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1.
The concept of the ‘information technology (IT) artifact’ plays a central role in the information systems (IS) research community's discourse on design science. We pose the alternative concept of the ‘IS artifact’, unpacking what has been called the IT artifact into a separate ‘information artifact’, ‘technology artifact’ and ‘social artifact’. Technology artifacts (such as hardware and software), information artifacts (such as a message) and social artifacts (such as a charitable act) are different kinds of artifacts that together interact in order to form the IS artifact. We illustrate the knowledge value of the IS artifact concept with material from three cases. The result is to restore the idea that the study of design in IS needs to attend to the design of the entire IS artifact, not just the IT artifact. This result encourages an expansion in the use of design science research methodology to study broader kinds of artifacts.  相似文献   

2.
This study examines research published in the first 24 years of Information Systems Journal's (ISJ) publication history using a thematic space of all information systems (IS) research as the backdrop. To that end, abstracts from all contributing articles published in eight prominent IS journals in the period 1991–2014 were analysed to extract a latent semantic space of five broad research areas. A two‐dimensional projection of the results was used to create a two‐by‐two map, where one dimension represents the European vs. North American style of IS research and another dimension represents a micro vs. macro level of IS research. The ISJ is positioned in the ‘micro and European school’ quadrant. Over the course of the journal's first 24 years, research in the ISJ started with a relative focus on the IT artefact and IS development and gradually moved towards a more balanced position that includes a considerable amount of research on IT for teamwork and collaboration, as well as on IT and individuals.  相似文献   

3.
Abstract.  Researchers report mixed findings on the successful application of information technologies (IT) for knowledge management (KM). The primary difficulty is argued to be the use of information management techniques and concepts to design and develop KM Tools. Also problematic is the existence of a multiplicity of KM technologies, the application and use of which differs across organizations. This paper argues that these problems stem, in part, from the information system field's over-reliance on design concepts from the functionalist paradigm. Hence, our contention that alternative perspectives, which bring into focus issues of ontology and epistemology, need to be brought to bear in order to understand the challenges involved in the design and deployment of IT artefacts in knowledge management systems (KMS). The philosophy of technology, with its emphasis on the primacy of praxis, and which incorporates ontological and epistemological concepts from phenomenology and hermeneutics, is applied to the findings of a participative action research study to illustrate how social actors interpret and understand worldly phenomena and subsequently share their knowledge of the life-world using IT. The outcome of this marriage of situated practical theory and philosophy is a set of design principles to guide the development of a core KM Tool for KMS.  相似文献   

4.
NeuroIS—the methods and knowledge of neuroscience applied to the information systems (IS) domain—has become an established research field within the IS discipline. A key advantage of NeuroIS is its ability to provide insights into human cognition beyond those obtained using behavioural techniques alone. Nevertheless, in neuroscience, there is renewed interest in examining behaviour together with neurophysiological methods to better inform our understanding of neural processes. In this research opinion article, we argue that in the field of NeuroIS, there is an opportunity for hybrid programs of study that combine neurophysiological and behavioural methods in a complementary manner. We outline four strategies for designing complementary neurophysiological and behavioural experiments in a research program: (1) observe the relationship between neural processes and behavioural change; (2) combine neurophysiological and behavioural methods to enhance internal, external, and ecological validity; (3) extend, rather than replicate, experiments based on theory; and (4) use neurophysiological and behavioural experiments together to evaluate IT artefact design. By applying these strategies, researchers can more effectively design programs using complementary neurophysiological and behavioural methods, which, in turn, can help to provide richer insights into the phenomena under study as well as accelerate the advancement of IS knowledge.  相似文献   

5.
Information systems (IS) are strategic in so far as they are used to realize strategic intent. Yet, while much has been said about aligning IS functionality with the strategic intent and how to organizationally implement strategically aligned systems, less is known of how to successfully implement strategic change associated with system use – a truly critical challenge within strategic IS implementation. Drawing on a strategy-as-practice perspective we address this gap by developing a multi-dimensional view of IS strategy, conceptualizing three key challenges in the IS strategy process, to explain how and why a paper mill, despite successfully implementing a strategic production management system, failed to produce intended strategic change. We call this outcome strategy blindness: organizational incapability to realize the strategic intent of implemented, available system capabilities. Using a longitudinal case study we investigate how cognitive rigidity of key actors and fixed, interrelated practices shaped the implementation of the new production system. We also identify core components and dynamics that constitute a richer multi-dimensional view of the IS strategy implementation (alignment) process. In particular, we identify three salient factors that contribute to strategy blindness – mistranslation of intent, flexibility of the IT artifact and cognitive entrenchment – and discuss how they affect strategic implementation processes. We conclude by discussing implications of our findings for IS strategy theory and practice, especially the contribution of strategy-as-practice to this stream of research.  相似文献   

6.
Abstract. The objectives of the research were to identify factors enabling or inhibiting the adoption and use of information systems and technology (IS/IT) in Portuguese manufacturing small and medium‐sized enterprises (SMEs) and understand how these factors interrelate in determining relative success in the adoption and use of IS/IT. This research elicited factors from previous quantitative and qualitative research, which had been shown to influence IS/IT adoption in SMEs in other contexts. A strategic change framework was used to structure the factors and ensure that comprehensive evidence about their nature and effects could be obtained in the empirical research. Further factors were identified by initial fieldwork, before carrying out 12 in‐depth case studies, across a range of situations – different industries, different levels of adoption and a range of degrees of success in IS/IT use. The pattern that emerged from the analysis of the data shows that certain factor combinations and relationships appear to determine the relative degrees of IS/IT success across the firms. This pattern can also be explained by interpreting the roles and relationships of the key actors involved in the process of IS/IT adoption and use. Top management perspectives and attitudes towards IS/IT adoption and use play an important role in the development of internal IS/IT competencies and provide an important contribution to the development of a context that enables IS/IT success.  相似文献   

7.
Abstract. Information system (IS) innovation can be defined as a novel organizational application of digital computer and information communication technologies (ICT). This paper discusses how modalities of applying ICT technologies in their form and scope exhibit radical breaks, which are introduced herein as ‘disruptive IS innovations’. This notion of disruptive IS innovation is developed by drawing upon and extending Swanson's (1994) theory of IS innovation as well as the concept of radical innovation. Disruptive innovations strongly influence the future trajectory of the adoption and use of ICT in organizational contexts and make the trajectory deviate from its expected course. In doing so, these disruptive innovations distinctly define what an IS is and how it is deployed in order to address current and future organizational and managerial prerogatives. Such changes are triggered breakthroughs in the capability of ICT that lead to the revision and expansion of associated cognitive models (frames) of computing. Disruptive IS innovations are those that lead to changes in the application of ICT that are both pervasive and radical. The pervasive nature implies that innovative activity spans all innovation subsets of the quad‐core model of IS innovation introduced herein. Innovation types include: IS use and development processes; application architecture and capability; and base technologies. Radical in nature, disruptive is innovations depart in significant ways from existing alternatives and lead to deviation from expected use and diffusion trajectory. This paper demonstrates the importance of a concept of disruptive IS innovation by investigating how changes triggered by internet computing (Lyytinen et al., 1998) meet the conditions of a disruptive IS innovation defined herein. The analysis also affirms both the pervasive and radical nature of internet computing and explains how internet computing has fundamentally transformed the application portfolio, development practices and IS services over time. The analysis demonstrates that, with the concept of disruptive IS innovation, we can fruitfully analyse ‘long’ waves of ICT evolution – an issue that has largely been overlooked in the IS community. On a theoretical plane, the paper advocates the view that we need to look beyond linear, unidirectional, and atomistic concepts of the diffusion of IS innovations where innovative activity takes places in a linear fashion by oscillating between small technological innovations and small organizational innovations. In contrast, IS innovation can exhibit fundamental discontinuity; we need to theoretically grasp such disruptive moments. The recent influx of innovation, spurred by internet‐based technology, offers one such moment.  相似文献   

8.
9.
This study aims to explore how IT-business alignment can be better achieved. Drawing on the dynamic capability view, information systems (IS) alignment and IS ambidexterity are theorized as IT departments’ ordinary capability and dynamic managerial capability, respectively. Four IS assets are identified as antecedents of both IS ambidexterity and IS alignment. A research model with 14 hypotheses is tested with a sample of 162 manufacturing firms. The PLS analysis shows that IS ambidexterity can increase IS alignment in terms of operational support and that the four IS assets can affect IS alignment directly or indirectly. Implications for research and practice are provided.  相似文献   

10.
11.
Abstract. Although information systems and technology (IS/IT) investments have always caused varying degrees of business change, the main purpose of many of today's IS/IT implementations is to change the business and/or organization in some significant way. However, most organizations' approaches to managing IS/IT developments have changed little in the last 15–20 years and are heavily dependent on methodologies of IS/IT development and associated project management principles. The philosophy being adopted by many organizations today is that there are few IS/IT projects (some infrastructure investments only) that do not cause business changes and therefore they are really 'business projects involving IS/IT'. This exploratory research set out to devise a new framework for 'IT and change' management, which is more appropriate to today's realities than traditional approaches. The initial framework was derived from 'first principles', then adapted and further developed by applying and testing it in a range of real projects in organizations. This paper summarizes the results of that work.  相似文献   

12.
The body of literature in the area of IT/IS investment evaluation proposes a variety of methods and techniques for the ex-ante assessment of IT/IS investments. However, the financial evaluation of intangible benefits associated with IT/IS investments in general and investments in innovative IT/IS in particular still remains a problem area of high relevance to decision makers. As a consequence, investment decisions are still taken by practitioners as an “act of faith”. With this in mind, it is our primary aim to develop a quantification model for the financial assessment of intangible benefits concerning investments in innovative IT/IS. Based on an augmented reality and smart glasses application scenario from the construction domain, we demonstrate how intangible benefits of innovative IT/IS investments can be visualised and measured more effectively by means of utility effect chains and system dynamics prior to their incorporation into a cost–benefit analysis. Based on design science research, the quantification model is developed by means of a systematic literature review and evaluated using the augmented reality application scenario in construction. The model can serve as an aid to the managerial decision making process by providing an enhanced understanding of the various tangible and intangible benefits associated with the investment.  相似文献   

13.
To date, information systems (IS) research mainly has provided a monolithic view of information technology (IT) use, considering it to be a desired behaviour with positive outcomes. However, given the dramatic increase in the use of technology during the last few years, susceptibility to IT addiction is increasingly becoming an important issue for technology users and IS researchers. In this paper, we report the results of a study that focuses on identifying variations in user liability to IT addiction, which reflects the susceptibility of individual users to develop IT addiction. First, a review of the literature in different disciplines (e.g. health, psychology and IS) allows us to better understand the concepts of IT addiction and liability to addiction. The literature review also provides an overview of the antecedents and consequences associated with IT addiction. Then, building on the analysis of 15 in‐depth interviews and 182 exploratory open‐ended surveys collected from smartphone users, we apply the concept of liability to addiction in the IT use context and propose a typological theory of user liability to IT addiction. Our typology reveals five ideal types; each can be associated to a user profile (addict, fanatic, highly engaged, regular and thoughtful ). Building upon both the extant literature and our results, we put forth propositions to extend the theoretical contributions of the study. We finally discuss the contributions and implications of our paper for research and practice.  相似文献   

14.
《Information & Management》2016,53(4):447-466
Information technology (IT) organizations use strategic IT benchmarking (SITBM) to revise IT strategies or perform internal marketing. Despite benchmarking's long tradition, many SITBM initiatives do not reveal the desired outcomes. The vast body of knowledge on benchmarking and IT management does not help overcome the challenges of successful SITBM. We therefore synthesize the existing research on IT management and benchmarking into a concept relationship map and derive future research avenues. We find that there is much literature on how to obtain SITBM results. However, research does not explain how these results are transformed into outcomes – essentially the problem many practitioners struggle with.  相似文献   

15.
Design science research is an essential part of IS research since the field should not only try to understand how the world is, but also how to change it. We argue that the aim of IS design science research should be to develop practical knowledge not only for the design of novel information technology (IT), but also for IS governance and management. Whereas at least some methodological support exists for researchers engaged in IT-centric design science research, limited support is available for researchers who want to develop design knowledge and theory for IS governance and management. To overcome this shortcoming, we suggest a socio-technical IS design science research approach. The approach has four main activities: (1) identifying problem situations and desired outcomes, (2) reviewing extant theories, knowledge and data, (3) proposing/refining design theory and knowledge, and (4) testing design theory and knowledge. The applicability and usefulness of the proposed approach is shown by means of a design science research project concerning IS integration management in the context of mergers and acquisitions.  相似文献   

16.
The concept of mindfulness has garnered increasing attention during the last decade. Initially proposed within the scope of information systems (IS) research as a means of creating a deeper knowledge foundation for decision making regarding information technology (IT) innovations, it soon became broadly applied throughout IS research. To gain a better understanding of the evolved diversity of this concept, this paper reviews and analyzes extant IS research by means of (a) the investigated IS themes, (b) the purpose of using the concept, (c) the level of application of the concept, and (d) the tendency to focus either on mindfulness, mindlessness, or both. By synthesizing research findings, we derive a high-level IS mindfulness theory. We then propose future research opportunities, such as the explanation of the relationships between different levels of mindfulness, applying mindfulness to bridge the different phases of the software development process, and the identification of guidelines for designing information systems that facilitate mindfulness. As the first review on the application of mindfulness in IS research, we contribute to the overall understanding of mindfulness and address the four abovementioned dimensions from which mindfulness emerges in order to demonstrate that mindfulness provides a meaningful platform for generating knowledge.  相似文献   

17.
信息系统的结构与运营机制研究综述   总被引:2,自引:0,他引:2  
文章对信息系统结构和行为的研究现状、进展和不足进行了分析和综述,剖析了当前具有典型意义的信息系统结构模式和行为特征;进而进一步研究了信息系统的逻辑结构,提出了一种信息系统的层次逻辑体系结构模型,刻画了该模型的概念框架、基本组成和工作机制,该模型的价值和意义在于突破了现有结构模型在层次视野、技术和业务逻辑的集成性、系统模型之间的相关性和协同机制、结构和行为模式的适用性等方面的限制,提供了一个动态、集成和开放的信息系统逻辑结构和工作机理分析、设计和实践模式的框架。  相似文献   

18.
The purpose of this paper is to advance design science by developing a framework for research on reuse and the relationship between external IT artifacts and their users. A design science approach to IS research needs to grapple with the fact that a number of relevant, economically attractive, external IT artifacts cannot be designed from scratch nor meaningfully evaluated based on the current state of development, and so design science research will struggle with incomplete cycles of design, relevance, and rigor. We suggest a strategic research agenda that integrates the design of the relationship between an external IT artifact and the user by considering the impact artifacts exert on users. Three dimensions derived from adaptive structuration theory inform our framework on three levels of design granularity (middle management, top management, and entrepreneur): agenda considers the dynamic properties of technological objects, adaptability refers to the functional affordance of external artifacts in development, and auspice captures the symbolic expression and scope for interpretation. We derive implications for research design.  相似文献   

19.
This study links generational literature and information systems (IS) research by investigating the effect of generational differences on the usage of Twitter. Using theories of technology acceptance and IS continuance, we propose a research model to explore whether digital natives (DN) and digital immigrants (DI) perceive technology differently, and whether any such differences affect Twitter use-continuance behaviour. Structural equation modelling analysis of survey data from 385 users reveals that DN and DI perceive Twitter differently, providing partial support for the propositions of the model. The findings emphasise the role of generation in explaining users' continuance behaviour, with DN experiencing more social pressure to use Twitter, and finding it easier to use – but less useful – than do DI. This study has important implications for research in that it contributes to the debate on generational differences and to the IS continuance literature.  相似文献   

20.
《Information & Management》2016,53(2):183-196
This study presents a new concept called information systems control alignment, which examines the degree that the underlying characteristics of four main information systems (IS) control dimensions are mutually complementary. Using three case studies, our research uncovers two high-functioning control patterns – one with traditional characteristics and one with agile characteristics – that demonstrate positive alignment among the control environment, control mechanisms, socio-emotional behaviors, and execution of controls. By better understanding the circumstances that contribute to control conflicts, organizations can be increasingly mindful of cultivating a complementary relationship among the control dimensions when designing, implementing, monitoring and adjusting controls within IS processes.  相似文献   

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