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Design research workshop iris 2003 by Matti Rossi and Maung K. Sein
1. April 30,Design Research Workshop
Design Research workshop:
A proactive research approach
Matti Rossi and Maung K. Sein
This workshop is based on an ongoing collaborative effort with
Dr. Sandeep Purao, Penn State University, USA on
legitimizing design research
2. April 30,Design Research Workshop
Agenda
• To discuss the Design Research approach
– Discuss the steps, why we do and how we could
evaluate it
• To present the case for the “proactive” research
paradigms in IS research: Design Research and
Action Research
– To map the similarities between the two methods and
discuss how each can learn from the other
– To illustrate the concepts through an example:
development of an e-Government portal for a local
municipality
3. April 30,Design Research Workshop
The Complex world that
we operate in…
Letters Social Sciences Natural Sciences
Management Engineering
Information Systems
Information Systems Practice
4. April 30,Design Research Workshop
Why use Design Research
approach?
• Things that do not exist cannot be
observed
• "... without research efforts directed
toward developing new solutions and
systems, there would be little
opportunity for evaluative research"
Nunamaker et al., 1991
5. April 30,Design Research Workshop
Remarks...
• “Design … is the core of all professional
training; it is the principal mark that
distinguishes the professions from the
sciences.”
• “ … business schools have become schools of
finite mathematics.”
Herbert A. Simon, The Sciences of the Artificial. The MIT Press, 1981.
6. April 30,Design Research Workshop
Design Research
• Reference disciplines
– Psychology, sociology, ethnography, computer
science, economics, management
• Level of analysis
– Society, profession, inter-org, org, project, group,
individual, concept, system, component
7. April 30,Design Research Workshop
Proactive (Design
research) premises
• Ontology:
– Realist (real world exists but we are not seeking it)
• Epistemology:
– We can intervene in the world to improve it
• Methodology:
– Development/Design of systems, models
– Qualitative and exploratory way of thinking, but could
lead to quantitative confirmations
• Axiology:
– Relevance is stressed
8. April 30,Design Research Workshop
When to use Design Research?
• New areas
• There are theories, but they cannot be tested
• There are clear deficiencies in former systems
Example: Collaborative tool for web systems
development
9. April 30,Design Research Workshop
When you should not use
this approach
• An area is well known
• Theories and implementations are available
on the field
• You do not have the tools or skills to build the
system needed
• Example: Development of a new system for
storing music on 35 cm opto-magnetic disks
10. April 30,Design Research Workshop
Products of Design
Research
• Conceptual designs
– Definition of relational model
• Methods
– Design patterns
• Models and Systems
– Prototypes (Mosaic)
– Commercial applications (Netscape)
• Better theories
– Relational algebra
11. April 30,Design Research Workshop
Steps in Design Research
• Identify a need
– Problem solving
• Build
– Model, Instantiate
• Evaluate
– Verify, Validate
• Learn
– Current, Emergent
• Theorize
– Anew
12. April 30,Design Research Workshop
Identify a need
• Find a deficiency in current systems
• Do field studies of problems in the field
• After a problem is found perform a thorough
search of previous research on the topic
• If previous research does not address the
problem and it is interesting
– > go to next step
13. April 30,Design Research Workshop
Build
• Design the system
• Use good software engineering principles
• Get the best tools and reuse everything that
You can
• Define the measures of success
– > Just do it!
14. April 30,Design Research Workshop
Evaluation of Design
Research
• Analysis of the built systems
• Trials in laboratory
• Field trials
• Commercial success
• Measure of success should be defined before
the implementation
• Systems should be evaluated against the
defined measures
15. April 30,Design Research Workshop
Evaluation criteria
according to Chen et al.
• The purpose is to study an important phenomenon in
areas of information systems through system building
• The results make a significant contribution to the
domain
• The system is testable against all the stated objectives
and requirements
• The new system can provide better solutions to IS
problems than the existing systems and design
expertise gained from building the system can be
generalized for future use.
16. April 30,Design Research Workshop
Evaluation criteria according to
Sein, Purao & Rossi
• Internal criteria:
– Match between the artifact and the “abstract idea”.
How well does the artifact embody the abstract
idea that is being researched?
– Match with generally accepted principles of
designed artifacts
– Is the artifact a “good system” as defined by the
field (good interfaces, easy to use etc.)
17. April 30,Design Research Workshop
Evaluation criteria
according to S, P & R
• External criteria:
– Advancement of design theory: Is the abstracted
idea generalisable to other contexts or at least
advance our understanding of other design
contexts?
– Are the ideas, if not the elements of the artifact,
reusable?
– Advancement of information systems discipline:
Does the artifact behave in / influences/improves
the environment/context in which it is intended to
be used?
18. April 30,Design Research Workshop
Examples of measures
• How well the proposed algorithm performs in
real life situations
• The speed of systems development using the
constructed system
• The market share won…
•In Frank Brooks' words: “In a word, the computer
scientist is a toolsmith. (...) If we were to perceive
our role aright, we then see more clearly the
criterion for success: a toolmaker succeeds as, and
only as, the users of his tool succeed with his aid.”
19. April 30,Design Research Workshop
Learn and theorize
• Reflect on the process and product
• Try to generalize findings
• Try to confirm or reject the original
assumptions
– > Start a new cycle, which analyzes the system in
use
– < Start from the beginning...
21. April 30,Design Research Workshop
Research perspectives
• Natural sciences typically observe reality
• Social sciences interpret organizational and
social phenomena
• Computer science assumes natural science
as the way of doing research
• Information systems take a more multi-
paradigmatic view
22. April 30,Design Research Workshop
Reactive and Proactive
paradigms
• “Reactive” approaches take the world as a stable
environment governed by laws that need to be
discovered by scientists (i.e. are descriptive in
nature)
• “Proactive” approaches aim at developing ways to
achieve human goals (i.e. are prescriptive or
constructive)
• The distinction between the two:
– natural vs. artificial phenomena
– the intent of the research.
23. April 30,Design Research Workshop
Reactive and Proactive
paradigms
• Goals of research in Reactive paradigms
– Explanation research: Truth Seeking and/or Understanding
– Knowledge for its own sake
• Goals of research in Proactive paradigms
– Design and Action Research: Improving Practice, solving problems
– Utilitarian perspective
• Link between Reactive and Proactive paradigms
– Proactive (Design) creates artifacts, giving the phenomena that
Reactive (Explanation research) can study
– Proactive (Design) may depend on knowledge created by Reactive
in creating new artifacts
– Proactive (Action) may depend on knowledge created by Reactive
as a basis for intervention
24. April 30,Design Research Workshop
Action Research: Definition
• ”Action research simultaneously assists in practical
problem-solving and expands scientific knowledge,
as well as enhances the competencies of the
respective actors, being performed collaboratively in
an immediate situation using data feedback in a
cyclical process aiming at an increased
understanding of change processes in social systems
and undertaken within a mutually acceptable ethical
framework.”
Hult & Lennung, 1980
25. April 30,Design Research Workshop
Proactive (Action
research) premises
• Ontology:
– Information systems are Social systems with technical
implications or Technical systems with social implications
• Epistemology:
– Knowledge for action
– Knowledge for critical reflection
– Reflective science or Philosophy
• Methodology:
– Active intervention in organizational contexts
– Qualitative and exploratory way of thinking
• Axiology:
– Relevance is vital: prime goal is problem solving
26. April 30,Design Research Workshop
Proactive (Action
research) basics
• Assumptions:
– Social settings cannot be reduced for study
– Action (i.e. intervention) brings understanding
– Action research is performed collaboratively; Researchers and
practitioners are partners;
• Action research is building/testing theory within context of
solving an immediate practical problem in real setting
• Thus it combines theory and practice, researchers and
practitioners, and intervention and reflection
• Action research is not consulting: it is action, but still
research
27. April 30,Design Research Workshop
Action Research paradigm
• From Braa and Vigden
Improve
Design
Intervention
Interpretation
Support Understand
28. April 30,Design Research Workshop
Action Research process
• Diagnosing a problem
– develop a theoretical premise
• Action planning
– guided by theoretical framework
• Action taking
– intervention, introducing change
• Evaluating, reflecting
– effects of change, theoretical premises
• Specifying learning
– “double loop”
– feed next iteration
– theorise
29. April 30,Design Research Workshop
Mapping Design and Action
Research processes
Design Research
• DR1 - Identifying a need
• DR2 - Building
• DR3 - Evaluating
• DR4 - Learning
• DR5 - Theorizing
Action Research
• AR1 - Diagnosing a problem
• AR2 - Action planning
• AR3 - Action taking
• AR4 - Evaluating, reflecting
• AR5 - Specifying learning
Mapping
Map 1 - DR1 -> AR1
Map 2 - DR2 -> AR2 + AR3
Map 3 - DR3 -> AR4
Map 4 - DR4 + DR5 -> AR5
30. April 30,Design Research Workshop
DR-AR Mapping:
Map 1 (Problem definition)
• DR1 = AR1
• Both start with diagnosing the problem, but
• Question is the level of abstraction of problem
articulation: abstract at the beginning of the research
process or at the end?
– in DR, abstraction a priori is an important concern
– in AR, it is debatable
• ideal to define it at a higher level of abstraction
• often it is defined in a contextual manner
31. April 30,Design Research Workshop
DR-AR Mapping:
Map 2 (Intervention)
• DR2 = AR2 + AR3
• Design and action are both intervening into
reality to improve or support existing
organizational activities/processes, but
– In DR the idea of intervention is not clearly “planned”
i.e. it does not involve a clear set of steps
– In AR, planning and acting are distinct steps
32. April 30,Design Research Workshop
DR-AR Mapping:
Map 3 (Evaluation)
• DR3 = AR4
• Both approaches stress problem solving
• For DR, evaluation involves additionally:
– Internal criteria
• Match between the artifact and the “abstract idea”
• Match with generally accepted principles of designed artifacts
– External criteria
• Advancement of design theory
• Advancement of information systems discipline:
33. April 30,Design Research Workshop
DR-AR Mapping:
Map 4 (Learning)
• DR4 + DR5 = AR5
• Both depend on reflection and generalization
to theoretical concepts and other contexts
• In AR, what the practitioner members of the
research team learn is vital
34. April 30,Design Research Workshop
DR-AR Mapping:
Some Issues
• Role of theory
– AR community is divided on whether a priori theory is necessary
– In DR, a theoretical stance is not a prerequisite to starting the
research process; theoretical stance often emerges during design.
• Role of the user
– In AR, there is always a user (practitioners)
– In DR, a user is either present (systems designed for specific
organizational context), or assumed
• Iteration
– In DR, iterations are more frequent than in AR
• Continual modification – element of play
– Design research involves play – in DR, the idea of intervention is
true though it is not clearly “planned” i.e. it does not involve a clear
set of steps
36. April 30,Design Research Workshop
Design research in Action:
e-Govt. Portal Project
• Background of the project
• Step 1 – Problem definition
– Provide citizens of Kristiansand with easy access to relevant
public information through Internet/web technology
• Step 2 – Intervention
– Design/build/action taking based on theoretical premises
• Framework of e-service at local levels
• Life-event based development/systems
• "Genre based" development
• Component based development
• Cross-departmental virtual organisations
• Specific technical platforms - e.g. XML, web services
37. April 30,Design Research Workshop
Design research in Action:
e-Govt. Portal Project
• Step 3 – Evaluation
• Internal criteria
– Does the portal include life event based design, reuse, object
oriented
– Is it a “good web portal” (as we normally know)
• External criteria
– Is the abstracted idea generalizable to other contexts or at least
advance our understanding of other design contexts?
– Are the ideas, if not the elements of the artifact, reusable?
– How do the citizens of Kristiansand view the portal?
38. April 30,Design Research Workshop
Design research in Action:
e-Govt. Portal Project
• Step 4 – Learning
• Learning for research
– Testing/validating design principles
– The impact of e-service systems implementation on local
government practices and structure
– Understanding of the interplay between IT and organisation
for a "radical" system
• Learning for practice
– How to organize and manage the introduction of innovative
systems
&lt;number&gt;
Arrow is direction of supervisory authority
Solid oval is academic supervisory zone
Dotted oval is prevailing patronage structure
Double lines are affinity
The challenge for IS researcher is not that of legitimating case research per se but of legitimating any kind of research. Whether case researchers have a more difficult time of legitimating than others is probably a local manner. The demands on IS researchers are high because of the complexity of the patronage structure. We are expected to work in the nexus of many demands that can be at odds with one another.
Why Research Method?
Original idea - Liberating science through method
Since fallen into the trap – falling victim to form over function
Scientific method – science as duck test –
Doing research – how to – should be a matter internal to the discipline – not a matter of the whole scientific community
Researching IS –
- received view
- approaches from other disciplines
- arguments for “own”
Evaluation criteria: Internal
Match between the artifact and the “abstract idea”
How well does the artifact embody the abstract idea that is being researched?
Match with generally accepted principles of designed artifacts
Is the artifact a “good system” as defined by the field (good interfaces, easy to use etc.)
Advancement of design theory:
Is the abstracted idea generalizable to other contexts or at least advance our understanding of other design contexts?
Are the ideas, if not the elements of the artifact, reusable?
Advancement of information systems discipline:
Does the artifact behave in / influences/improves the environment/context in which it is intended to be used?
&lt;number&gt;
In the positivist/interpretive mode of research, if you discover something, that is sufficient. Novelty is an end in itself. So, I can find out how a certain something works – that is great. That is worth something.
On the other hand, if I build/develop something new – say, a computer program, a model, an algorithm – how difficult do you think it is to argue that it is novel? At a trivial level, you can argue that every program is going to be unique. You can go a step beyond and say that you are now going to compare the abstract technique embedded in the program, not the specific instantiation of it. Fine, so that narrows the definition of uniqueness. But there as well, I could conceivably come up with a new technique for doing something. The question that will be asked is – so, how does it improve what we did before? Unless there is some utility component to this, the creation will not be worthwhile.
So, worth is tied to a utilitarian perspective here. Utility in context. That is why sometimes the positivist/interpretive research is called explanation research and development research is called improvement research. More on this later.
Going to Simon’s Sciences of the Artificial – In our profession, we are concerned artificial rather than natural phenomena. We deal with human creations such as organizations and information systems. Of immediate interest is the fact that these artificial phenomena can be both created as well as studied and that scientists can contribute to each of these activities (March and Smith 1995).
So, whereas natural science tries to understand reality, design science attempts to create things that serve human purposes. Rather than producing general theoretical knowledge, design scientists produce and apply knowledge of tasks or situations in order to create effective artifacts.
&lt;number&gt;
In the positivist/interpretive mode of research, if you discover something, that is sufficient. Novelty is an end in itself. So, I can find out how a certain something works – that is great. That is worth something.
On the other hand, if I build/develop something new – say, a computer program, a model, an algorithm – how difficult do you think it is to argue that it is novel? At a trivial level, you can argue that every program is going to be unique. You can go a step beyond and say that you are now going to compare the abstract technique embedded in the program, not the specific instantiation of it. Fine, so that narrows the definition of uniqueness. But there as well, I could conceivably come up with a new technique for doing something. The question that will be asked is – so, how does it improve what we did before? Unless there is some utility component to this, the creation will not be worthwhile.
So, worth is tied to a utilitarian perspective here. Utility in context. That is why sometimes the positivist/interpretive research is called explanation research and development research is called improvement research. More on this later.
Going to Simon’s Sciences of the Artificial – In our profession, we are concerned artificial rather than natural phenomena. We deal with human creations such as organizations and information systems. Of immediate interest is the fact that these artificial phenomena can be both created as well as studied and that scientists can contribute to each of these activities (March and Smith 1995).
So, whereas natural science tries to understand reality, design science attempts to create things that serve human purposes. Rather than producing general theoretical knowledge, design scientists produce and apply knowledge of tasks or situations in order to create effective artifacts.