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Design science research for decision support systems development: recent publication trends in the premier IS journals
This paper presents a contemporary literature review of design science research (DSR) studies in the domain of decision support systems (DSS) development. The latest studies in the DSS design domain claim that DSR methodologies are the most popular design approach, but many details are still yet to be revealed for supporting this claim. In particular, it is important to thoroughly investigate the trends in either the form or deeper insights in use of DSR in this field. The aim of this study is to analyse the existing DSS design science studies to reveal insights into the use of DSR, so that we can outline research agenda for a special issue, based on findings of analysis. We selected articles (from 2005 to 2014) that were published in seven selected premier IS journals (ranked as A* in the ABDC journal ranking). The selected 57 sample articles are representative of DSS design studies that used DSR in theorising, designing, implementing, and evaluating DSS solutions. We discuss the theoretical positions of DSR for DSS development through six categories: DSS artefacts, DSR methods, DSR views, user involvement, DSS design innovations and problem domains. The findings indicate that new studies are needed to fill the knowledge gap in DSS design science, for more solid theoretical basis in near future
Good Old Gamers, Good Drivers: Results from a correlational experiment among older drivers
In many situations, driving is essential for senior citizens to maintain their independent lifestyle. A systematic literature review was conducted that summarized the age-related physical, visual and cognitive functional declines and their associated risk to driving. Based on these findings, we explored whether the skills required in playing Xbox Kinect video games were correlated with measures of driving performance among older drivers. Fifty-two participants, 65 years of age or older (Mean = 72; SD = 3.84; range 65 – 85 years; 29 males) who have access to a car and drive frequently were invited to play Just dance, Table Tennis (ping pong), Bowling, and Dr Kawashima’s Brain Training Exercises on an Xbox Kinect 360. Participants also completed a 25-minute on-road driving task along a predetermined route to assess and identify critical driving errors using a similar instrument as that used by a driving license tester. Bivariate correlation examined the relationship between game scores and these objective driving skills. There was a significant correlation between the Xbox Kinect video games and on-road driving scores (r = 0.861,
An investigation of how the Australian brewing industry influence consumers on Twitter
In this paper we develop and test hypotheses around organisations’ behaviour on social media and its effect on consumers’ responses. We draw on the notion of the market maven to underpin the research and suggest that organisations on social media need to focus on acting in a maven-like manner in order to influence audiences in Twitter. We collected data from the Twitter accounts of the entire brewing industry in Australia, analysing organisational postings and their impact on influence (follower numbers, retweets) of their respective Twitter accounts. In particular, we look at message formulation and language, native platform behaviour, reciprocity and persistency variables. Findings suggest that establishing a larger follower base requires an interactive, one-to-one and reciprocal approach. In order to influence audiences to retweet organisations need to speak the ‘native platform language’ and employ a soft-sell strategy. Maven-like behaviour tends to reside in the small independent craft breweries. We offer the conclusion that these craft breweries have realised that, on social media, a different approach to marketing is required: the organisations must act in a maven-like manner
A Post Publication Review of "Tragedy: Facebook, Aboriginal Peoples and Suicide"
A short post publication review of a recent AJIS paper
Publication Anxiety, Quality, and Journal Rankings: Researcher Views
Journal ranking systems are increasingly used to measure research performance of academics and universities. A growing number of academic commentators have voiced concerns of possible undesirable outcomes such as increased publication anxiety and an increase in safe and conforming research, but there have been few empirical studies on the possible effects. To address this gap, we surveyed Information Systems (IS) academics who published in one of three key IS conferences in 2013, to gather their views of the effects of journal ranking systems. Overall, we found that the concerns in the literature were strongly reflected in the views of those surveyed. Academics believe the system has greatly increased their publication anxiety. While most believed that the quality of published research had improved, researchers believe the ranking systems inhibit innovative, risky research, and encourages safe, conforming, mainstream research
An Evaluation View of an Ensemble Artefact for Decision Support using Action Design Research
This paper investigates the integration of content, context and process (CCP) into the Action Design Research (ADR) framework to account for the interplay of organisational issues in artefact design and development. The investigation is conducted through a case study in which successive ICT student teams incrementally build, over several semesters, a tailored, low cost business intelligence (BI) system as an ensemble artefact for an organisation in the not-for-profit (NFP) sector. During project development, CCP’s human-centred approach to evaluation complements ADR’s more prescribed technology-driven software testing. The integration of CCP into ADR as an evaluation view offers an holistic approach to assessing an ensemble artefact. The resultant conceptual framework is presented as a model with an explication of unexpected design and research outcomes.
The social surplus of broadband initiatives in compulsory education
In 2010, the New Zealand government embarked upon an ambitious programme of broadband infrastructure investment, a process that will continue until at least 2019. Part of this investment is specifically targeted at compulsory education, with initiatives that include bringing fibre connections to the school gate, supporting on-site network upgrades (including wireless) and providing teaching, learning and support services delivered through these networks. Such investments are not made without some projections of the likely rate of return, but calculating return on investment (ROI) in educational broadband is complex, as it encompasses a range of factors. This article reports on an interview-based study engaging a range of stakeholders in educational broadband provision. The study utilises a research model that considers the various elements of social surplus, namely; producer surplus (savings), producer surplus (profit) and consumer surplus (perceived value over and above cost), to explore the elements of social surplus that have been used to define educational broadband ROI calculations and justify the scale of investment. The results indicate that all three components of social surplus are relevant, though the concept of profit can only be seen in the broader context of long term contributions to the economy. A note of caution is that projections of ROI based only on positive returns fail to acknowledge the potential for some innovations to actually increase costs. Further, purely quantitative models do not properly take into account qualitative components of consumer surplus
A Comparative Study of Sense of Presence of Traditional Virtual Reality and Immersive Environments
User experience is a critical component in the development of virtual environment systems and applications. To create an effective and efficient user experience for virtual environment systems, it is imperative to conduct empirical studies to explore factors that contribute to a heightened sense of presence, or immersion, for users, who increasingly demand an experience in a virtual environment that seems as real as possible. The primary hypothesis of this study is that participants will experience higher levels of presence in an Immersive Visualization Environment (IVE) than in a Traditional Virtual Reality Environment (TVRE). The empirical methodology consists of two different experiments designed, developed, and implemented using seventy participants. A simulated virtual airplane scenario was created and conducted for each participant. After completion of each simulation session, each participant was given a questionnaire that measured the participant’s sense of presence in either virtual or real environments. Analysis of the collected data indicated that there was a statistically significant difference in the level of presence experienced by participants between the TVRE and IVE systems. The primary conclusion is that participants experienced a higher sense of presence in the IVE experiment when compared with the TVRE experiment, indicating significantly more natural and richer user experience through the IVE system’s interface
Does Size Matter? The Implications of Firm Size on Enterprise Systems Success
With the increasing emphasis on globalization and consumer demands in highly competitive markets, organizations have attempted to integrate and standardize across their corporate subsidiaries by implementing Enterprise Systems (ES). In such corporate-wide ES implementations, system requirements are dictated by headquarters, favouring large subsidiaries, and thus potentially compromising the unique business requirements of smaller units. This research reports findings from an ES initiative within a group of large, medium, and small organizations, where the impact of organization size is assessed in relation to the level of system success and knowledge-management competence. The results of this analysis suggest that (i) large organizations, in contrast to their smaller counterparts, receive greater benefits in terms of both Individual and Organizational Impacts, (ii) while no such differences were observed in relation to System and Information Quality. Similarly, (iii) no differences were observed in relation to knowledge-creation competencies amongst large, medium, and small organizations. However, (iv) differences were observed between the large and smaller firms on their Knowledge-Retention and Knowledge-Transfer competencies.