Conference papers Emner "Design science"
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Olsen, Mia; Hedman, Jonas; Vatrapu, Ravi (Frederiksberg, 2012)[Flere oplysninger][Færre oplysninger]
Resume: Ubiquitous and pervasive computing is fundamentally transforming product categories such as music, movies, and books and the associated practices of product searching, ordering, and buying. This paper contributes to theory and practice of digital payments by conducting a design science inquiry into the mobile phone wallet (m-wallet). Four different user groups, including young teenagers, young adults, mothers and businessmen, have been involved in the process of identifying, developing and evaluating functional and design properties of m-wallets. Interviews and formative usability evaluations provided data for the construction of a conceptual model in the form of sketches followed by a functional model in the form of low-fidelity mockups. During the design phases, knowledge was gained on what properties the users would like the m-wallet to embody. The identified properties have been clustered as ‘Functional properties’ and ‘Design properties’, which are theoretical contributions to the on-going research on m-wallets. One of the findings from our design science inquiry into m-wallets is that everyday life contexts require that evaluation criteria have to be expanded beyond “functionality, completeness, consistency, accuracy, performance, reliability, usability, fit with the organization, and other relevant quality attributes” [12] that are used within current design science work. URI: http://hdl.handle.net/10398/8502 Filer i denne post: 1
Olsen_Hedman_Vatrapu.pdf (417.1Kb) -
Ulslev Pedersen, Rasmus; Clemmensen, Torkil (Frederiksberg, 2012)[Flere oplysninger][Færre oplysninger]
Resume: In this paper we present a case study of early prototyping work performed within a Danish advanced technology project. We specifically investigate the problems and issues related to throw-away prototypes in sensor-intensive systems. An important criterion is to record and perhaps later reproduce the identified contributions of the throw-away prototypes, and to this end we use the educational version of Lego Mindstorms NXT. To achieve methodological rigor we have used the Design Science Framework by Hevner et. al. It allows us to focus on the prototyping effort (called the design cycle) without letting go of either the relevance or rigor related to the project. We relate the case study to a Human Work Interaction Design (HWID) framework for the use of interactive, sensor-intensive prototypes to develop interactive greenhouse climate management systems. By applying guidelines suggested in design science to the case studied, we identify a number of interactive prototypes that successively address core issues in this particular setting. Finally, the problems and issues pertaining to this setting is presented and identified. The main contribution of this paper is that it, by pointing out problems and issues related throw-away prototyping with sensor-intensive systems, extends the design cycle of the original design science framework. This is determined to be a necessary step in order to address the inherent multi-disciplinarily of sensor-intensive HWID systems. URI: http://hdl.handle.net/10398/8601 Filer i denne post: 1
Ulslev_Clemmensen.pdf (581.3Kb)
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