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Summary Complete Notes from all literature and lectures with example questions

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Complete notes from all literature and lectures structured in weeks with example questions

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  • 7 november 2024
  • 52
  • 2024/2025
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Week 1:
Chapter 1: Design Science and its Framework
Chapter 1 of "Design Science Methodology for Information Systems and Software Engineering” by
Wieringa introduces the concept of design science and provides a framework for understanding its
key components.

The main objective of design science is to design and investigate artifacts in context. This
process iteratively involves solving design problems and answering knowledge questions.

Design Problems and Knowledge Questions

Design problems focus on creating artifacts that improve something for stakeholders. These
problems are addressed by following a design cycle, which involves designing and validating the
artifact.

Knowledge questions seek to gain knowledge about the artifact in its context. These questions can
be analytical or empirical. This book speci cally focuses on empirical knowledge questions, which
are answered by following the empirical cycle.

The Social Context

The social context of design science research involves stakeholders who may impact or be
impacted by the project. These stakeholders, including sponsors, end-users, and functional
bene ciaries, are the source of project goals and constraints, in uencing the artifact's design.

The Knowledge Context

Design science operates within a knowledge context, drawing from various knowledge disciplines,
including:

• Natural Science: Understanding the fundamental forces and mechanisms of nature, with
universal generalizations.
• Design Science: Knowledge about designed artifacts and their performance.
• Design Speci cations: Detailed descriptions of the artifact's desired properties.
• Useful Facts, Practical Knowledge, and Common Sense: Context-speci c knowledge
relevant to the design problem.
Sciences of the Middle Range

Design science is considered a science of the middle range, meaning its generalizations are not
universal like those in basic science. Design science generalizations focus on designed artifacts
meant to be useful in speci c contexts, bridging the gap between the universal truths of natural
science and the individual focus of the humanities.

Chapter 1 Summary

In short, Chapter 1 establishes that:

• Design science is the design and investigation of artifacts in context.
• Design science iteratively involves addressing design problems through the design cycle and
answering knowledge questions through the empirical cycle.




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, • The social context comprises stakeholders who in uence the project's goals, while the
knowledge context draws upon various knowledge disciplines, including natural science and
design science itself.
• Design science produces middle-range generalizations that apply to designed artifacts in
speci c contexts.


Chapter 2: Research Goals and Research Questions
Chapter 2 emphasizes the importance of clearly de ning research goals and knowledge questions
within a design science research project. It distinguishes between the researcher's personal
motivations and the practical goals of stakeholders.

2.1 Researcher Goals vs. Stakeholder Goals

The chapter highlights a crucial distinction between the driving forces behind design science
research:

• Researcher Goals: Researchers are often driven by curiosity and a desire for discovery.
The "fun factor" in designing and testing new artifacts plays a signi cant role in motivating
their work.
• Stakeholder Goals: Design science research also aims to solve practical problems faced by
stakeholders. These goals are often centered around achieving improvements in real-world
contexts.
Design Problems and Knowledge Goals

This distinction leads to two primary categories of research goals:

• Design Problems: These problems require the creation of novel solutions to address
stakeholder needs. They are future-oriented, with the goal of changing the future for the
better.
• Knowledge Goals: These goals are about understanding the world and can be further
divided into:
◦ Knowledge Questions: Focus on gaining knowledge about the past and present.
◦ Prediction Problems: Attempt to forecast future events or trends.
2.3 Knowledge Questions

This chapter places a strong emphasis on the role of knowledge questions in design science
research.

Types of Knowledge Questions

• Knowledge questions seek to understand the world as it is, without necessarily aiming for
improvement. They can be categorized into:
◦ Empirical Knowledge Questions: These questions require data collection and
analysis from the real world to provide answers.
◦ Analytical Knowledge Questions: These questions can be answered through
conceptual analysis, logic, or mathematical reasoning, without needing data from
the real world.
The book focuses speci cally on empirical knowledge questions and how to address them
effectively.




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, Classifying Empirical Knowledge Questions

Empirical knowledge questions can be further categorized into:

• Descriptive Questions: These questions seek to describe properties or behaviors of
phenomena. They can be:
◦ Closed Descriptive Questions: The researcher proposes speci c hypotheses about
possible answers (e.g., "What is the average response time of the system?").
◦ Open Descriptive Questions: The researcher explores possibilities without pre-
de ned hypotheses (e.g., "What are the security risks of the system?").
• Explanatory Questions: These questions aim to uncover the underlying causes, reasons,
or mechanismsresponsible for a phenomenon (e.g., "Why did the system crash?"). Similar
to descriptive questions, explanatory questions can also be classi ed as open or closed,
depending on whether speci c hypotheses are proposed.
2.3.3 Open vs. Closed Questions

The chapter further differentiates between:

• Open Questions: Open questions are exploratory, allowing for a wider range of potential
answers. They don't start with speci c hypotheses, making them useful for discovering new
insights.
• Closed Questions: Closed questions include hypotheses about possible answers. They are
helpful for testing speci c assumptions and con rming or disproving existing theories.
Chapter 2 Summary

In essence, Chapter 2 underscores that:

• Design science research is driven by both researcher curiosity and stakeholder needs.
• Research goals can be design problems (focused on change) or knowledge goals
(focused on understanding).
• Knowledge questions are essential for gaining a deeper understanding of the world,
and they can be either empirical or analytical.
• Empirical knowledge questions can be further classi ed as descriptive or explanatory,
and they can be either open-ended or closed (hypothesis-driven).


Chapter 4: A Deep Dive into Stakeholders and Their Goals

Chapter 4, building on the foundational concepts presented in Chapters 1-3, emphasizes that design
science research is not conducted in isolation. It explicitly acknowledges the human element at play,
highlighting the critical importance of understanding stakeholders and their goals in shaping a
successful design science project.

4.1: Identifying and Understanding Stakeholders

The chapter de nes a stakeholder as "a person, group of persons, or institution affected by
treating the problem". This de nition underlines the far-reaching impact of design science
research, which extends beyond the immediate research team to encompass a wider network of
individuals and entities whose interests are intertwined with the project's outcomes.




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, Identifying stakeholders is not merely a matter of listing names; it necessitates a thorough analysis
of the problem context to uncover the various parties impacted by the problem and potential
solutions. This process ensures that the designed artifact addresses genuine needs and avoids
unintended consequences.

Examples of stakeholders that might be relevant in a design science project include:

• Sponsors: These are often organizations or individuals funding the research, directly
impacting the project's scope and resources.
• End-users: The individuals who will interact with the designed artifact are crucial
stakeholders, as their needs and preferences directly in uence the artifact's usability and
effectiveness.
• Functional Bene ciaries: This category encompasses individuals or organizations that
bene t indirectly from the artifact's use, even if they don't directly interact with it. For
example, in a project designing a new medical diagnostic tool, doctors using the tool would
be end-users, while patients bene ting from more accurate diagnoses would be functional
bene ciaries.
• Maintenance Operators: These stakeholders are responsible for the ongoing upkeep and
support of the artifact, ensuring its continued functionality and relevance over time.
4.2: Delving into Desires and Goals

Recognizing stakeholders is the rst step. The next crucial stage involves understanding their
desires and goals in relation to the problem and potential solutions. The chapter distinguishes
between these two concepts:

• Desires: These represent the things that stakeholders want to achieve. They may be
expressed as general aspirations or more speci c wishes.
• Goals: Goals are desires backed by a commitment of resources, signifying a concrete
intention to bring about change. This commitment might involve allocating time, funding, or
personnel to support the realization of the desired outcome.
The chapter acknowledges that stakeholders might have different levels of awareness regarding
the problem and its potential solutions. Some stakeholders might be completely unaware of the
problem, while others might be acutely aware and actively seeking solutions. This variation in
awareness underscores the need for effective communication and engagement with stakeholders
throughout the design science process.

4.3: Navigating Con icts

Stakeholder analysis also involves identifying and understanding potential con icts that might arise
from competing desires or goals. The chapter categorizes con icts as follows:

• Technical Con icts: These con icts stem from limitations in technology or design
possibilities. For instance, a desired feature might be technically infeasible to implement
given current technological constraints.
• Budgetary Con icts: Limited resources are a common source of con ict in design science
projects. Stakeholders might have competing desires that cannot all be met within the
available budget.
• Logical Con icts: These con icts arise when desires are inherently contradictory. For
instance, the desire to maximize security might con ict with the desire for user-friendliness,
as increased security measures often lead to more complex or cumbersome user interfaces.
The chapter notes that ethical and legal considerations also play a vital role in resolving con icts.
Design science research must operate within the bounds of ethical principles and legal frameworks.





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