Business decisions and business logic are an important part of an organization’s daily activities. In the not so near past they were modelled as integrative part of business processes, however, during the last years, they are managed as a separate entity. Still, decisions and underlying business logic often remain a black box. Therefore, the call for transparency increases. Current theory does not provide a measurable and quantitative way to measure transparency for business decisions. This paper extends the understanding of different views on transparency with regards to business decisions and underlying business logic and presents a framework including Key Transparency Indicators (KTI) to measure the transparency of business decisions and business logic. The framework is validated by means of an experiment using case study data. Results show that the framework and KTI’s are useful to measure transparency. Further research will focus on further refinement of the measurements as well as further validation of the current measurements.
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Wearable displays with augmented reality are in an early phase of adoption by the public. The uptake is slow and user studies regarding acceptance and use are scarce and have limitations to understand long-term use and their influence on daily life. The complexity of understanding long-term use requires a multidisciplinary approach to different stakeholder perspectives. A variety of complementary theoretical perspectives are needed to create a framework to study the impact and perils of the use of smart eyewear. In this position paper, we develop such a framework, integrating theoretical perspectives from Philosophy, Psychology, Science and Technology Studies and Information Systems. The resulting framework has concrete implications for future studies regarding the design, acceptance and long-term use of smart eyewear.
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PurposeThe purpose of this paper is to develop a framework to understand organisational rhythm as a stimulus for further study into organisational change.Design/methodology/approachThis paper studies the experiences of the medical discipline colleges in the Netherlands as they underwent significant reorganisation and transfer of ministerial authority. The data set consists of correspondence, reports and tapes of the meetings over 14 months and interviews with 26 employees.FindingsThis research identified five sub-themes of rhythm (emphasis, intonation, pace, period and repetition). Putting these together, the authors present a framework to understand organisational rhythm during organisational change.Research limitations/implicationsThis study begins to develop understanding of how rhythms function but the authors did not compare multiple rhythms in this study.Practical implicationsThe authors argue that by unpacking and exploring in more detail the sub-themes of rhythm (emphasis, intonation, pace, period and repetition), the authors can help to explain why complex change management initiatives may stall or fail to gain traction. By understanding the concept of rhythm as movement, the authors can offer recommendations to organisations about how to move forward and overcome challenges associated with progress.Originality/valueIn this paper, the authors make an important distinction between rhythm in terms of movement and flow of activity, which has often been overlooked by research, which focusses on the temporal aspects of organisations, which the authors classify as frequency – relating to the sequencing and duration of change.
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Reporting of research findings is often selective. This threatens the validity of the published body of knowledge if the decision to report depends on the nature of the results. The evidence derived from studies on causes and mechanisms underlying selective reporting may help to avoid or reduce reporting bias. Such research should be guided by a theoretical framework of possible causal pathways that lead to reporting bias. We build upon a classification of determinants of selective reporting that we recently developed in a systematic review of the topic. The resulting theoretical framework features four clusters of causes. There are two clusters of necessary causes: (A) motivations (e.g. a preference for particular findings) and (B) means (e.g. a flexible study design). These two combined represent a sufficient cause for reporting bias to occur. The framework also features two clusters of component causes: (C) conflicts and balancing of interests referring to the individual or the team, and (D) pressures from science and society. The component causes may modify the effect of the necessary causes or may lead to reporting bias mediated through the necessary causes. Our theoretical framework is meant to inspire further research and to create awareness among researchers and end-users of research about reporting bias and its causes.
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In today’s dynamic business landscape, the continuous development of employee skills is an important driver for innovation and performance in the workplace. However, employee skillsets are often inadequate, posing a challenge for organisational innovativeness and performance. Although concepts and instruments at the organisational level are helpful, organisations need additional methods to facilitate continuous skill development. Interorganisational skills learning communities (ISLCs) have recently emerged in Europe to address this need, presenting a promising approach to enhance employee skill development. Nevertheless, designers and employees face significant challenges in ensuring long-term skill development through ISLCs. Treating ISLCs as dynamic interorganisational ecosystems that must adapt to changing contexts is essential, but learning community literature currently lacks specification on how adaptive and effective ISLCs can be designed. In the present paper, we present a novel and comprehensive ISLC design framework underpinned by modern-sociotechnical systems theory (MSTS), network theory, and state-of-the-art literature on skills learning communities. Accordingly, an adaptable and effective ISLC can be achieved through (1) distinction of different design levels, (2) distinction between design of a learning structure and governance structure, (3) pursuit of a specific design sequence, (4) clusters of micro learning communities (LCs), and (5) an iterative, interactive and multi-level design of feedback loops. The resulting design framework breaks new ground for interorganisational learning community theory-building and offers a novel direction for researchers, HRD practitioners and policy makers to address HRD problems in today’s changing business environment. More research should be conducted on the validation of this conceptual design framework. Keywords: interorganisational skills learning communities (ISLC), ecosystems, modernsociotechnicalsystems (MSTS), network theory, workplace innovation, continuous skill development, Industry 5.0.
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Assistive technology supports maintenance or improvement of an individual’s functioning and independence, though for people in need the access to assistive products is not always guaranteed. This paper presents a generic quality framework for assistive technology service delivery that can be used independent of the setting, context, legislative framework, or type of technology. Based on available literature and a series of discussions among the authors, a framework was developed. It consists of 7 general quality criteria and four indicators for each of these criteria. The criteria are: accessibility; competence; coordination; efficiency; flexibility; user centeredness, and infrastructure. This framework can be used at a micro level (processes around individual users), meso level (the service delivery scheme or programme) or at a macro level (the whole country). It aims to help identify in an easy way the main strengths and weaknesses of a system or process, and thus guide possible improvements. As a next step in the development of this quality framework the authors propose to organise a global consultancy process to obtain responses from stakeholders across the world and to plan a number of case studies in which the framework is applied to different service delivery systems and processes in different countries.
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This paper is a discussion paper to support an Erasmus+ project with the name Common European Numeracy Framework (CENF) (for adults) which will start at the end of the year 2018. In the first months of 2019 the team with participants from The Netherlands, Austria, Spain and Ireland will be in the process of collecting European examples of numeracy practices and current numeracy frameworks. At the conference we will show the results of this collection to date and the initial outline of a tentative CENF. We intend to spark comments, suggestions and insights from the participants of TWG07 - Adults Mathematics Education - to enrich the collection and as feedback on the initial outline of the CENF. Another aim is to create a network of national or regional stakeholders which will support the development of a shared framework for numeracy goals and numeracy education for adults in the 21st century.
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The concept of immersion has been widely used for the design and evaluation of user experiences. Augmented, virtual and mixed-reality environments have further sparked the discussion of immersive user experiences and underlying requirements. However, a clear definition and agreement on design criteria of immersive experiences remains debated, creating challenges to advancing our understanding of immersive experiences and how these can be designed. Based on a multidisciplinary Delphi approach, this study provides a uniform definition of immersive experiences and identifies key criteria for the design and staging thereof. Thematic analysis revealed five key themes – transition into/out of the environment, in-experience user control, environment design, user context relatedness, and user openness and motivation, that emphasise the coherency in the user-environment interaction in the immersive experience. The study proposes an immersive experience framework as a guideline for industry practitioners, outlining key design criteria for four distinct facilitators of immersive experiences–systems, spatial, empathic/social, and narrative/sequential immersion. Further research is proposed using the immersive experience framework to investigate the hierarchy of user senses to optimise experiences that blend physical and digital environments and to study triggered, desired and undesired effects on user attitude and behaviour.
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