TY - CHAP A1 - Schult, Prince Garcia A1 - Losse, Ann-Kathrin A1 - Czarnecki, Christian A1 - Sultanow, Eldar T1 - Proposing a Framework to address the Sustainable Development Goals T2 - EnviroInfo 2023 N2 - Reducing poverty, protecting the planet, and improving life on earth for everyone are the essential goals of the "2030 Agenda for Sustainable Development"committed by the United Nations (UN). Achieving those goals will require technological innovation as well as their implementation in almost all areas of our business and day-to-day life. This paper proposes a high-level framework that collects and structures different uses cases addressing the goals defined by the UN. Hence, it contributes to the discussion by proposing technical innovations that can be used to achieve those goals. As an example, the goal "Climate Actionïs discussed in detail by describing use cases related to tackling biodiversity loss in order to conservate ecosystems. Y1 - 2023 SN - 978-3-88579-736-4 U6 - https://doi.org/10.18420/env2023-022 SN - 1617-5468 N1 - EnviroInfo 2023, 11. - 23. October 2023, Garching, Germany SP - 243 EP - 249 PB - GI - Gesellschaft für Informatik CY - Bonn ER - TY - CHAP A1 - Eggert, Mathias A1 - Zähl, Philipp M. A1 - Wolf, Martin R. A1 - Haase, Martin ED - Cooper, Kendra M.L. ED - Bucchiarone, Antonio T1 - Applying leaderboards for quality improvement in software development projects T2 - Software Engineering for Games in Serious Contexts N2 - Software development projects often fail because of insufficient code quality. It is now well documented that the task of testing software, for example, is perceived as uninteresting and rather boring, leading to poor software quality and major challenges to software development companies. One promising approach to increase the motivation for considering software quality is the use of gamification. Initial research works already investigated the effects of gamification on software developers and come to promising. Nevertheless, a lack of results from field experiments exists, which motivates the chapter at hand. By conducting a gamification experiment with five student software projects and by interviewing the project members, the chapter provides insights into the changing programming behavior of information systems students when confronted with a leaderboard. The results reveal a motivational effect as well as a reduction of code smells. KW - Leaderboard KW - Gamification KW - Software testing KW - Software development Y1 - 2023 SN - 978-3-031-33337-8 (Print) SN - 978-3-031-33338-5 (Online) U6 - https://doi.org/10.1007/978-3-031-33338-5_11 SP - 243 EP - 263 PB - Springer CY - Cham ER - TY - CHAP A1 - Baier, Ralph A1 - Brauner, Philipp A1 - Brillowski, Florian A1 - Dammers, Hannah A1 - Liehner, Luca A1 - Pütz, Sebastian A1 - Schneider, Sebastian A1 - Schollemann, Alexander A1 - Steuer-Dankert, Linda A1 - Vervier, Luisa A1 - Gries, Thomas A1 - Leicht-Scholten, Carmen A1 - Mertens, Alexander A1 - Nagel, Saskia K. A1 - Schuh, Günther A1 - Ziefle, Martina A1 - Nitsch, Verena ED - Brecher, Christian ED - Schuh, Günther ED - van der Alst, Wil ED - Jarke, Matthias ED - Piller, Frank T. ED - Padberg, Melanie T1 - Human-centered work design for the internet of production T2 - Internet of production - fundamentals, applications and proceedings N2 - Like all preceding transformations of the manufacturing industry, the large-scale usage of production data will reshape the role of humans within the sociotechnical production ecosystem. To ensure that this transformation creates work systems in which employees are empowered, productive, healthy, and motivated, the transformation must be guided by principles of and research on human-centered work design. Specifically, measures must be taken at all levels of work design, ranging from (1) the work tasks to (2) the working conditions to (3) the organizational level and (4) the supra-organizational level. We present selected research across all four levels that showcase the opportunities and requirements that surface when striving for human-centered work design for the Internet of Production (IoP). (1) On the work task level, we illustrate the user-centered design of human-robot collaboration (HRC) and process planning in the composite industry as well as user-centered design factors for cognitive assistance systems. (2) On the working conditions level, we present a newly developed framework for the classification of HRC workplaces. (3) Moving to the organizational level, we show how corporate data can be used to facilitate best practice sharing in production networks, and we discuss the implications of the IoP for new leadership models. Finally, (4) on the supra-organizational level, we examine overarching ethical dimensions, investigating, e.g., how the new work contexts affect our understanding of responsibility and normative values such as autonomy and privacy. Overall, these interdisciplinary research perspectives highlight the importance and necessary scope of considering the human factor in the IoP. KW - Responsibility KW - Privacy KW - Digital leadership KW - Best practice sharing KW - Cognitive assistance system KW - Human-robot collaboration KW - Human-centered work design Y1 - 2023 SN - 978-3-030-98062-7 U6 - https://doi.org/10.1007/978-3-030-98062-7_19-1 N1 - Part of the book series: Interdisciplinary Excellence Accelerator Series (IDEAS) SP - 1 EP - 23 PB - Springer CY - Cham ER -