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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
101

Analysmodell för inbyggt dataskydd och dataskydd som standard

Ökvist, Nicklas, Furberg, Max January 2017 (has links)
No description available.
102

Gestão de lições aprendidas em projetos de tecnologia da informação – avaliação de um modelo suportado por tecnologias colaborativas 2.0 / Management lessons in information technology projects – evaluation of a model supported by collaborative technologies 2.0

Winter, Roberto Antonio 22 February 2016 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2016-07-01T21:32:07Z No. of bitstreams: 1 Roberto Antonio Winter.pdf: 2306529 bytes, checksum: a8d1cdc9ad22f45147be60e7a42ca592 (MD5) / Made available in DSpace on 2016-07-01T21:32:07Z (GMT). No. of bitstreams: 1 Roberto Antonio Winter.pdf: 2306529 bytes, checksum: a8d1cdc9ad22f45147be60e7a42ca592 (MD5) Previous issue date: 2016-02-22 / Organizational learning process is part of the quest for competitiveness and it is also present on the project’s results, summing up together with several organization projects in order to make up its result. The learned lessons support managers in their projects with the successful and unsuccessful experiences through the registry stored and provided in a centralized and organized way. The learned lessons registry in any project stage helps the project members to meditate about the process, achievements, stimulating the sharing of tacit and explicit knowledge created. On this process of storing and retrieving learned lessons, the web’s 2.0 collaborative tools are present, and in this context the wiki platform is one of the most cited when storing and retrieving learned lessons. Add up the fact that there are no process on the most used references (PMBOK-PMI and ICB-IPMA) to these factors and it is identified a gap on the studies. This scenario motivates the quest for a model that helps the learned lessons management in Information Technology projects and Information Systems. This dissertation aims to evaluate a learned lesson management model on IT/IS project utilizing web 2.0 tools. This model supports the management of learned lessons: gathering, verification, dissemination and reusing. This study has an explanatory and prescriptive approach using an abductive, inductive and deductive method. The Design Science Research is the research’s approach. This study looks for contributing towards the project’s practice and its results and creating academic knowledge with the accuracy that the study requires in its method. The Target 2.0 was instantiated in the implementation phase of an IT project, demonstrating that the model achieved its expected results, solving while searching the company's problem with the GLA. The result emerged evidence of the sociomaterial relations, the quality of relations between people and the model, under present social theory. The research contributes to the GLA practice in projects, helps with project managers in GLA, besides contributing to the Administration allowing expand the use of the organization's knowledge management model. The research contributes to the theory and use of GLA model in the implementation phase of an IT project, in a small business, with improvements in GLA. / O resultado dos diversos projetos de uma empresa contribui para o resultado estratégico do negócio, para a aprendizagem nos projetos, e para o processo de aprendizagem organizacional. Em adição a aprendizagem em projetos, com as lições aprendidas, apoiam os gestores em seus projetos, com o registro das experiências bem sucedidas e de fracassos, coletando e reutilizando as experiências de forma organizada e centralizada. Esta pesquisa explora a gestão de lições aprendidas (GLA), com apoio de uma plataforma wiki, em uma empresa de médio porte, no ramo de TI, especializada em sistemas de logística e transporte. Na relevância do tema, encontram-se as necessidades das empresas, a pouca atenção ao tema nos guias mais utilizados em projetos (PMBOK-PMI e ICB-IPMA). Esse cenário motiva a busca de um modelo que auxilie a GLA em projetos de Tecnologia da Informação e Sistemas de Informação (TI/SI). Essa dissertação tem como objetivo avaliar a instanciação de um modelo de gestão de lições aprendidas em projetos de TI/SI, utilizando uma wiki. Este modelo suporta os processos de GLA: conscientização; coleta; verificação; armazenamento; disseminação e reuso. Este estudo adota o paradigma Design Science Research e o método Technical Action Research, têm uma abordagem exploratória e prescritiva, com uso dos métodos abdutivo, indutivo e dedutivo. A pesquisa instanciou o modelo Target 2.0 na fase de execução de um projeto de TI, demonstrando que o modelo atingiu seus resultados, contribuindo durante a pesquisa para a solução do problema da empresa com a GLA. No resultado emergiu evidências da relação sócio material, na qualidade das relações entre as pessoas e o modelo, sob uma presente teoria social. A pesquisa contribui para a prática de GLA em projetos, contribui com gestores de projetos na GLA, além de contribuir com a Administração permitindo expandir o uso do modelo gestão do conhecimento da empresa. A pesquisa contribui na teoria com uso do modelo na GLA da fase de execução de um projeto de TI, apresentando melhorias na GLA. As seis proposições elaboradas pelo pesquisador, foram confirmadas pela análise dos resultados da pesquisa de campo, sendo que uma possui ressalva que sugere melhorias na elaboração das páginas wiki.
103

Application of a framework for guiding integrated use of social media to support knowledge management in project management / Aplicação de um framework para guiar o uso integrado de mídias sociais no suporte à gestão do conhecimento em gerenciamento de projetos

Narazaki, Rosana Yasue 14 December 2017 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2018-04-03T18:35:34Z No. of bitstreams: 1 Rosana Yasue Narazaki.pdf: 6250505 bytes, checksum: 6740b17cf0ae92f594c884443f115a11 (MD5) / Made available in DSpace on 2018-04-03T18:35:34Z (GMT). No. of bitstreams: 1 Rosana Yasue Narazaki.pdf: 6250505 bytes, checksum: 6740b17cf0ae92f594c884443f115a11 (MD5) Previous issue date: 2017-12-14 / A gestão do conhecimento (GC) é essencial para manter e desenvolver o conhecimento como ativo da organização. A equipe de projeto está se tornando mais descentralizada, exigindo tecnologia para suportar a GC nas atividades de gerenciamento de projetos (GP). A premissa para o fluxo do conhecimento acontecer é ter um ‘ba’ (espaço compartilhado) e este deve ser apoiado por um conjunto de ferramentas colaborativas, como as mídias sociais (MS). No entanto, as melhores práticas em GP não lidam com a dinâmica da GC de forma explícita, o que tem causado falta de rastreabilidade e perda de conhecimento explícito e tácito durante o ciclo de vida do projeto. Além disso, os indivíduos desejam facilidade de uso e acessibilidade, contudo não querem mais uma ferramenta para gerenciar, sugerindo que as MS devam ser integradas. Nesse propósito, o presente estudo analisou uma solução por meio de um instrumento técnico, sob a abordagem Design Science Research (DSR), com a intenção de responder à questão de pesquisa: Como o uso integrado das mídias sociais suportam à GC nas atividades relacionadas ao GP em um projeto de uma instituição de segurança pública? O artefato SM4PM (Social Media for Project Management), um framework prescritivo que guia o uso integrado de mídias sociais para apoiar atividades relacionadas ao GP, foi instanciado para avaliar GC no GP em um projeto de uma instituição de segurança pública. A coleta de dados foi feita por meio de quatro técnicas: 1) Entrevistas, 2) Observação direta, 3) Análise documental e 4) Grupo focal. Estes dados foram analisados em cinco etapas com o suporte do software de análise qualitativa MaxQdaPlus: 1) Compilação, 2) Decomposição, 3) Recomposição, 4) Interpretação e 5) Conclusão. Os resultados mostram que as MS suportam a GC em atividades relacionadas ao GP, dando uma forte evidência de que o framework SM4PM pode ser generalizado para resolver uma classe de problema, tais como coletar lições aprendidas naturalmente durante o ciclo de vida do projeto, gerenciar o conhecimento no gerenciamento de projetos, entender o relacionamento entre os processos e a sua integração. Como contribuição, o estudo aplicou empiricamente a ‘teoria para prática’ pela instanciação de um instrumento técnico baseado na “teoria de fazer bem’ e aplicou a ‘teoria que vem da prática’ para refinar este instrumento técnico. O uso do framework SM4PM pode beneficiar os gerentes de projeto, os membros da equipe e as partes interessadas no projeto. / Knowledge management (KM) is essential for keeping and developing knowledge as an asset of organizations. Project team is becoming more decentralized, requiring technology to support KM in project management (PM) activities. The premise to the flux of knowledge to happen is to have a ‘ba’ (shared space) and this should be supported by a set of collaborative tools, such as social media (SM). Nevertheless, best practices in PM do not deal with the KM dynamics explicitly which has caused lack of traceability and loss of explicit and tacit knowledge during the project lifecycle. In addition, individuals desire ease of use and accessibility and yet no longer want a tool to manage, suggesting that SM should be integrated. For this purpose, this research analyzed a solution by a technical instrument, under Design Science Research approach, with the intention of answering the research question: How does the integrated use of SM support KM in activities related to PM in a project of a public security organization? The SM4PM (Social Media for Project Management), a prescriptive framework for guiding integrated use of SM in PM, was instantiated to evaluate KM in PM in a project of public security organization. Data collection was done through four techniques: 1) Interviews, 2) Direct observations, 3) Document analysis and 4) Focus group. These data were analyzed in five stages with the support of the MaxQdaPlus qualitative analysis software: 1) Compilation, 2) Decomposition, 3) Recomposition, 4) Interpretation and 5) Conclusion. Results showed that SM support KM in activities related to PM giving strong evidence that SM4PM framework can be generalized to solve a class of problems, such as collecting lessons learned naturally during the project lifecycle, managing the knowledge in PM, understanding relationship among processes and their integration. As a contribution, the study empirically applied ‘theory to practice’ by instantiating a technical instrument based on ‘theory of doing well’ and applied ‘theory from practice’ to refine this technical instrument. The use of SM4PM framework can benefit project managers, team members and project stakeholders.
104

Geospatialt beslutsstöd - nyckeln till strategiska beslut

Jones, Julia, Nordström, Fredrik January 2022 (has links)
Tillståndsprocessen för att bedriva miljöfarlig verksamhet är manuell och ineffektiv vilket hämmar svenska företag i deras klimatarbete. Geospatial information har till följd av lokaliseringsprincipen i miljöbalken en central roll inom samhällsbyggnad och dess planering för placering av investeringar. Det finns i dagsläget inget geospatialt beslutsstödsystem (SDSS) som ämnar att underlätta för verksamhetsutövare i tillståndsprocessen vid beslut som rör placering av nya investeringar i industri. Syftet med studien var att utveckla en IT-artefakt med intentionen att stödja processen samt beslutsfattande för industriföretag i skapandet av en tillståndsansökan för miljöfarlig verksamhet. Detta genom att ta fram en webbapplikation som ska fungera som ett processtöd för användaren genom att redogöra de nödvändiga stegen som ingår i en miljötillståndsansökan med fokus på de aspekter som inkluderar geospatial data och information. Målet är att artefakten i dessa steg ska fungera som ett hjälpmedel för verksamhetsutövaren att fatta strategiska beslut kring geografisk plats för nya investeringar i industri. Studien använder sig av Design Science Research Methodology (DSRM) och har hämtat in empiri genom fokusgruppsintervjuer. Arbetet resulterade i en IT-artefakt som visar att det är möjligt att implementera denna typ av lösning på problemet samt de identifierade designprinciperna som implementerades. / The permit process for conducting environmentally hazardous activities is manual and inefficient, which impedes Swedish companies in their climate action. As a result of the “location principle” in the Swedish Environmental Code, spatial information has a central role in community building and its planning for location of investments. There is currently no spatial decision support system (SDSS) that aims to make it easier for operators to make decisions regarding the location of new investments in industry during the permit process. The purpose of the study was to develop an IT artefact with the intention to support the process and decision making for industrial companies in the creation of permit applications for environmentally hazardous activities. This by developing a web application that will function as a process support for the user by describing the necessary steps that are included in an environmental permit application with a focus on the aspects that include spatial data and information. The aim is that the artifact in these steps should function as an aid for the operator to make strategic decisions about the geographical location for new investments in industry. This research uses Design Science Research Methodology (DSRM) and has obtained empirical data through focus group interviews. The work resulted in an IT artifact that proves that it is possible to implement this kind of solution to the problem and the identified design principles that were implemented.
105

Design av bedömningsmodeller för scaled agile / Design of assessment models for scaled agile

Magnusson, Eddie, Nygren, Oscar January 2020 (has links)
Agila arbetssätt och den agila filosofin har över de två senaste decennierna blivit ett självklart element I det flesta IT-systemutvecklingsprojekt. Fördelarna som följer med den agila filosofin (exempelvis ökad kundanpassning och snabbare leveranser) har bidragit till att större företag börjat att införa agila arbetssätt i hela organisationen – det vill säga inte bara i enskilda projekt. Denna idé har lett till att olika generella ramverk som benämns för Skalade agila ramverk (Scaled Agile Framework) har introducerats på marknaden. Ett par exempel på befintliga ramverk är Scrum of Scrums, LeSS, Scaled Agile Framework och Lean Scalable Agility. Av existerande ramverk är “Scaled Agile Framework” (SAFe) den mest implementerade och väletablerade. Det finns emellertid flera utmaningar med att införa SAfe i stora verksamheter. En utmaning är att skalade agila ramverk är komplexa och tar lång tid att införa. En annan utmaning är att det saknas verktyg som stöttar organisationer i deras försök att implementera ramverket. Detta är problematiskt eftersom det kan leda till en ineffektiv implementeringsprocess, högre kostnader och att vinsterna med den agila filosofin reduceras. Detta har lett oss till det problem som vi adresserar i studien; det saknas kunskap om hur bedömningsmodeller för SAFe skall designas. Problemet har sporrat oss att utföra en studie där vi, tillsammans med en organisation i näringslivet, har designat och utvärderat ett användbart och icke-komplext verktyg för bedömning av skalade agila ramverk. Syftet är med verktyget är att det skall effektivisera implementeringsprocessen av SAFe. Problemet har också legat till grund för vår forskningsfråga som lyder: Hur bör ett verktyg för bedömning av SAFe implementationer designas? För att finna svar på forskningsfrågan har vi valt att följa forskningsmetoden Action Design Research (ADR). ADR metoden vill bidra IS-forskning genom att 1) den adresserar ett problem i en specifik organisatorisk kontext genom design av en IT-artefakt samtidigt som den 2) stödjer identifiering av designprinciper. Studiens resultat visar att bedömningsmodellen fungerar, att den bidrar till att lösa det adresserade problemet samt att de designprinciper som presenteras är korrekta. / Agile methods and the agile manifesto has been for the last two decades a central focus point of software development in the world. The benefits that come with the usage of the agile philosophy (for example, increased customer adaptation and quicker deliveries) has led larger companies to try to adopt the principles on their entire organization - not only on smaller projects. This adoption has translated to the emergence of various frameworks that are generally labeled as Scaled agile frameworks. A few examples of these frameworks are Scrum of Scrums, LeSS, Scaled Agile Framework and Lean Scalable Agility. These frameworks are being widely adopted by large companies, with SAFe (Scaled Agile Framework) being the most adopted on the market. However, these frameworks have become a pinnacle of complexity due to the large size of the frameworks which proves to be a challenge for the company that is using them. This is problematic because there are no real tools to evaluate the implementation of scaled agile frameworks. With no tools to use, there is a risk of having an inefficient implementation process which constitutes to higher costs and that the general benefits of Agile manifesto are lost on the way. This has led us to the problem that we’re addressing in this study: There is a lack of knowledge on how to design assessment models for the SAFe framework. This problem has spurred us into conduct a study where we, together with an organization within the IT-industry, have designed and evaluated a tool that effectively assesses the implementation of SAFe. The problem set the groundwork for our science and the question we seek to answer in this study is: How should a tool for assessment of SAFe implementation be designed? Consequently, to find answers to this question, we have chosen to use the research method Action Design Research (ADR). The method of ADR wants to contribute to IS-research by 1) To design an uncomplex tool that can help IT industry to evaluate their scaled agile framework implementation and 2) provide theoretical knowledge translated into design principles that will contribute to other design efforts in similar contexts. The result provided in this study will help show that the design knowledge works, provide rigor to the study, help solve the given problem of the study and show that the design knowledge is correct
106

Konzeption und Evaluation eines Planspiels unter besonderer Betrachtung von Lerneffekten und Planspiel-Akzeptanz

Zeiner-Fink, Susann 30 January 2023 (has links)
In der vorliegenden Dissertation werden die vielfältigen Einsatzmöglichkeiten von Planspielen in der beruflichen Bildung aufgezeigt. Zudem wird unter Berücksichtigung wissenschaftlicher und praktischer Anforderungen die Entwicklung eines Planspiels nach dem Design Science Research Ansatz vorgestellt. Um die Wirksamkeit von Planspielen sowohl kurzfristig als auch langfristig nachzuweisen, bedarf es empirischer Daten und differenzierter Aussagen, welche erfolgs- oder lernwirksame Faktoren in Planspielen implementiert sein müssen. Hierfür wurde ein Mixed Methods Untersuchungsdesign eingesetzt und durch Verwendung von Fragebögen, Storytelling- und Bild-Interviews untersucht, welche Einflussgrößen auf die Lerneffekte und die Akzeptanz von Planspielen wirken. Die Ergebnisse zeigen, dass in Abhängigkeit des Untersuchungszeitraumes und der Untersuchungspersonen unterschiedliche Einflussgrößen auf die Lerneffekte und die Akzeptanz wirken. Im Rahmen der Dissertation ist somit ein evaluiertes produktionsnahes Planspiel entstanden, dass die Elemente und Prozesse eines soziotechnischen Systems simuliert und in der beruflichen Bildung für verschiedene Lernende anwendbar ist. Die Arbeit bietet überdies einen Beitrag zur Überprüfung von Kausal- und Wirkungszusammenhängen in Planspielen. So werden die eingesetzten Methoden für die Planspielevaluation erweitert und die bisherigen Untersuchungen in der Planspielforschung ergänzt.:1 Einleitung 2 Stand der Wissenschaft und Technik 3 Iterative Entwicklung des Artefakts Planspiel 4 Evaluation der Einflussgrößen des Planspiels 5 Ergebnisse der empirischen Untersuchungen 6 Diskussion 7 Schlussbetrachtung Anlage A Ergänzendes Material zur theoretischen Fundierung Anlage B Ergänzendes Material zur iterativen Entwicklung und Evaluation Anlage C Ergänzendes Material der quantitativen Untersuchung Anlage D Ergänzendes Material zu den Storytelling-Interviews Anlage E Ergänzendes Material zu den Bild-Interviews Anlage F Zusammenfassende Übersichten / In this dissertation various application possibilities of business games in vocational education are shown. In addition, the development of a business game according to the Design Science Research approach is presented, considering scientific and practical requirements. In order to prove the effectiveness of business games in short-term as well as in long-term, empirical data and differentiated statements are needed, which success- or learning-effective aspects have to be implemented in business games. For this purpose, a mixed methods research design was employed using questionnaires, storytelling and picture interviews to examine which influencing variables have an effect on the learning effects and acceptance of business games. The results show that different variables influence the learning effects and the acceptance of business games depending on the time period and the participants. Within the framework of the dissertation, an evaluated production-related business game has been developed that simulates the elements and processes of a socio-technical system and can be used in vocational training for different learners. Moreover, the work offers a contribution to the assessment of causal and cause-effect relationships in business games. Thus, the methods used for business game evaluation are extended and previous studies in business game research are complemented.:1 Einleitung 2 Stand der Wissenschaft und Technik 3 Iterative Entwicklung des Artefakts Planspiel 4 Evaluation der Einflussgrößen des Planspiels 5 Ergebnisse der empirischen Untersuchungen 6 Diskussion 7 Schlussbetrachtung Anlage A Ergänzendes Material zur theoretischen Fundierung Anlage B Ergänzendes Material zur iterativen Entwicklung und Evaluation Anlage C Ergänzendes Material der quantitativen Untersuchung Anlage D Ergänzendes Material zu den Storytelling-Interviews Anlage E Ergänzendes Material zu den Bild-Interviews Anlage F Zusammenfassende Übersichten
107

Enterprise architectonics as a conceptual device to support a fundamental understanding of enterprise architecture

Mentz, Jan Carel 10 1900 (has links)
Evidence of the interest in enterprise architecture (EA) is seen in the number of enterprise architecture frameworks (EAF) in existence. An EAF is responsible for the realisation of an EA, and therefore acts as a container for the terminology of EA. The lack of acceptance of terms and definitions, coupled with the phenomenon of the large number of EAFs, indicate a silo type understanding of what EA is, which leads to a lack of clarity in the conceptual foundations of EA. By following a design science research (DSR) approach, a conceptual artefact (an enterprise architectonic (EAt)) is created to address the lack of clarity in the conceptual foundations of EA thinking and practice. The EAt serves as a conceptual device to represent the fundamental understanding of EA in terms of concepts and their relationships. The content of the EAt is derived from applying a structured interpretation method (SIM) to three prominent EAFs (The Open Group Architecture Framework, the Department of Defense Architecture Framework and the Zachman Framework for Enterprise Architecture). The SIM’s results are an EA understanding that consists of an EA claim: EA is similar in intent to the enterprise as a worldview is to the world. It is supported by six EA propositions:  Proposition 1: EA’s underlying theoretical knowledge is in a pre-suppositional state.  Proposition 2: EA is a description of the structure of the systems of an enterprise.  Proposition 3: EA represents the enterprise in time-oriented architectures such as an as-is, to-be and has-been architecture.  Proposition 4: EA translates the values/strategy of the enterprise into operational systems appropriate to the information society.  Proposition 5: EA provides a means to manage decisions about the IT/IS management and implementation in the enterprise.  Proposition 6: EA captures a representation of the enterprise in the form of a model or set of models. The six EA propositions are analysed through the lens of Heidegger's equipment analysis, to produce a set of architectonic elements. These elements are arranged in the EAt to create a conceptual device to support the fundamental understanding of EA. / Centre for Applied Information and Communication / Ph.D. (Information Systems)
108

Information Technology Outsourcing in Large Companies in Sweden : A Perspective on Risks, Relationships and Success Factors

Hodosi, Georg January 2017 (has links)
This thesis investigates large private companies in Sweden that have outsourced their information technology (IT). A considerable proportion of IT outsourcing (ITO) is unsuccessful. For IT service buyers, this could cause IT that does not fully work, entailing problems with the network, application, infrastructure and security, with serious consequences such as a loss of customers’ confidence and significantly increased costs. Therefore, the main research goal was to analyse and define ways to improve ITO for buyer organizations. This main research goal was accomplished through three research goals that are the followings: 1) To develop a method for risk assessment in IT outsourcing; 2) To identify the important factors in IT outsourcing relationship; and 3) To identify the success factors in IT outsourcing.                       The research strategies applied in conducting this research were design science research and survey research. To achieve the first research goal, a method was developed for assessing the ITO risks, including support for mitigating these risks. This method could help both researchers and practitioners in estimating the ITO risks and in this way improve ITO. An application based on the developed method was used to facilitate the testing of this method by several ITO decision makers in large companies concerning its usability, correctness and functionality. Moreover, a study was performed to explore ITO decision makers’ acceptance of the developed method and their use of it for assessing the ITO risks.             The second research goal investigated how to improve service buyers’ ITO relationship with their providers. A well-working ITO relationship is a critical determinant of successful ITO and is relevant to the whole ITO life cycle. This research goal was achieved by identifying and analysing the most important factors in ITO relationships, including a prioritized list of those factors that are highly recommended for use in creating and maintaining a good ITO relationship.                       The third research goal examined how to improve ITO by identifying and prioritizing the success factors (SFs) in ITO. This research identified the ITO SFs in large companies and provided a prioritized list of them to be applied in these companies with a description of the value that they could create from implementation during the ITO life cycle. Moreover, the SFs identified in large companies were compared with those identified in medium-sized companies, which could give an indication to the researchers in this field that company size matters in regard to the implementation order of the identified SFs.               In summary, the research presented in this thesis contributes with: 1) a method for assessing the risks of outsourcing IT and, in the case that IT has been outsourced, suggested ways to mitigate them; 2) the important factors that could improve ITO relationships and 3) a prioritized list of success factors that could improve IT outsourcing. / Denna avhandling undersöker stora privata företag i Sverige som har outsourcat sin IT verksamhet. Som vi uppmärksammade har en stor del av IT-outsourcingen (ITO) misslyckats. För köparen av IT-tjänsten kan det leda till bristande IT funktionalitet med allvarliga konsekvenser som i värsta fall leder till förlorade kunder och betydande kostnadsökningar. Därför är det övergripande forskningsmålet är att analysera och fastställa hur ITO:n för köparen av IT tjänsten kan förbättras. För att lösa det övergripande forskningsmålet forskningen undersökte: 1) Utvecklingen av en metod för att bedöma riskerna med IT-outsourcing; 2) Identifiering av de viktiga faktorerna inom IT-outsourcingsrelationer; och 3) Identifiering av en lista över framgångsfaktorer i IT-outsourcing. De använda forskningsstrategierna för att genomföra forskningen var ”design science research" och kartläggning. För att uppnå först huvudforskningsmålet, har en metod tagits fram för att bedöma riskerna och vägleda hur man kan minska dem. Den här metoden kan hjälpa både forskare och de som utövar IT-outsourcing med att bedöma ITO-riskerna och på så sätt förbättra sina IT-outsourcing.  En programvara baserad på den metoden har utvecklats för att underlätta testningen av metoden vilket har genomförts med IT beslutsfattare på stora organisationer, beträffande användbarhet, korrekthet och funktionalitet. Dessutom har en studie utförts för att bedöma om programvaran kan accepteras av IT beslutsfattare och få reda på om de skulle använda metoden för att bedöma ITO riskerna. Det andra forskningsmålet har undersökt hur köparna av den outsourcade IT-tjänsten kan förbättra relationen med sina leverantörer. En bra ITO-relation är en avgörande faktor för en framgångsrik ITO och den är viktig för hela livscykeln. Forskningsmålet har uppnåtts genom analys för att hitta de viktigaste faktorerna ITO-relationsfaktorer, som studien rekommenderar för att skapa och underhålla en bra ITO relation. Det tredje forskningsmålet har undersökt hur ITO kan förbättras genom att identifiera och prioritera framgångsfaktorerna i ITO. Studien har identifierat framgångsfaktorerna i stora företag och tagit fram en lista med prioriterade framgångsfaktorer som bör implementeras i de undersökta företagen. Dessutom så har nyttan av dessa framgångsfaktorer beskrivits under ITO livscykeln. Dessutom har de identifierade framgångsfaktorerna från stora företag jämförts med framgångsfaktorerna som har identifierats för medelstora företag. Denna jämförelse ger en indikation till forskarna på det här området att prioriteringen av framgångsfaktorerna är beroende av företagsstorlek. Sammanfattningsvis, den beskrivna forskningen i den här uppsatsen bidrar med: 1) En metod för att bedöma risker och förslag på hur minska dessa risker; 2) En lista med de viktiga faktorerna för att förbättra ITO relationen inom IT-outsourcing och; 3) En prioriterad lista av framgångsfaktorer som kan förbättra IT outsourcing.
109

Enterprise architectonics as a conceptual device to support a fundamental understanding of enterprise architecture

Mentz, Jan Carel 10 1900 (has links)
Evidence of the interest in enterprise architecture (EA) is seen in the number of enterprise architecture frameworks (EAF) in existence. An EAF is responsible for the realisation of an EA, and therefore acts as a container for the terminology of EA. The lack of acceptance of terms and definitions, coupled with the phenomenon of the large number of EAFs, indicate a silo type understanding of what EA is, which leads to a lack of clarity in the conceptual foundations of EA. By following a design science research (DSR) approach, a conceptual artefact (an enterprise architectonic (EAt)) is created to address the lack of clarity in the conceptual foundations of EA thinking and practice. The EAt serves as a conceptual device to represent the fundamental understanding of EA in terms of concepts and their relationships. The content of the EAt is derived from applying a structured interpretation method (SIM) to three prominent EAFs (The Open Group Architecture Framework, the Department of Defense Architecture Framework and the Zachman Framework for Enterprise Architecture). The SIM’s results are an EA understanding that consists of an EA claim: EA is similar in intent to the enterprise as a worldview is to the world. It is supported by six EA propositions:  Proposition 1: EA’s underlying theoretical knowledge is in a pre-suppositional state.  Proposition 2: EA is a description of the structure of the systems of an enterprise.  Proposition 3: EA represents the enterprise in time-oriented architectures such as an as-is, to-be and has-been architecture.  Proposition 4: EA translates the values/strategy of the enterprise into operational systems appropriate to the information society.  Proposition 5: EA provides a means to manage decisions about the IT/IS management and implementation in the enterprise.  Proposition 6: EA captures a representation of the enterprise in the form of a model or set of models. The six EA propositions are analysed through the lens of Heidegger's equipment analysis, to produce a set of architectonic elements. These elements are arranged in the EAt to create a conceptual device to support the fundamental understanding of EA. / Centre for Applied Information and Communication / Ph. D. (Information Systems)
110

A Namibian digital health innovation ecosystem framework

Iyawa, Gloria Ejehiohen 02 1900 (has links)
Digital Health relates to “health information systems which enable the merging of social-care and healthcare systems. This would impact on the organisation, service delivery as well as the technological infrastructure” (Herselman & Botha, 2016, p.10). However, with relatively sparse research publications emanating from within the Namibian Health domain, and the concept of Namibian Digital Health as an emergent phenomenon, a Namibian Digital Health Innovation Ecosystem Framework would provide a start to conceptualising, developing and implementing such an ecosystem for Namibia and thus unlocking the potential of Digital Health in this country. The purpose of this study is to develop a Namibian Digital Health Innovation Ecosystem Framework based on literature reviews and the feedback from knowledgeable professionals (KPs) in Namibia, as well as global experts. The methodology which was applied in this study to address the purpose, and to answer the research questions, was Design Science Research Methodology and the Design Science Research Methodology (DSRM) process of Peffers, Tuunanen, Rothenberger and Chatterjee (2008), was adopted. Pragmatism is the overall philosophy guiding the study, as proposed by Ackoff’s theory regarding the hierarchy of human understanding (1989) and Shneiderman’s visual information seeking mantra (1996). During Phases 2 and 3 of the study interpretivism and positivism were applied as philosophies, guided by hermeneutics and triangulation, towards understanding the feedback of Knowledgeable Professionals (KPs) in Namibia, as well as the global experts. The study was divided into three phases. The first phase entailed a literature study which identified the components of Digital Health, Innovation and Digital Ecosystems as well as related research of Digital health, Innovation and Digital Ecosystems in developed and developing countries. This process led to the compilation of the initial Namibian Digital Health Innovation Ecosystem Framework using a conceptual approach. In the second phase of the study, the initial Namibian Digital Health Innovation Ecosystem was evaluated by KPs in Namibia using the Delphi method and interviews. Phase 2 adopted both quantitative and qualitative approaches. The findings from Phase 2 resulted in the development of the intermediate Namibian Digital Health Innovation Ecosystem Framework. In Phase 3 of the study, the intermediate framework was validated by global experts. Feedback was collected from global experts through questionnaires which were analysed through qualitative content analysis. The findings, from Phase 3 led to the development of the final Namibian Digital Health Innovation Ecosystems Framework. The guidelines, which can be used by the Namibian government to implement the suggested digital health innovation ecosystem framework, were also provided. / Information Science / D. Litt. et Phil. (Information Systems)

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