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Die Veränderungen des Telekommunikationsmarktes haben in der Praxis zu einer Vielzahl von Transformationsprojekten geführt. Was gehört aber zu einem “Transformationsprojekt”, welche Prozesse und Systeme werden verändert? Zur Beantwortung dieser Frage haben wir 184 Berichte zu Projekten analysiert, die als "Transformationsprojekte" bezeichnet waren. Für die Analyse haben wir einen Kodierungsrahmen konzipiert und anhand dessen die Berichte mit einem hierarchischen Clustering-Verfahren in Themen gruppiert. Die Ergebnisse liefern Hinweise über die in der Praxis gesetzten Schwerpunkte und Prioritäten. Sie können
somit als Unterstützung für Unternehmen dienen, die ein Transformationsprojekt planen. Sie weisen zudem darauf hin, in welchen Bereichen eines Unternehmens Unterstützung durch wissenschaftlich erprobte Werkzeuge und Modelle nötig ist.
Many of today’s factors make software development more and more complex, such as time pressure, new technologies, IT security risks, et cetera. Thus, a good preparation of current as well as future software developers in terms of a good software engineering education becomes progressively important. As current research shows, Competence Developing Games (CDGs) and Serious Games can offer a potential solution.
This paper identifies the necessary requirements for CDGs to be conducive in principle, but especially in software engineering (SE) education. For this purpose, the current state of research was summarized in the context of a literature review. Afterwards, some of the identified requirements as well as some additional requirements were evaluated by a survey in terms of subjective relevance.
Gamification and gamified information systems (GIS) apply video game elements to encourage the work on boring and everyday tasks. Meanwhile, several research works provide evidence that gamification increases efficiency and effectivity of such tasks. The paper at hand investigates the health care sector, which is challenged with cost pressure and suffers in process efficiency. We hypothesize that GIS may improve the efficiency and quality of care processes. By applying an interview-based content analysis, the paper at hand evaluates gamification elements in an assisted living environment and provides three research contributions. First, insights into relevant GIS affordances and application examples for assisted living facilities are given. Second, assisted living experts evaluate GIS design guidelines. Both the relevant affordances and design principles comprise a basis for the development of a GIS for social workers in assisted living facilities. Third, potential adoption barriers and design guidelines for GIS in assisted living are presented.
Integrated voice assistants (IVA) receive more and more attention and are widespread for entertainment use cases, such as radio hearing or web searches. At the same time, the health care segment suffers in process inefficiency and missing staff, whereas the usage of IVA has the potential to improve caring processes and patient satisfaction. By applying a design science approach and based on a qualitative study, we identify IVA requirements, barriers and design guidelines for the health care sector. The results reveal three important IVA functions: the ability to set appointments with care service staff, the documentation of health history and the communication with service staff. Integration, system stability and volume control are the most important nonfunctional requirements. Based on the interview results and project experiences, six design and implementation guidelines are derived.