Chapter 1: Managing in the digital world
Information systems (IS): the combination of people and information technology (IT →
software, hardware, communication) that create, collect, process, store, and distribute
useful data & information in an organization → IS = IT.
Information management: the management of IT + business processes + people, to
obtain a strategic objective (= develop (better) information systems that support
realizing the strategic objectives).
Enterprise Resource Planning (ERP): everybody’s information system, information is
shared across the organization via a single system.
Data-driven decision making: transforming data into meaningful
information/knowledge to support business decision-making.
Technology helps us in different ways:
• Gather (large quantities) data: manually & automatically, from different sources.
• Analyze the data, and it into information: structure, clean and store the data,
develop profiles and new insights.
• Provide the information to people when making decisions: consciously and
unconsciously, anytime, anywhere.
IT megatrends:
Input Social media Facebook, Tumblr, Instagram
Mobile technology Telephone, laptop, computer
Cloud computing Microsoft, cloud, outsourcing, renting
Internet of Things Tado, Philips Hue, carplay
Process Big Data Erg gegroeid, de data van het internet
Artificial Intelligence Bedrijfsoplossingen
Output e-commerce Online shopping
DIKW-model: a pyramid to explain the
ways we move from data to information,
knowledge, and wisdom with a component
of actions and decisions. Essentially that’s
what we do in digital transformation.
Cognitive load: the used amount of working
memory resources → onze hersencapaciteit kan geen grote hoeveelheden data
opslaan, dus voorspellingen maken op basis van data is lastig. Mensen kunnen
moeilijk de verbanden vinden en objectieve analyses doen (computers ondersteunen
de mensen hierbij).
Digital divide: the gulf between those who have ready access to computers and the
internet, and those who do not → people in rural communities, the elderly, people with
disabilities, and minorities lag behind national averages for Internet access and
computer literacy.
,Designing information systems (building the blocks together):
• Data: the root and purpose of IS.
• Hardware, software, and telecommunication networks: the components of IS.
• People: the builders, managers, and users of IS.
• Organizations: the context of IS.
Trends in IT: business applications
1. Mobile computing (telefoon): verhoogd samenwerking, managed business in het
echt, nieuwe manieren om klanten te bereiken, verschillende manieren van het
organiseren van werk, verschillende betalingsmethodes.
Voorbeelden: bonnenboekje versus terminal politie, Tikkie, Wie betaalt wat?
2. Social media: om bedrijven aan te moedigen om samen te werken of te connecten
met de klant.
Voorbeelden: data gebruiken voor HR.
3. Internet of Things: apparaten hebben ingesloten computers en sensoren, die
connectie hebben met het internet.
Voorbeelden: smart home devices, parkeerplaatsen, auto’s.
4. Cloud Computing: web technologieën maken het mogelijk internet als platform voor
applicaties en data te gebruiken.
Voorbeelden: cloud, gmail, google docs, delen van IS in de cloud.
5. Big Data & Business analytics: data analyseren en beslissgen maken op basis van
data → volume, velocity, variety, veracity (uncertainty), value.
Voorbeelden: clickstream data.
6. E-commerce: elektronische diensten/producten die worden gemaakt met
betrekking tot informatietechnologie.
Voorbeelden: online winkel (beginnen soms fysieke winkel), recommender system
(interesses van de klant worden bijgehouden), dynamic pricing (prijs varieert per
klant gebaseerd op de huidige marktvraag → vliegtickets).
7. Artificial Intelligence: de studie hoe mensen dingen oplossen en deze in de
computer stoppen → computers vaak slimmer dan mensen.
Voorbeelden: chatbots (mensen denken dat ze met een echt iemand praten) zorgt
voor tijdbesparing.
8. Blockchain: gedeelde digitale database, gebruikt door een netwerk van actoren om
contacten/transacties te specificeren. Gerommel met transacties is niet mogelijk,
want iedereen heeft een real-time kopie van de database op zijn/haar computer (→
alle transactie worden opgeslagen, dus niemand kan items wijzigen en alle actoren
in het netwerk kunnen transacties controleren).
Voorbeelden: bitcoin (cryptocurrency), smart contracts: geautomatiseerde
contracten via blockchain, alle transacties vereisen een derde partij om vertrouwen
te garanderen zou in principe kunnen worden geregistreerd op een blockchain →
maakt transacties goedkoper, efficiënter en veiliger (voting machine, registratie van
eigendom, bankaccount, crowdfunding).
Chapter 6: Enhancing organizational communication and collaboration using
social media
Data management: managing data as a valuable resource.
Business intelligence: data-driven decision-making → transforming data into
meaningful information/knowledge to support business decision-making.
, Data Information Knowledge
Items that are the most Organized data that has Processed data or
elementary description of meaning and value information that is
things, events, activities, applicable to a business
and transactions decision problem
Internal or external
Structured or unstructured
Measurement scales:
• Nominal: classification → items are
differentiated by a naming system.
• Ordinal: order → items are set into some kind
of order by their position on the scale.
• Interval: equal intervals: interval scales
provide information about order, and also
possess equal intervals.
• Ratio: absolute zero: has the qualities of the
interval scale, and an absolute zero, a point
where none of the quality being measured
exists.
Hierarchy of data, information and knowledge:
Methods of business intelligence:
• Descriptive analytics: use data to understand past & present.
• Predictive analytics: predict future behavior based on past performance.
• Prescriptive analytics: make decisions or recommendations to achieve the best
performance.
In practice, you need al three methods.
Chapter 7: Enhancing business processes using enterprise information systems
Business process: consists of a set of activities
that jointly realize a business goals → sale of
products & services, purchase of materials,
make-to-stock/order process, order-to-cash.
Business process management: includes
concepts, methods & techniques to support the
design, administration, configuration,
enactment and analysis of business processes.
Modelling business processes
A process (or workflow, procedure) definition specifies:
• Which steps are required and
• In what order they should be executed.
Examples: purchase order process, tax declaration process, insurance claims process.
, 3 elements of process definition:
1. Tasks (or step, activity, transition): atomic (commit or rollback), a logical
unit of work → typing an email, checking personal data, making a payment.
2. Conditions (or state, phase, requirement, place): used to decide which
order is followed → created orders, selected orders, completed orders.
3. Subprocesses: subnetwork comprising tasks, conditions and
subprocesses, use of previously defined processes, allow frequently occurring
processes to be reused.
The case: the thing that needs to be processed
by following the process definition (also known
as process instance, job, token → customer,
insurance claim, purchase order, tax return,
complaint, loan application). Each case has a
unique identity, and each case has a limited
lifetime (between the appearance &
disappearance of a case, it always has a
particular state).
Routing of cases:
Sequential: first task A, then task B
Parallel: task A and B are performed at
the same time
Selection: task A or task B is performed
Iteration: task A is repeated n times
Petri net firing rule: transactions change the state of the net according to the following
firing rule.
• Transition t is said to be enabled, if each
input place p of t contains at least one
token.
• An enabled transition may fire. If transition t
fires, then t consumes one token from each
input place p of t and produces one token
for each output place p of t.
The number of arcs (pijlen) between an input place and a transition determines the
number of tokens required to be enabled. The number of arcs determines the number
of tokens to be consumed/produced.
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