Design Science Research for a New Society: Society 5.0. 18th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2023 Pretoria, South Africa, May 31 – June 2, 2023 Proceedings
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Preface Organisation Contents Design-Oriented Research for Society 5.0 (Theme Track) z-Commerce: Designing a Data-Minimizing One-Click Checkout Solution 1 Introduction 1.1 Benefits of Data Collection 1.2 Problems in the Context of Data Collection 1.3 Searching for New Solutions 2 Background and Related Work 2.1 Foundational Building Blocks 2.2 Related Work 3 Method 4 Conclusion References Enabling the Evaluation of Production Scheduling Algorithms in Complex Production Environments Using Individually Deployable Scheduling Services 1 Introduction 2 Theoretical Foundation and Related Research of Production Scheduling 3 Research Design 4 Artifact to Evaluate Production Scheduling Algorithms 4.1 Problem Identification 4.2 Objective and Requirements 4.3 Design and Development 4.4 Demonstration 5 Conclusion and Future Research References Toward Cross-Company Value Generation from Data: Design Principles for Developing and Operating Data Sharing Communities 1 Introduction 2 Background 2.1 Data Sharing 2.2 Communities of Practice for Data Sharing 3 Research Context and Methodology 3.1 Research Context 3.2 Research Process 3.3 Development of Design Principles 4 Findings 4.1 Challenges and Meta Requirements 4.2 Design Principles for Developing and Operating Data Sharing Communities 5 Summary and Conclusion References Neuro-Adaptive Interface System to Evaluate Product Recommendations in the Context of E-Commerce 1 Introduction 2 Foundations and Related Work 2.1 Choice Overload and Decision-Making 2.2 EEG and Neuro-Adaptive Systems 2.3 Personalized Product Recommendations 2.4 Application to Design Science Research 3 Methodology and Research Design 4 Objectives of a Solution 5 Design and Development 5.1 Classification and Transmission of Cognitive Load to the Interface 5.2 Neuro-Adaptation Logic 5.3 Product Recommendations 5.4 User Testing Interfaces 6 Demonstration and Preliminary Evaluations 7 Discussion 7.1 Implications for Design Science 7.2 Implications for Stakeholders 7.3 Limitations and Directions for Future Research 8 Conclusion References Measuring the Actual Office Workspace Utilization in a Desk Sharing Environment Based on IoT Sensors 1 Introduction 2 Background and Related Work 3 Research Method 4 Development of a Sensor-Based Prototype 4.1 Hardware Components 4.2 Programming of IoT Devices 4.3 Development of the Web Dashboard 5 Demonstration and Evaluation 6 Discussion and Conclusion References Design of Systems Using Emerging Technologies Introduction to the Design of Systems Using Emerging Technologies Track 1 Introduction Designing an Augmented Reality Authoring Tool to Support Complex Tasks. A Design Science Study Using Cognitive Load Theory 1 Introduction 2 Conceptual Background and Related Work 2.1 AR Authoring 2.2 AR Tools Supporting Complex Tasks 2.3 Cognitive Load Theory 3 Methodology 4 Design Science Research Project 4.1 Problem Awareness 4.2 Suggestion 4.3 Development 4.4 Evaluation 5 Results 6 Discussion References Human-Centered Artificial Intelligence (HCAI) Introduction to the Human-Centered Artificial Intelligence (HCAI) Track References Giving DIAnA More TIME – Guidance for the Design of XAI-Based Medical Decision Support Systems 1 Introduction 2 Background 2.1 Explainable Artificial Intelligence in Medical Decision Support Systems 2.2 The Multi-stakeholder Perspective 2.3 Theory of Interactive Media Effects (TIME) 3 Method: The Design Science Research Process 4 The Development of Prescriptive Design Knowledge 4.1 The Derivation of Design Requirements Based on Empirical Insights 4.2 The Development of Theoretically Grounded Design Principles 5 Evaluation and Results 6 Discussion 6.1 Summary of Findings 6.2 Limitations and Opportunities for Future Research 7 Conclusion References A Conceptual Model for Labeling in Reinforcement Learning Systems: A Value Co-creation Perspective 1 Introduction 2 Related Work 2.1 Interactive Machine Learning and Labeling 2.2 Value Co-creation 3 Methodology 4 Design and Development 4.1 As-is Labeling Process 4.2 To-Be Process: Value-Driven Labeling Process 4.3 Conceptual Model for Value-Driven Labeling 5 Evaluation 5.1 Technical Performance Evaluation 5.2 User Evaluation 6 Implications, Limitations, and Conclusion References Healthcare Systems and Quality of Life Introduction to the Healthcare Systems and Quality of Life Research Track Guiding the Development of Interoperable Health Information Systems: A Conceptual IT Governance Framework 1 Introduction 2 Conceptual Framework (viz. HISIG-CF) 2.1 IT Governance Mechanisms 2.2 Sectoral Differences 2.3 eHealth Maturity Levels 2.4 eHealth Building Blocks 2.5 Interoperability Layers 2.6 Standards of Interoperability 3 Theoretical Grounding 4 Research Methods 4.1 Problem Identification and Motivation 4.2 Define the Objective of the Solution 4.3 Design and Development 4.4 Demonstration 4.5 Evaluation 4.6 Communication 5 Results and Analysis 6 Conclusion 7 Recommendations and Future Research References Persuasive Blood Donation App Design for Individualist and Collectivist Cultures 1 Introduction 2 Persuasive System Design for Blood Donation Cultures 3 Design Science Research Project 4 Persuasive Blood Donation App Design 5 Cultural Influences on Perceived Blood Donation App Persuasiveness 6 Conclusion and Outlook References Innovation and Entrepreneurship Introduction to the Innovation and Entrepreneurship Track 1 Introduction References Scaling Sustainable Entrepreneurship for Impact: Design Knowledge for the Use of Digital Technologies 1 Introduction 2 Theoretical Background 2.1 Niche-BMfS Have Only Limited Impact 2.2 Unleashing BMfS with Digital Technology Affects Value Logics 2.3 A Design Science View of BMfS Development with Digital Technologies 3 Research Method 4 Results 4.1 Case Description and the Need for Solutions 4.2 Solution Model to Identify Digital Technologies for BMfS 4.3 Evaluation of the Solution Model: Observed Tensions 4.4 Design Principles for Artefact Development 5 Discussion and Conclusion References Data Product Canvas: A Visual Inquiry Tool Supporting Data Product Design 1 Introduction 2 Background 2.1 Evolution of Data Products 2.2 Visual Inquiry Tools as Part of Joint Inquiry Techniques 3 Methodology 3.1 Research Methodology and Process 4 A Visual Inquiry Tool Facilitating Data Product Design 4.1 Purpose and Overview 4.2 Value Proposition 4.3 Desirability Perspective 4.4 Feasibility Perspective 4.5 Viability Perspective 4.6 Evaluation and Demonstration 5 Conclusion References Design Principles for National Innovation Agencies in Social Market Economies 1 Introduction 2 Problem Definition and Analysis 2.1 Research Question 2.2 What Stakeholders Need: Principles and Values of the Social Market Economy 2.3 What Can Be Built: National Innovation Agency Models 3 Solution Design 3.1 Design Requirements 3.2 Solution Design 4 Evaluation 5 Learning 6 Conclusion References How to Invest in the Future of Food: An Exploration Design Science Project 1 Introduction 2 Opportunity Exploration 2.1 Methodical Approach 2.2 Analyzing the Solution Space and the Problem Space 2.3 Opportunity Generation and Evaluation 3 Opportunity Exploitation 3.1 Methodical Approach 3.2 Investment Vehicle 3.3 Investment Strategy 3.4 Evaluation of the Outline Design 4 Discussion 5 Limitations and Future Research References Emerging DSR Methods and Processes Introduction to the Emerging DSR Methods and Processes Track 1 Introduction Design Science Research: Progression, Schools of Thought and Research Themes 1 Introduction 2 Related Research 3 Methodology 4 Discussion 5 Conclusion References Conducting Design Science Research in Society 5.0 – Proposal of an Explainable Artificial Intelligence Research Methodology 1 Introduction 2 AI in Society 5.0 3 Systematic Literature Review 4 AI Use Cases 5 Explainable AI Artifact Design Methodology (XAIADM) 5.1 Problem (Perspective) Definition 5.2 Human-Centric Subject Analysis 5.3 AI Scope Declaration 5.4 Behavioral Model Design 5.5 Solution Assessment 6 Methodological Contribution and Future Research References Accessing the Design Science Knowledge Base - A Search Engine for the Accumulation of Knowledge Across Decentrally Organized Publications 1 Introduction 2 Related Work 3 Method 4 Design 4.1 Design Requirements 4.2 Initial Design Principles 4.3 Instantiation 5 Evaluation 5.1 Design Knowledge Extraction 5.2 Search Engine 6 Discussion 7 Conclusion References Empowering Recommender Systems in ITSM: A Pipeline Reference Model for AI-Based Textual Data Quality Enrichment 1 Introduction 2 Related Work 2.1 Data Quality in Recommender Systems 2.2 Ticket Classification and Ticket Quality Assessment 3 Research Approach 4 Designing a Ticket Analytics Pipeline 4.1 Problem Formulation and Objectives 4.2 Development and Demonstration 4.3 Pipeline Reference Model for Textual Data Quality Enrichment 4.4 Evaluation 5 Discussion, Limitations, and Implications References Education and DSR Introduction to the Education and Design Science Research Track References Inquiry Frameworks for Research Question Scoping in DSR: A Realization for ChatGPT 1 Introduction 2 A Brief on ChatGPT 3 Design Principles for an AI-Empowered Inquiry Framework for RQ Scoping 3.1 Inquiry Frameworks: Design Principles 4 Proof-of-Concept: An Inquiry Framework for RQ Scoping 4.1 DP1: Provide the Framework with Effective Visualization 4.2 DP2: Provide the Framework with a Contextual State 4.3 DP3: Provide the Framework with a Searching Strategy 5 Evaluation 6 Discussion 7 Conclusions References Design of an Augmented Reality App for Primary School Students Which Visualizes Length Units to Promote the Conversion of Units 1 Introduction 2 Theoretical Background 2.1 The Concept of Measuring Lengths 2.2 Learning and Teaching the Concept of Units 2.3 Learning the Concept of Units with Augmented Reality 3 Methodology 3.1 Research Design 3.2 General Conditions 3.3 Learning Tasks and Augmented Reality App 4 First Results 5 Proposed Augmented Reality App 6 Conclusion and Outlook References Know the Knowledge of Your Students: A Flexible Analytics Tool for Student Exercises 1 Introduction 2 Related Work on Intelligent Tutoring Systems 2.1 Structured Literature Review 2.2 Literature Discussion 3 Objectives, Requirements and Architecture 3.1 Objectives 3.2 Evaluation Platform Architecture 3.3 Capabilities for an E-Learning Analytics Tool (EAT) 4 The E-Learning Analytics Tool (EAT) 4.1 Dashboard for General Information 4.2 Flexible Analytics Board 5 Evaluation 6 Conclusion References Designing Pedagogical Conversational Agents for Achieving Common Ground 1 Introduction 2 Theoretical Background 2.1 Pedagogical Conversational Agents 2.2 Common Ground as a Kernel Theory 3 Design of a PCA based on Common Ground 3.1 Research Method and Context 3.2 Requirements From Common Ground Theory and Practice 3.3 Design Principles to Achieve Common Ground 4 Demonstration and Evaluation of the PCA 4.1 Demonstration 4.2 Results 5 Contributions, Limitations, and Future Work References Computational Thinking for Design Science Researchers – A Modular Training Approach 1 Introduction 2 Theoretical Background 2.1 Transferable Skills in the 21st Century 2.2 Training Transferable Skills 3 The Computational Thinking Training 3.1 Integration of a Computational Thinking Training in a DSR Process 3.2 Conceptual Development of the Computational Thinking Training 3.3 Reflecting and Evaluating the Computational Thinking Training 4 Discussion 4.1 Recommendations 4.2 Limitation and Further Research 5 Conclusion References Human Safety and Cybersecurity Human Safety and Cybersecurity Track Track Reviewers SIREN: Designing Business Processes for Comprehensive Industrial IoT Security Management 1 Introduction 2 Research Method 3 Theoretical Background 3.1 Industrial Internet of Things Meets Cybersecurity 3.2 Related Work 3.3 Design Objectives 4 Notation Design and Development 4.1 Building the Theoretical Foundations 4.2 Technical Aspects of SIREN 5 Implementation and Rule Monitoring 5.1 From Process Modeling to Rule Monitoring 5.2 Mapping of Security Requirements to Model Attributes 5.3 Automatically Generating Monitorable Rules 5.4 Monitoring Security Within IIoT Networks 6 Evaluation 6.1 Demonstration in Industrial Use Case 6.2 Execution of the Evaluation 7 Conclusion References Co-design and Collective Creativity for Addressing Grand Challenges Co-design and Collective Creativity for Addressing Grand Challenges Track What Does the Factory’s Suggestion Box Reveal? 1 Introduction 2 Literature Review 2.1 A Short Genealogy of Suggestion Systems 2.2 The Contribution and Known Problems of Suggestion Systems 2.3 The Selection of Directly Implementable Ideas 3 Research Questions 4 Methodology 4.1 Research Context: The Nantes SNCF Maintenance Center 4.2 A Sample of 132 Ideas from the Suggestion Box of the Maintenance Center 4.3 Steps of Analysis of the Sample 5 Analysis and Results 5.1 The Two Hidden Categories of a Unique Suggestion Box 5.2 The Nature of the Investigation Necessary to Complete the Design 5.3 Results: A Hidden Design Activity to Change the Manufacturing Rules Emerged from the Suggestion Box 6 Discussion, Managerial and Design Implications for Suggestion Systems 6.1 The Nature of Design in Factory: Re-discussing the Notion of Radicality 6.2 Design Principles and Managerial Implications for Suggestion Systems in Constrained Environments 6.3 Limits and Further Research References Operationalising Co-design: Development of an ICT Platform to Facilitate Stakeholder Engagement in Water Sensitive Design 1 Introduction 2 Literature Review 2.1 Water Sensitive Design (WSD) 2.2 Water Sensitive Design Challenges in South Africa 2.3 ICT Platform for Multi-stakeholder Engagement in WSD 2.4 The Co-design Method 3 Research Method 4 Development of the Conceptual Framework and Reflections 4.1 Cycles of Co-design 4.2 Key Factors for Effective Co-design 4.3 Proposed Co-design Operationalisation Framework 4.4 Operationalisation of Co-design 5 Discussion 6 Conclusion 7 Limitations and Proposals for Future Research References Co-designing a Visual Inquiry Tool 1 Introduction 2 Background Literature 2.1 Co-design 2.2 Design Theory for Visual Inquiry Tools 3 The Design Science Research Journey 3.1 Problem Identification and Objectives of the ACTC 3.2 Artefact Co-design 4 Artefact Description 5 Discussion and Conclusion References Sustainability and Responsible Design Introduction to the Sustainability and Responsible Design Track A Mid-Range Theory for Designing Sustainable Safe Spaces of Immersive Learning Environments: A Design-Science Based Gamification Approach 1 Introduction 2 Related Research 2.1 Research on Immersive Learning Environments and Safety Training 2.2 Research on Sustainability and Safe Spaces 2.3 Research on Gamification and Design 3 The Design Science-Based Gamification Approach 4 Establishing the Proposed Mid-Range Theory: A Case of Evaluating Fire Safety Training in Immersive Virtual Reality 4.1 The Empirical Case Setting: An IVR Learning Experience of Fire Safety Training 4.2 Structure of the Mid-Range Theory: Contextualization of Game Elements and Design Goals into the Mid-Range Theory 5 Discussion 5.1 Implications for Practice 5.2 Implications for Theory 6 Conclusion References Designing User-Centric Explanations for Medical Imaging with Informed Machine Learning 1 Introduction and Problem Statement 2 Theoretical Background and Related Work 2.1 AI-Enabled Computer-Aided Diagnosis Systems 2.2 Explainable Artificial Intelligence in Healthcare 2.3 Informed Machine Learning 2.4 User-Centric Design 3 Research Method and Process 3.1 Action Design Research-Based Approach 4 Results of Designing a User-Centric XAI System 4.1 Synthesizing Literature for a Theory-Informed Artifact Design 4.2 Design of a Conceptual XAI Prototype for Image Analysis 4.3 Implementation of a Conceptual XAI Prototype for Image Analysis 5 Discussion and Conclusion References Author Index
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