Past research on designing for behavioural change mostly concerned linear design processes, whereas in practice, Agile design methods are increasingly popular. This paper evaluates the possibilities and limitations of using Agile design methods in theory-driven design for behavioural change. We performed a design case study, consisting of a student design team working on improving waiting experiences at Schiphol Airport security and check-in. Our study showed that Agile design methods are usable when designing for behavioural change. Moreover, the Behavioural Lenses toolkit used in the design process is beneficial in facilitating theory-driven Agile design. The combination of an Agile design process and tools to evidentially inform the design enabled the design team to formulate viable and interesting concepts for improving waiting-line experiences. However, limitations also occurred: a mismatch between the rate at which the Scream method proceeded and the time and momentum needed to conduct in-depth research.
MULTIFILE
Agile software development has evolved into an increasingly mature software development approach and has been applied successfully in many software vendors’ development departments. In this position paper, we address the broader agile service development. Based on method engineering principles we define a framework that conceptualizes an operational way of working for the development of services, emphatically taking into account agility. As a first level of agility, the framework contains situational project factors that influence the choice of method fragments; secondly, increased agility is proposed by describing and operationalizing these method fragments not as imperative steps or activities, but instead by means of sets of minimally specified, declarative rules that determine the context and constraints within which goals are to be reached. This approach borrows concepts from rules management, organizational patterns, and game design theory. Keywordsmethod engineering–agile service development–business rules–business rules management–product management–game design
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From the article: Agile ways of working have become mainstream, with many organisations practising a form of agile. Agile maturity among those organisations differs. In a research conducted by VersionOne Inc. (2016), 82% of the participating organisations stated to be at or below the level of ‘still maturing’. Existing agile and architecture methods have begun to incorporate some aspects of each other, with agile methods including architecting, such as the Scaled Agile Framework (SAFe), and architecture frameworks such as TOGAF (the Open Group Architecture Framework), adding agile elements (Poort, 2014). This study addresses the question how to shape the architecture function to effectively achieve compliance with architecture regulations, of solutions realised in an agile environment. To answer this question a multiple-case study was done, studying three different organisations. The findings are translated into seven propositions.
MULTIFILE
In greenhouse horticulture harvesting is a major bottleneck. Using robots for automatic reaping can reduce human workload and increase efficiency. Currently, ‘rigid body’ robotic grippers are used for automated reaping of tomatoes, sweet peppers, etc. However, this kind of robotic grasping and manipulation technique cannot be used for harvesting soft fruit and vegetables as it will cause damage to the crop. Thus, a ‘soft gripper’ needs to be developed. Nature is a source of inspiration for temporary adhesion systems, as many species, e.g., frogs and snails, are able to grip a stem or leave, even upside down, with firm adhesion without leaving any damage. Furthermore, larger animals have paws that are made of highly deformable and soft material with adjustable grip size and place holders. Since many animals solved similar problems of adhesion, friction, contact surface and pinch force, we will use biomimetics for the design and realization of the soft gripper. With this interdisciplinary field of research we aim to model and develop functionality by mimicking biological forms and processes and translating them to the synthesis of materials, synthetic systems or machines. Preliminary interviews with tech companies showed that also in other fields such as manufacturing and medical instruments, adjustable soft and smart grippers will be a huge opportunity in automation, allowing the handling of fragile objects.
In Nederland heeft slechts 1% van de blinden een blindengeleidehond, terwijl een geleidehond het ideale hulpmiddel voor de doelgroep is. Een hond neemt de zichtfunctie over en neemt autonome navigatiebeslissingen wat een aanzienlijke fysieke energiebesparing oplevert voor de gebruiker. Helaas is een blindengeleidehond niet geschikt voor iedereen met een visuele beperking. Blindsight Mobility ontwikkelt een elektronisch sensor-gestuurd alternatief van een blindengeleidehond dat voor een bredere doelgroep toegankelijk is. Met moderne technieken brengt het zijn omgeving in kaart en begeleidt zijn gebruiker aan de hand, net als een geleidehond. Daarbovenop worden functionaliteiten toegevoegd die alleen mogelijk zijn met een elektronisch hulpmiddel.
In dit project wordt gekeken naar de validatie van een procesverbeteringstool.Doel De belastingdienst heeft een tool ontwikkeld met als doel de samenhang tussen Business en IT te verbeteren en een proces van continu verbeteren op te starten. Deze tool wil de belastingdienst objectief te evalueren. Resultaten Dit project leidt tot de volgende resultaten: Een validatierapport Een verbeterplan Een wetenschappelijk artikel Looptijd 01 oktober 2021 - 31 december 2022 Aanpak Binnen dit onderzoek wordt gebruik gemaakt van de volgende onderzoeksmethoden: Focusgroepen Literatuuronderzoek Workshops Meedoen in dit onderzoek? Als je onderzoek wil doen naar tools in het werkveld van Agile werken, Business IT alignement of continu verbeteren, neem dan contact op met Paul Morsch.