scholarly journals Towards a Framework for Assessing IT Strategy Execution

Computers ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 69
Author(s):  
José-Ramón Rodríguez ◽  
Robert Clarisó ◽  
Josep Maria Marco-Simó

In this paper, we explore a framework for assessing the implementation of IT Strategic planning, grounded in the combination and iteration of different methods. It is a part of an Action Design Research exercise being made up at a leading online European university. The assessment mixes three main dimensions (strategy, performance and governance), extracted from the professional and academic research. Its application to this context through a varied scaffolding of methods, tools and techniques seems robust and helpful to work out with the business and IT senior stakeholders. It allows a quick deployment, even in a complex institutional environment.

Author(s):  
Kim Uittenhove ◽  
Patrick Lemaire

In two experiments, we tested the hypothesis that strategy performance on a given trial is influenced by the difficulty of the strategy executed on the immediately preceding trial, an effect that we call strategy sequential difficulty effect. Participants’ task was to provide approximate sums to two-digit addition problems by using cued rounding strategies. Results showed that performance was poorer after a difficult strategy than after an easy strategy. Our results have important theoretical and empirical implications for computational models of strategy choices and for furthering our understanding of strategic variations in arithmetic as well as in human cognition in general.


Author(s):  
Santiago DE FRANCISCO ◽  
Diego MAZO

Universities and corporates, in Europe and the United States, have come to a win-win relationship to accomplish goals that serve research and industry. However, this is not a common situation in Latin America. Knowledge exchange and the co-creation of new projects by applying academic research to solve company problems does not happen naturally.To bridge this gap, the Design School of Universidad de los Andes, together with Avianca, are exploring new formats to understand the knowledge transfer impact in an open innovation network aiming to create fluid channels between different stakeholders. The primary goal was to help Avianca to strengthen their innovation department by apply design methodologies. First, allowing design students to proposed novel solutions for the traveller experience. Then, engaging Avianca employees to learn the design process. These explorations gave the opportunity to the university to apply design research and academic findings in a professional and commercial environment.After one year of collaboration and ten prototypes tested at the airport, we can say that Avianca’s innovation mindset has evolved by implementing a user-centric perspective in the customer experience touch points, building prototypes and quickly iterate. Furthermore, this partnership helped Avianca’s employees to experience a design environment in which they were actively interacting in the innovation process.


MIS Quarterly ◽  
2011 ◽  
Vol 35 (4) ◽  
pp. 1099 ◽  
Author(s):  
DeGross

2019 ◽  
Vol 5 (1) ◽  
pp. 139-139
Author(s):  
Iana Uliana Perez ◽  
Aguinaldo Dos Santos

A presente dissertação de mestrado foi realizada junto ao Núcleo de Design & Sustentabilidade, grupo de pesquisa do Programa de Pós-Graduação em Design da Universidade Federal do Paraná. Seu objetivo é identificar e sistematizar heurísticas para aplicação dos princípios do open design ao desenvolvimento de vestuário mais sustentável, com utilização predominante de tecnologias de fabricação digital. Após a aplicação do método Action Design Research, o qual envolveu ciclos iterativos de desenvolvimento e avaliação de artefatos, foram sistematizadas oito heurísticas associadas ao desenvolvimento de vestuário, as quais foram generalizadas para três classes de problemas: incentivo à personalização, facilidade de montagem e sustentabilidade.   


Author(s):  
Pirita Ihamäki ◽  
Mika Luimula

Geocaching is a multiplayer outdoor sports game. There is a lack of extensive research on this game, and there is a need for more academic research on this game and its application to other contexts worldwide. There are about 5 million people participating in the geocaching game in 220 different countries worldwide. The geocaching game is interesting because the players create it. The players’ role in game design increases its value in human-centred design research. Digital games are a prevalent form of entertainment in which the purpose of the design is to engage the players. This case study was carried out with 52 Finnish geocachers as an Internet survey. The purpose of this conceptual analysis is to investigate how the geocaching sports game might inform game design by looking at player experiences, devices, and techniques that support problem solving within complex environments. Specifically, this analysis presents a brief overview of the geocaching sports game, its role in popular adventure game design, and an analysis of the underlying players’ experiences and enjoyment as a structure to be used in game design.


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