Design Science (methodology)
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Design Science (methodology)
Design science is a research paradigm focusing on the development and validation of prescriptive knowledge. Herbert Simon distinguished the natural sciences, concerned with explaining how things are, from design sciences which are concerned with how things ought to be, that is, with devising artifacts to attain goals. Design science methodology refers to the research methodologies associated with this paradigm. It spans the methodologies of several research disciplines, for example information technology, which offers specific guidelines for evaluation and iteration within research projects. Design science research focuses on the development and performance of (designed) artifacts with the explicit intention of improving the functional performance of the artifact. Design science research is typically applied to categories of artifacts including algorithms, human/computer interfaces, design methodologies (including process models) and languages. Its application is most notable in ...
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Information Technology
Information technology (IT) is the use of computers to create, process, store, retrieve, and exchange all kinds of data . and information. IT forms part of information and communications technology (ICT). An information technology system (IT system) is generally an information system, a communications system, or, more specifically speaking, a computer system — including all hardware, software, and peripheral equipment — operated by a limited group of IT users. Although humans have been storing, retrieving, manipulating, and communicating information since the earliest writing systems were developed, the term ''information technology'' in its modern sense first appeared in a 1958 article published in the ''Harvard Business Review''; authors Harold J. Leavitt and Thomas L. Whisler commented that "the new technology does not yet have a single established name. We shall call it information technology (IT)." Their definition consists of three categories: techniques for pro ...
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Knowledge
Knowledge can be defined as awareness of facts or as practical skills, and may also refer to familiarity with objects or situations. Knowledge of facts, also called propositional knowledge, is often defined as true belief that is distinct from opinion or guesswork by virtue of justification. While there is wide agreement among philosophers that propositional knowledge is a form of true belief, many controversies in philosophy focus on justification: whether it is needed at all, how to understand it, and whether something else besides it is needed. These controversies intensified due to a series of thought experiments by Edmund Gettier and have provoked various alternative definitions. Some of them deny that justification is necessary and replace it, for example, with reliability or the manifestation of cognitive virtues. Others contend that justification is needed but formulate additional requirements, for example, that no defeaters of the belief are present or that the ...
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Vijay Vaishnavi
Vijay K. Vaishnavi is a noted researcher and scholar in the computer information systems field with contributions mainly in the areas of design science research, software engineering, and data structures & algorithms, authoring over 150 publications including seven books in these and related areas, and co-owning a patent. He is currently Professor Emeritus at the Department of Computer Information Systems, Georgia State University. He is Senior Editor Emeritus of MIS Quarterly and is on the editorial boards of a number of other major journals. His research has been funded by the National Science Foundation (NSF) (through multiple multi-year research grants) as well as by the industry. Education After his early education at National High School, Srinagar, Vaishnavi completed his matriculation at Model Academy, Jammu in 1962 and pre-university course at GM Science College, Jammu, in 1963. He completed his B.E. degree in electrical engineering in 1968 from Regional Engineering C ...
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Design Thinking
Design thinking refers to the set of Cognition, cognitive, strategic and practical procedures used by designers in the process of Design, designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems. Design thinking is also associated with prescriptions for the innovation of products and services within business and social contexts. Background Design thinking has a history extending from the 1950s and '60s, with roots in the study of design cognition and design methods. It has also been referred to as "designerly ways of knowing, thinking and acting" and as "designerly thinking". Many of the key concepts and aspects of design thinking have been identified through studies, across different design domains, of design cognition and design activity in both laboratory and natural contexts. The term design thinking has been used to refer to a specific cognitive style (thinking like a designer), a general theory of design (a wa ...
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Case Study
A case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular firm's strategy or a broader market; similarly, case studies in politics can range from a narrow happening over time (e.g., a specific political campaign) to an enormous undertaking (e.g., a world war). Generally, a case study can highlight nearly any individual, group, organization, event, belief system, or action. A case study does not necessarily have to be one observation ( N=1), but may include many observations (one or multiple individuals and entities across multiple time periods, all within the same case study). Research projects involving numerous cases are frequently called cross-case research, whereas a study of a single case is called within-case research. Case study research has been extensively practiced in both the social and ...
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Participant Observation
Participant observation is one type of data collection method by practitioner-scholars typically used in qualitative research and ethnography. This type of methodology is employed in many disciplines, particularly anthropology (incl. cultural anthropology and European ethnology), sociology (incl. sociology of culture and cultural criminology), communication studies, human geography, and social psychology. Its aim is to gain a close and intimate familiarity with a given group of individuals (such as a religious, occupational, youth group, or a particular community) and their practices through an intensive involvement with people in their cultural environment, usually over an extended period of time. The method originated in the field research linked to European and American voyages of scientific exploration. During the year 1800, one of precursors of the method as Joseph Marie, baron de Gérando already affirming that: "The first way to get to know the Indians is to become like o ...
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Action Research
Action research is a philosophy and methodology of research generally applied in the social sciences. It seeks transformative change through the simultaneous process of taking action and doing research, which are linked together by critical reflection. Kurt Lewin, then a professor a MIT, first coined the term "action research" in 1944. In his 1946 paper "Action Research and Minority Problems" he described action research as "a comparative research on the conditions and effects of various forms of social action and research leading to social action" that uses "a spiral of steps, each of which is composed of a circle of planning, action and fact-finding about the result of the action". Process Action research is an interactive inquiry process that balances problem-solving actions implemented in a collaborative context with data-driven collaborative analysis or research to understand underlying causes enabling future predictions about personal and organizational change. After six d ...
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Empirical Research
Empirical research is research using empirical evidence. It is also a way of gaining knowledge by means of direct and indirect observation or experience. Empiricism values some research more than other kinds. Empirical evidence (the record of one's direct observations or experiences) can be analyzed quantitatively or qualitatively. Quantifying the evidence or making sense of it in qualitative form, a researcher can answer empirical questions, which should be clearly defined and answerable with the evidence collected (usually called data). Research design varies by field and by the question being investigated. Many researchers combine qualitative and quantitative forms of analysis to better answer questions that cannot be studied in laboratory settings, particularly in the social sciences and in education. In some fields, quantitative research may begin with a research question (e.g., "Does listening to vocal music during the learning of a word list have an effect on later memory ...
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Design Cycle
A decision cycle is a sequence of steps used by an entity on a repeated basis to reach and implement decisions and to learn from the results. The "decision cycle" phrase has a history of use to broadly categorize various methods of making decisions, going upstream to the need, downstream to the outcomes, and cycling around to connect the outcomes to the needs. Overview A decision cycle is said to occur when an explicitly specified decision model is used to guide a decision and then the outcomes of that decision are assessed against the need for the decision. This cycle includes specification of desired results (the decision need), tracking of outcomes, and assessment of outcomes against the desired results. Examples of decision cycles * In quality control, PDCA (Plan–Do–Check–Act) is used. * In science, the scientific method (Observation–Hypothesis–Experiment–Evaluation) can also be seen as a decision cycle. * In the United States Armed Forces, a theory of an OODA l ...
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Roel Wieringa
Roelf Johannes (Roel) Wieringa (born 1952) is a Dutch computer scientist who was a Professor of Information Systems at the University of Twente, specialized in the "integration of formal and informal specification and design techniques". Biography Wieringa received his MA in 1987 at the Vrije Universiteit Amsterdam, Faculty of Mathematics and Computer Science for the thesis ''Machine intelligence and explication'', and his PhD in 1990 under supervision of Reinder Pieter van de Riet for the thesis ''Algebraic Foundations for Dynamic Conceptual Models''. Early 1990s he continued to work at the Faculty of Mathematics and Computer Science of the Vrije Universiteit. In 1998 he joined the Department of Computer Science of the University of Twente as Professor of Information Systems. From 2006 to 2011 he was Scientific Director of the School of Information and Knowledge Systems (SIKS), and from 2009 to 2012 he headed the computer science department at the University of Twente. Circ ...
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Management
Management (or managing) is the administration of an organization, whether it is a business, a nonprofit organization, or a government body. It is the art and science of managing resources of the business. Management includes the activities of setting the strategy of an organization and coordinating the efforts of its employees (or of volunteers) to accomplish its objectives through the application of available resources, such as financial, natural, technological, and human resources. "Run the business" and "Change the business" are two concepts that are used in management to differentiate between the continued delivery of goods or services and adapting of goods or services to meet the changing needs of customers - see trend. The term "management" may also refer to those people who manage an organization—managers. Some people study management at colleges or universities; major degrees in management includes the Bachelor of Commerce (B.Com.), Bachelor of Business Adminis ...
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Utility
As a topic of economics, utility is used to model worth or value. Its usage has evolved significantly over time. The term was introduced initially as a measure of pleasure or happiness as part of the theory of utilitarianism by moral philosophers such as Jeremy Bentham and John Stuart Mill. The term has been adapted and reapplied within neoclassical economics, which dominates modern economic theory, as a utility function that represents a single consumer's preference ordering over a choice set but is not comparable across consumers. This concept of utility is personal and based on choice rather than on pleasure received, and so is specified more rigorously than the original concept but makes it less useful (and controversial) for ethical decisions. Utility function Consider a set of alternatives among which a person can make a preference ordering. The utility obtained from these alternatives is an unknown function of the utilities obtained from each alternative, not the sum of ...
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