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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

Illuminating threats : Exploring cybersecurity threats in smart bulbs and illuminating a path to enhanced protection

Formosinho, Francisco January 2024 (has links)
There are serious security risks with the growing use of IoT devices. Historically, manufacturers prioritized profit over security due to high demand, a perspective that has evolved but remains a challenge. With this, the security of IoT devices has been overlooked, especially regarding smart bulbs, as they tend to be bundled with other IoT devices by the research community, and consequently not receive the attentionthey require. This thesis aims to identify and analyze potential threats regarding smart bulbs, and it does so by exploring proactive strategies in order to mitigate vulnerabilities. To understand the challenges smart bulbs face, some of the current applicable legislation, cyber attacks, defense mechanisms, and vulnerabilities were analyzed. Then, a network topology and a data flow diagram of a home network with smart bulbs was developed. Consequently, layers were assigned to the smart bulb, and threat modeling was performed on a each layer using STRIDE. This procedure was then formalized with a framework that encapsulates the stages of analysing the smart bulb’s landscape through threat modeling. This work contributes to the research community’s body of knowledge by providing valuable insights detailing the smart bulb’s landscape, not only through the framework but also through the conducted threat modeling, the data flow diagrams, and the information gathered regarding the threats to smart bulb security.
102

Digital Platform Dynamics: Governance, Market Design and AI Integration

Ilango Guru Muniasamy (19149178) 17 July 2024 (has links)
<p dir="ltr">In my dissertation, I examine the dynamics of digital platforms, starting with the governance practices of established platforms, then exploring innovative design approaches, and finally the integration of advanced AI technologies in platforms. I structure this exploration into three essays: in the first essay, I discuss moderation processes in online communities; in the second, I propose a novel design for a blockchain-based green bond exchange; and in the third, I examine how AI-based decision-making platforms can be enhanced through synthetic data generation.</p><p dir="ltr">In my first essay, I investigate the role of moderation in online communities, focusing on its effect on users' participation in community moderation. Using data from a prominent online forum, I analyze changes in users' moderation actions (upvoting and downvoting of others' content) after they experience a temporary account suspension. While I find no significant change in their upvoting behavior, my results suggest that users downvote more after their suspension. Combined with findings on lower quality and conformity with the community while downvoting, the results suggest an initial increase in hostile moderation after suspension, although these effects dissipate over time. The short-term hostility post-suspension has the potential to negatively affect platform harmony, thus revealing the complexities of disciplinary actions and their unintended consequences.</p><p dir="ltr">In the second essay, I shift from established platforms to innovations in platform design, presenting a novel hybrid green bond exchange that integrates blockchain technology with thermodynamic principles to address market volatility and regulatory uncertainty. The green bond market, despite its high growth, faces issues like greenwashing, liquidity constraints, and limited retail investor participation. To tackle these challenges, I propose an exchange framework that uses blockchain for green bond tokenization, enhancing transparency and accessibility. By conceptualizing the exchange as a thermodynamic system, I ensure economic value is conserved and redistributed, promoting stability and efficiency. I include key mechanisms in the design to conserve value in the exchange and deter speculative trading. Through simulations, I demonstrate significant improvements in market stability, liquidity, and efficiency, highlighting the effectiveness of this interdisciplinary approach and offering a robust framework for future financial system development.</p><p dir="ltr">In the third essay, I explore the integration of advanced AI technologies, focusing on how large language models (LLMs) like GPT can be adapted for specialized fields such as education policy and decision-making. To address the need for high-quality, domain-specific training data, I develop a methodology that combines agent-based simulation (ABS) with synthetic data generation and GPT fine-tuning. This enhanced model provides accurate, contextually relevant, and interpretable insights for educational policy scenarios. My approach addresses challenges such as data scarcity, privacy concerns, and the need for diverse, representative data. Experiments show significant improvements in model performance and robustness, offering policymakers a powerful tool for exploring complex scenarios and making data-driven decisions. This research advances the literature on synthetic data in AI and agent-based modeling in education, demonstrating the adaptability of large language models to specialized domains.</p>
103

Bridging Systems with Web Automation : Design Science Research approach for API Integration Development

Arnesson, Sebastian January 2024 (has links)
This thesis explores the design and implementation of an API using the Design Science Research (DSR) methodology, aimed at bridging proprietary systems for sustainable lighting solutions. The project addresses the urgent need to replace mercury-based lamps in Sweden with environmentally friendly alternatives due to upcoming EU regulations. The developed API facilitates integration and automation between two distinct systems controlling lighting and power supply. Key research questions include identifying factors critical for a successful API and assessing its impact on client-specific problems and consequences of web automation. The research begins with identifying core problems through stakeholder engagement, followed by iterative design and development of the API. The solution's objectives were derived from practical constraints and stakeholder feedback, ensuring a focused and relevant artifact. The API was partially demonstrated and evaluated through simulations, theorizing its ability to meet the intended goals and providing insights into good practices for web automation. This work contributes to the field of information systems by providing a practical example of API development through DSR, highlighting the challenges and solutions in web automation and system integration. The findings suggest that a well-designed API relies on understanding end-use cases, good communication with minimal assumption and good adaptability. Relying on web automation can also result in post-release complications or pose ethical dilemmas.
104

Eine Systematisierung der Anwendungsmöglichkeiten und Potenziale von Big Data Analytics in Innovationsökosystemen

Kollwitz, Christoph 28 October 2024 (has links)
Im digitalen Zeitalter sind Innovationskraft und eine effiziente Adaption digitaler Technologien für Unternehmen entscheidend, um sich Wettbewerbsvorteile zu sichern. Der Einsatz digitaler Technologien für Innovation verspricht in diesem Zusammenhang nicht nur Produktivitätsvorteile, sondern steigert auch die Kundenzufriedenheit und macht Unternehmen agiler und widerstandsfähiger gegenüber Krisen. Eine zentrale Rolle spielt dabei die Anwendung von Big Data Analytics, jedoch bestehen derzeit erhebliche Forschungsbedarfe, um genauer zu ergründen, wie Big Data Analytics systematisch in Innovationsökosystemen genutzt werden können. Zum einen herrscht ein Mangel an Forschung über die strategischen Beiträge von Big Data Analytics für Innovation, insbesondere im Kontext des Zusammenwirkens verschiedener Akteure. Zum anderen liegt der Fokus bestehender Forschungsarbeiten oft nur auf Teilaspekten der Anwendung von Big Data Analytics und vernachlässigt umfassendere Betrachtungen, aus einer Ökosystem-Perspektive heraus. Für die Praxis liegen die primären Hürden dabei häufig nicht in der Technologie selbst, sondern in deren Adaption innerhalb der wertschöpfenden Strukturen von Unternehmen. Diese Dissertation zielt darauf ab, diese Lücke zu schließen und untersucht die systematische Anwendung von Big Data Analytics in Innovationsökosystemen und nutzt dafür einen Design-Science-Research-Ansatz als übergeordnete Forschungsmethode. Im Dachbeitrag und in den Einzelbeiträgen des kumulativen Dissertationsvorhabens wird dafür gestaltungsorientierte Forschung angewendet, um theoretische Erkenntnisse direkt in die praktische Gestaltung und Entwicklung von Lösungen zu integrieren. Im Ergebnis liefert die Dissertation einen übergeordneten Ordnungsrahmen für die Anwendung von Big Data Analytics in Innovationsökosystemen, der die gesammelten Erkenntnisse aus dem Forschungsprojekt CODIFeY und den Einzelbeiträgen integriert. Damit trägt die Dissertation über den entwickelten Ordnungsrahmen und die IT-Artefakte der Einzelbeiträge dazu bei, ein besseres Verständnis für die strategische Nutzung digitaler Technologien zur Förderung von Innovation und Wettbewerbsvorteilen zu erreichen, was sowohl wissenschaftlich als auch praktisch einen Mehrwert bietet.:Danksagung i Einzelbeiträge iii Inhaltsverzeichnis iv Abkürzungsverzeichnis x Abbildungsverzeichnis xii Tabellenverzeichnis xiv Kurzzusammenfassung 1 Abstract 2 I. Dachbeitrag 3 1 Einleitung 3 1.1 Motivation 3 1.2 Problem- und Fragestellung 5 1.3 Zielstellung 8 1.4 Aufbau des Dachbeitrags 9 2 Forschungsansatz 11 2.1 Wissenschaftstheoretische Grundpositionierung 11 2.2 Forschungsmethode 12 2.2.1 Design Science Research als übergeordnetes Forschungsparadigma 12 2.2.2 Das Projekt Community-basierte Dienstleistungs-Innovation für e-Mobility 14 2.2.3 Aufbau des kumulativen Dissertationsvorhabens 17 3 Stand der Wissenschaft und Forschung 24 3.1 Big Data Analytics 24 3.2 Datengetriebene Innovation 25 3.3 Innovationsökosysteme aus der Perspektive der Service Dominant Logic 27 4 Gestaltung eines Ordnungsrahmens für die Anwendung von Big Data Analytics in Innovationsökosystemen 30 4.1 Das Modell eines Innovationsökosystems aus Sicht der Service Dominant Logic 30 4.2 Ableitung der Dimensionen des Ordnungsrahmens für die Anwendung von Big Data Analytics in Innovationsökosystemen 35 5 Eine Systematisierung von Anwendungsfällen von Big Data Analytics in Innovationsökosystemen 39 5.1 Big Data Analytics als Mittel für Innovation 39 5.2 Big Data Analytics als Ergebnis von Innovation 44 5.3 Demonstration & Evaluation des Ordnungsrahmens 50 6 Fazit 52 II. Research Papers of the Dissertation 55 Paper A – Capturing the Bigger Picture? Applying Text Analytics to Foster Open Innovation 55 A1 Introduction 57 A2 Background and Terminology 60 A2.1 Complexities of Sustainability-Oriented Innovation 60 A2.2 Open Innovation as an Instrument for Participation 62 A2.3 Sustainable-Oriented Innovation and Open Innovation 64 A2.4 Silent Stakeholders 67 A2.5 Research Focus: Text Analytics in Direct Search Methods for Sustainability-Oriented Innovation 69 A3 Action Research Study 72 A3.1 Description of the Action Research Cycle 72 A3.2 Diagnosing the Project Background 73 A3.3 Action Planning and Taking—Application of Text Analytics 77 A4 Results 82 A4.1 Findings from the Overall Discourse Analysis 82 A4.2 Findings from Zooming into Single Topics 84 A4.3 Applicability in the Innovation Process for the Label Development 85 A5 Discussion 87 A6 Implications and Conclusions 88 Paper B – What the Hack? – Towards a Taxonomy of Hackathons 92 B1 Introduction 93 B2 A Process-centric Perspective on Open Innovation and Hackathons 95 B3 Research Approach 97 B3.1 Taxonomy Development 97 B3.2 Literature Review 98 B4 A Taxonomy of Hackathons 101 B4.1 Overview of the Taxonomy 101 B4.2 Strategic Design Decisions 102 B4.3 Operational Design Decisions 104 B5 Discussion 107 B6 Conclusion 109 Paper C – Combining Open Innovation and Knowledge Management in Communities of Practice - An Analytics Driven Approach 110 C1 Introduction 111 C2 Foundations 113 C2.1 Knowledge Management and Innovation 113 C2.2 Communities of Practice 114 C2.3 Analytics domains 114 C3 Research Methodology 117 C4 Conceptual Framework for the Integration of Open Innovation and Knowledge Management 118 C4.1 Conceptual Data Model 119 C5 Implementation & Evaluation of a Pilot Project 122 C5.1 The Research Project CODIFeY 122 C5.2 Evaluation and Preliminary Findings 124 C6 Conclusions 126 Paper D – Entwicklung eines Analytics Framework für virtuelle Communities of Practice 127 D1 Einführung 128 D2 Grundlagen 130 D2.1 Communities of Practice 130 D2.2 Analytics 131 D2.3 Design eines Analytics Frameworks für Communities of Practice 132 D3 Demonstration und Evaluation im Projekt CODIFeY 136 D4 Fazit 138 Paper E – Teaching Data Driven Innovation – Facing a Challenge for Higher Education 139 E1 Introduction 140 E2 Foundations and Theoretical Underpinning 142 E2.1 Data Driven Innovation 142 E2.2 Teaching Data-Driven Innovation 142 E2.3 Pedagogical Approach 143 E3 Research Method 145 E3.1 General Morphological Analysis 145 E3.2 Data Collection and Empirical Analysis 146 E4 Design of the Morphological Box 148 E4.1 Teaching Method 148 E4.2 Course Setting 149 E4.3 Course Content 149 E4.4 Innovation Approach 150 E4.5 Morphological Box for Teaching Data Driven Innovation 151 E5 Teaching Cases 153 E5.1 Case A: Data Driven Value Generation for the Internet of Things 153 E5.2 Case B: Data Driven Innovation Project in the Field of E-mobility 154 E6 Conclusion 156 Paper F – Cross-Disciplinary Collaboration for Designing Data-Driven Products and Services 157 F1 Introduction 158 F2 Foundations and Theoretical Background 161 F2.1 Data Literacy as a Foundation for the Design of Data-Driven Product and Services 161 F2.2 Collaborative Processes and Knowledge Transfer 162 F2.3 Knowledge Boundaries 162 F2.4 Boundary Objects 163 F2.5 Boundary Objects for Collaboration Processes and Knowledge Integration 164 F3 Research Approach 166 F4 Design of the Data Vignette 169 F4.1 Thematic View 169 F4.2 Structural View 173 F5 Evaluation of the Artifact 178 F5.1 Artificial Evaluation Using the Guidelines of Modelling 178 F5.2 Application of the DV - A First Pilot 179 F6 Conclusion 182 Paper G – Towards the Development of a Typology of Big Data Analytics in Innovation Ecosystems 184 G1 Introduction 185 G2 Foundations 187 G2.1 The Role of Technology for Innovation Ecosystems 187 G2.2 Big Data Analytics in Innovation Ecosystems 188 G3 Research Approach 189 G4 Towards a Typology of Big Data Analytics in Innovation Ecosystems 190 G5 Further research 192 Paper H – Hackathons als Gestaltungswerkzeug für plattform-basierte digitale Ökosysteme 193 H1 Einleitung 194 H2 Grundlagen 196 H2.1 Plattform-basierte digitale Ökosysteme 196 H2.2 Hackathons als Gestaltungswerkzeug 197 H3 Forschungsmethode 199 H4 Hackathons für die Gestaltung plattform-basierter Ökosysteme 202 H4.1 Markt-orientierte Plattform-Hackathons 202 H4.2 Technologie-orientierte Plattform-Hackathons 204 H5 Fazit 206 Literaturverzeichnis xv Anhang li Anhang 1 li / In the digital age, the ability to innovate and the efficient adoption of digital technologies are crucial for companies to gain competitive advantages. The use of digital technologies for innovation promises not only productivity gains but also increases customer satisfaction and makes companies more agile and resilient to crises. The focus here is on the application of big data analytics, but there is currently still a considerable need for research to understand how big data analytics can be used systematically in innovation ecosystems. On the one hand, there is a lack of research on the strategic contributions of big data analytics to innovation, particularly in the context of the interaction of various actors. On the other hand, the focus of existing research often only addresses partial aspects of the application of big data analytics and neglects broader considerations from an ecosystem perspective. For practice, the primary hurdles often lie not in the technology itself but in its adaptation within the value-creating structures of companies. This dissertation aims to close this gap and examines the systematic application of big data analytics in innovation ecosystems, using a design science research approach as the overarching research method. In the summary and in the individual papers of the cumulative dissertation project, design-oriented research is used to integrate theoretical insights directly into the practical design and development of solutions. As a result, the dissertation provides an overarching framework for the application of big data analytics in innovation ecosystems, integrating the insights gathered from the CODIFeY research project and the individual contributions. The dissertation on the developed framework and the IT artifacts of the individual contributions contributes to a better understanding of the strategic use of digital technologies to promote innovation and competitive advantages, which offers added value both scientifically and practically.:Danksagung i Einzelbeiträge iii Inhaltsverzeichnis iv Abkürzungsverzeichnis x Abbildungsverzeichnis xii Tabellenverzeichnis xiv Kurzzusammenfassung 1 Abstract 2 I. Dachbeitrag 3 1 Einleitung 3 1.1 Motivation 3 1.2 Problem- und Fragestellung 5 1.3 Zielstellung 8 1.4 Aufbau des Dachbeitrags 9 2 Forschungsansatz 11 2.1 Wissenschaftstheoretische Grundpositionierung 11 2.2 Forschungsmethode 12 2.2.1 Design Science Research als übergeordnetes Forschungsparadigma 12 2.2.2 Das Projekt Community-basierte Dienstleistungs-Innovation für e-Mobility 14 2.2.3 Aufbau des kumulativen Dissertationsvorhabens 17 3 Stand der Wissenschaft und Forschung 24 3.1 Big Data Analytics 24 3.2 Datengetriebene Innovation 25 3.3 Innovationsökosysteme aus der Perspektive der Service Dominant Logic 27 4 Gestaltung eines Ordnungsrahmens für die Anwendung von Big Data Analytics in Innovationsökosystemen 30 4.1 Das Modell eines Innovationsökosystems aus Sicht der Service Dominant Logic 30 4.2 Ableitung der Dimensionen des Ordnungsrahmens für die Anwendung von Big Data Analytics in Innovationsökosystemen 35 5 Eine Systematisierung von Anwendungsfällen von Big Data Analytics in Innovationsökosystemen 39 5.1 Big Data Analytics als Mittel für Innovation 39 5.2 Big Data Analytics als Ergebnis von Innovation 44 5.3 Demonstration & Evaluation des Ordnungsrahmens 50 6 Fazit 52 II. Research Papers of the Dissertation 55 Paper A – Capturing the Bigger Picture? Applying Text Analytics to Foster Open Innovation 55 A1 Introduction 57 A2 Background and Terminology 60 A2.1 Complexities of Sustainability-Oriented Innovation 60 A2.2 Open Innovation as an Instrument for Participation 62 A2.3 Sustainable-Oriented Innovation and Open Innovation 64 A2.4 Silent Stakeholders 67 A2.5 Research Focus: Text Analytics in Direct Search Methods for Sustainability-Oriented Innovation 69 A3 Action Research Study 72 A3.1 Description of the Action Research Cycle 72 A3.2 Diagnosing the Project Background 73 A3.3 Action Planning and Taking—Application of Text Analytics 77 A4 Results 82 A4.1 Findings from the Overall Discourse Analysis 82 A4.2 Findings from Zooming into Single Topics 84 A4.3 Applicability in the Innovation Process for the Label Development 85 A5 Discussion 87 A6 Implications and Conclusions 88 Paper B – What the Hack? – Towards a Taxonomy of Hackathons 92 B1 Introduction 93 B2 A Process-centric Perspective on Open Innovation and Hackathons 95 B3 Research Approach 97 B3.1 Taxonomy Development 97 B3.2 Literature Review 98 B4 A Taxonomy of Hackathons 101 B4.1 Overview of the Taxonomy 101 B4.2 Strategic Design Decisions 102 B4.3 Operational Design Decisions 104 B5 Discussion 107 B6 Conclusion 109 Paper C – Combining Open Innovation and Knowledge Management in Communities of Practice - An Analytics Driven Approach 110 C1 Introduction 111 C2 Foundations 113 C2.1 Knowledge Management and Innovation 113 C2.2 Communities of Practice 114 C2.3 Analytics domains 114 C3 Research Methodology 117 C4 Conceptual Framework for the Integration of Open Innovation and Knowledge Management 118 C4.1 Conceptual Data Model 119 C5 Implementation & Evaluation of a Pilot Project 122 C5.1 The Research Project CODIFeY 122 C5.2 Evaluation and Preliminary Findings 124 C6 Conclusions 126 Paper D – Entwicklung eines Analytics Framework für virtuelle Communities of Practice 127 D1 Einführung 128 D2 Grundlagen 130 D2.1 Communities of Practice 130 D2.2 Analytics 131 D2.3 Design eines Analytics Frameworks für Communities of Practice 132 D3 Demonstration und Evaluation im Projekt CODIFeY 136 D4 Fazit 138 Paper E – Teaching Data Driven Innovation – Facing a Challenge for Higher Education 139 E1 Introduction 140 E2 Foundations and Theoretical Underpinning 142 E2.1 Data Driven Innovation 142 E2.2 Teaching Data-Driven Innovation 142 E2.3 Pedagogical Approach 143 E3 Research Method 145 E3.1 General Morphological Analysis 145 E3.2 Data Collection and Empirical Analysis 146 E4 Design of the Morphological Box 148 E4.1 Teaching Method 148 E4.2 Course Setting 149 E4.3 Course Content 149 E4.4 Innovation Approach 150 E4.5 Morphological Box for Teaching Data Driven Innovation 151 E5 Teaching Cases 153 E5.1 Case A: Data Driven Value Generation for the Internet of Things 153 E5.2 Case B: Data Driven Innovation Project in the Field of E-mobility 154 E6 Conclusion 156 Paper F – Cross-Disciplinary Collaboration for Designing Data-Driven Products and Services 157 F1 Introduction 158 F2 Foundations and Theoretical Background 161 F2.1 Data Literacy as a Foundation for the Design of Data-Driven Product and Services 161 F2.2 Collaborative Processes and Knowledge Transfer 162 F2.3 Knowledge Boundaries 162 F2.4 Boundary Objects 163 F2.5 Boundary Objects for Collaboration Processes and Knowledge Integration 164 F3 Research Approach 166 F4 Design of the Data Vignette 169 F4.1 Thematic View 169 F4.2 Structural View 173 F5 Evaluation of the Artifact 178 F5.1 Artificial Evaluation Using the Guidelines of Modelling 178 F5.2 Application of the DV - A First Pilot 179 F6 Conclusion 182 Paper G – Towards the Development of a Typology of Big Data Analytics in Innovation Ecosystems 184 G1 Introduction 185 G2 Foundations 187 G2.1 The Role of Technology for Innovation Ecosystems 187 G2.2 Big Data Analytics in Innovation Ecosystems 188 G3 Research Approach 189 G4 Towards a Typology of Big Data Analytics in Innovation Ecosystems 190 G5 Further research 192 Paper H – Hackathons als Gestaltungswerkzeug für plattform-basierte digitale Ökosysteme 193 H1 Einleitung 194 H2 Grundlagen 196 H2.1 Plattform-basierte digitale Ökosysteme 196 H2.2 Hackathons als Gestaltungswerkzeug 197 H3 Forschungsmethode 199 H4 Hackathons für die Gestaltung plattform-basierter Ökosysteme 202 H4.1 Markt-orientierte Plattform-Hackathons 202 H4.2 Technologie-orientierte Plattform-Hackathons 204 H5 Fazit 206 Literaturverzeichnis xv Anhang li Anhang 1 li
105

Analysmodell för inbyggt dataskydd och dataskydd som standard

Ökvist, Nicklas, Furberg, Max January 2017 (has links)
No description available.
106

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.
107

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.
108

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.
109

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
110

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

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