the differences of hedonic and utilitarian IS and the role of hedonism in them. Furthermore, we define hedonic and utilitarian values in this context. We propose that the balance between hedonic and utilitarian values varies depending on the nature of the IS, and we present a conceptual model of hedonic and utilitarian values in IS use. The article provides an argument that the nature of the IS influences the balance of hedonic and utilitarian values that the IS provides. Finally, we propose that the nature of the IS is not central in explaining IS use but instead should be considered as a mediator.
Konsta Valkonen, Niklas Lindström, Laura Natunen, Riina Isoviita, Tuure Tuunanen
How the Replacement of the Project Manager Unfolds in IS Projects
Abstract
Replacement of the Project Manager (RPM) is a known phenomenon in information systems (IS) projects, but scholarly articles on the issue are scarce. To help fill this gap, this study provides an explanation of why RPM occurs in IS projects, how it unfolds over time, and how it affects a project. Based on the analysis of qualitative data, a process model is suggested. The model uses the concept of social mechanisms to explain causal relationships. The activation of deterioration mechanisms initiates the demand or need for RPM, and as a response project healing mechanisms are activated. If RPM is decided upon, handover mechanisms are activated, and after handover, the project experiences post-handover mechanisms. The model is a combination of teleological (goal directed) and dialectical (rival forces) motors, as both the joint and individual goals of the participants motivate RPM. However, the attainment of individual goals in some cases conflicts with others’ goals during the RPM process.
Tero Vartiainen

Design with and by Users

Frontmatter
Co-Creation of Patient-Oriented Services: Design of Electronic Booking for Norwegian Healthcare
Abstract
Recent perspectives in service design discuss how it entails a process of co-creation with the active engagement of users. In this paper we take this lens of service design to analyze two empirical cases on the design of two patient-oriented electronic services for appointments with healthcare providers in Norway. Specifically, we focus on how the service concepts were initially conceived, how they were gradually concretized and how different user groups (patients and healthcare providers) were involved in this process. Our findings show how the involved actors gradually realized that the design of appointment services requires more co-production than initially assumed. This realization made the design scope go beyond the interactive artifacts and extend towards the overall shaping of complex interactive relationships.
Polyxeni Vassilakopoulou, Miria Grisot, Margunn Aanestad
Chances and Limits of End-User Development: A Conceptual Model
Abstract
Information systems development has seen many trends and hypes on the way from unstructured, unplanned scripting-like software development, via early methods like the waterfall model, heavy plan-based methods like the RUP to finally arrive at today’s state-of-the-art agile methods like SCRUM. This paper looks at what seems to be a recent trend in (agile) software development: End-User Development (EUD). EUD can be seen both as the logical next step to intensified user integration as proposed in many agile methods as well as a radically new approach to not only interact with but rather empower end-users to (partially) design and create themselves. As in many emerging research areas, EUD lacks clear definitions, concepts and a common understanding of its prospects and limits to both researchers and practitioners. Consequently, this paper aims to address these shortfalls and highlights implications for practice by building a conceptual model of EUD application.
Mikkel Arvedsen, Jonas Langergaard, Jens Vollstedt, Nikolaus Obwegeser
Impact of Constraints and Rules of User-Involvement Methods for IS Concept Creation and Specification
Abstract
Devising new service ideas for information systems by deploying user-involvement approaches is a challenging task. The power of collective creation by involving users in designing systems has attracted attention; however, stakeholders with no design training face critical challenges in generating ideas. In this paper, by exemplifying our user-involvement method with game elements, ICT Service Design Game, in comparison with conventional brainstorming, we show the impact of constraints and rules in user-involvement methods when creating service concepts and specifications for information systems. The analysis is based on a comparative experiment on two design methods and shows that the constraints and rules of our game approach fostered innovative idea generation in spite of participants’ limited knowledge of and experience with design processes. Although our analysis is still in a preliminary stage, it indicates some positive impact of constraints and rules in design methods, especially when the methods are used by non-design professionals.
Mika Yasuoka, Takehiko Ohno, Momoko Nakatani
Extending Participatory Design Principles to Structured User-Generated Content
Abstract
The long tradition of research on participative design dates back to 1970 s and has traditionally investigated software development within organizational settings. In this context, many approaches to engaging users in software development were proposed and evaluated, leading to the establishment of principles of participative design. Recently, the proliferation of content-producing technologies such as social media and crowdsourcing has led to the explosion of user-generated content (UGC). In this paper we discuss how UGC settings differ substantially from the organizational environment in which principles of participative design have been originally developed. Developing systems that harness UGC presents unique challenges of user engagement generally not present in organizational settings. We thus identify the need for research extending participative design principles to the context of user-generated content.
Roman Lukyanenko, Jeffrey Parsons
Backmatter
Metadaten
Titel
Nordic Contributions in IS Research
herausgegeben von
Harri Oinas-Kukkonen
Netta Iivari
Kari Kuutti
Anssi Öörni
Mikko Rajanen
Copyright-Jahr
2015
Electronic ISBN
978-3-319-21783-3
Print ISBN
978-3-319-21782-6
DOI
https://doi.org/10.1007/978-3-319-21783-3