Search results for "Design Science Research"

showing 10 items of 32 documents

Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach

2019

Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…

4112 ForestryCustomer experienceEngineeringdigital servicespalvelutbusiness.industrydesign scienceeducationpäätöksentekoDesign scienceVirtual realitydigitalizationvirtuaalitodellisuusasiakkaattäydennetty todellisuusHuman–computer interactionmobiilipalvelutdecision analyticsDesign science research512 Business and Managementkäyttäjäkokemusbusinessdigitalisaatiolisätty todellisuus
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Problem Space Identification for Developing Virtual Reality Learning Environments

2021

Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…

4112 ForestrykoulutusteknologiaComputer scienceDesign-based researchkehittämistutkimuseducational design research02 engineering and technologyVirtual realityEducational design researchvirtual reality learning environmentsvirtuaalitodellisuus03 medical and health sciencesIdentification (information)0302 clinical medicineHuman–computer interactiondesign science research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing030212 general & internal medicineDesign science research512 Business and Managementdesign based research1172 Environmental sciencesProblem space
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Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services

2018

Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …

Customer engagement4112 ForestryProcess (engineering)Computer science05 social sciencesVirtual realityPhase (combat)Virtual realityMixed realityFramework for evaluation in design scienceHuman–computer interactionScale (social sciences)0502 economics and businessConsultative selling050211 marketingUse case512 Business and ManagementNatural resource managementDesign science research methodology050203 business & management
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Design principles for learning analytics information systems in higher education

2020

This paper reports a design science research (DSR) study that develops, demonstrates and evaluates a set of design principles for information systems (IS) that utilise learning analytics to support learning and teaching in higher education. The initial set of design principles is created from theory-inspired conceptualisation based on the literature, and they are evaluated and revised through a DSR process of demonstration and evaluation. We evaluated the developed artefact in four courses with a total enrolment of 1,173 students. The developed design principles for learning analytics information systems (LAIS) to establish a foundation for further development and implementation of learning…

Design Science ResearchoppiminenHigher educationComputer sciencebusiness.industryLearning analyticsDesign elements and principlesHigher EducationLibrary and Information SciencesoppimistuloksetopetusData scienceLearning AnalyticskorkeakouluopetusSet (abstract data type)ComputingMilieux_COMPUTERSANDEDUCATIONInformation systemDesign science researchbusinesstietojärjestelmätInformation SystemsEuropean Journal of Information Systems
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Bringing Design Science Research to Service Design

2018

Service design is a multidisciplinary field dedicated to create new and innovative services. To accomplish this goal, service design resorts to contributions from other disciplines such as service management, marketing, information systems and interaction design. However, service design lacks dedicated methods and models that integrate the contributions from these disciplines. Design science research (DSR) offers a solid methodology to develop such artifacts and is already starting to be used in service research. To show how DSR can support service design, this article presents two new service design methods that have been developed using DSR and examines the process followed for developing…

Engineering managementProcess (engineering)Multidisciplinary approachbusiness.industryComputer scienceService designInformation systemService managementInteraction designDesign science researchbusinessField (computer science)
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Introduction to the Minitrack on Advances in Design Science Research

2018

Engineeringbusiness.industryEngineering ethicsDesign science researchbusinessProceedings of the 51st Hawaii International Conference on System Sciences
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Sociability in Virtual Reality

2021

This study investigates sociability in the context of immersive Virtual Reality (VR). A Design Science Research process was applied, and three iterative development versions of a VR application were studied. Sociability around the technology was investigated with two theoretical perspectives: social presence and social interactions. The results of qualitative interviews and observations as well as a quantitative experiment are combined to make a proposal for four design principles enhancing the beneficial sociability of VR systems. These principles address the importance of ease-of-use and personalization in the activation of a customer, customer empowerment and emancipation through familia…

Iterative and incremental developmentComputer sciencebusiness.industryProcess (engineering)media_common.quotation_subject05 social sciencesGeneral EngineeringContext (language use)Virtual realityPersonalizationUser experience designHuman–computer interaction0502 economics and business050211 marketingDesign science researchEmpowermentbusiness050203 business & managementmedia_commonACM Transactions on Social Computing
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Stakeholder Strategy and Design Alignment Framework for Design Science Research – A Study in the Context of VR-Aided Marketing and Sales

2020

This study introduces a framework to align various perceptions and objectives that different stakeholders have at the beginning of a Design Science Research (DSR) process and consolidate them into stakeholders’ strategies and theory-ingrained design artifacts. We coin this framework as Stakeholder Strategy and Design Alignment (SSDA). As an application area, we concentrate on a Virtual Reality (VR) application designed for marketing and sales purposes. The empirical testing of the framework shows that the marketing and sales potential of the application are, indeed, perceived very differently among three stakeholder groups: company representatives, developers and customers. In addition to t…

Knowledge managementCo-designed Services and Applications [Mixed Augmented and Virtual Reality]Computer sciencebusiness.industryeducationStakeholderContext (language use)Virtual realitymarkkinointiviestintävirtuaalitodellisuusmyyntityösalesdesign science researchmarkkinointimarketingvirtual realityDesign science researchsidosryhmät512 Business and Managementbusinessstakeholder alignmentdigitaalinen markkinointiProceedings of the Annual Hawaii International Conference on System Sciences
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Population targeted requirements acquisition

2018

ABSTRACTWe use social science theories, design science research methodology, and our experience in five development projects to design principles for selecting or adapting requirements acquisition (RA) techniques for use with populations of customers and users. The information systems (IS) literature has not systematically focused on the adaption of RA techniques to particular populations. We developed a nascent design theory for RA to target specific populations to define functional requirements for new IS. Five reference theories – personal construct theory, theory of disability, diffusion of innovations, social actor theory, and media richness and information synchronicity theory – suppo…

Knowledge managementComputer sciencePopulationpopulationsysteemityö02 engineering and technologyLibrary and Information Sciencesnascent design theoryDiffusion of innovationsdesign science researchrequirements acquisition020204 information systemsSynchronicity0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemeducationtietojärjestelmätkäyttäjätutkimusta113education.field_of_studybusiness.industry05 social sciencesFunctional requirementPersonal construct theoryvaatimustenhallintaDesigntheoryDesign science researchbusiness050203 business & managementInformation SystemsEuropean Journal of Information Systems
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Hi, Can I Help? Exploring How to Design a Mental Health Chatbot for Youths

2020

Chatbots represent new opportunities for low-threshold preventive mental health support to youths. To provide needed knowledge regarding how to design chatbots for this purpose, we present an exploratory design study where we designed and evaluated a prototype chatbot to complement the work of school nurses in the school health service. The prototype was designed with particular regard for preventive mental health support. The design process involved school nurses, digital health workers, and youths. Through user insight activities, we identified four types of support to be provided through the chatbot: informational, relational, processual, and referral. We explored these four types of sup…

Medical educationSocial PsychologyCommunicationchatbotschool health servicecomputer.software_genreMental healthChatbotHuman-Computer Interactiondesign science researchconversational designDesign science researchPsychologycomputerHuman Technology
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