2020
DOI: 10.17705/1jais.00617
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A Design Theory for Visual Inquiry Tools

Abstract: The Business Model Canvas project cleared the path for the development of a new tool type that we refer to as visual inquiry tools. Such tools build on design thinking techniques to allow management practitioners to jointly inquire into specific strategic management problems. As the interest in and the emergence of visual inquiry tools gain momentum, it is important to formalize the design knowledge that future designers can build on to develop such tools. Thus, we propose a design theory for visual inquiry to… Show more

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Cited by 26 publications
(55 citation statements)
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References 75 publications
(86 reference statements)
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“…Our gamified SETA intervention is an improvement (Gregor & Hevner, 2013), as it is an innovative solution to the problem of OSD that is more effective than current solutions, as evidenced by the instrumental outcomes mentioned above as well as the experiential outcomes we evaluated viz., memorability and user experience. Thus, our research generated prescriptive knowledge by establishing design principles that were material and action-oriented (Avdiji et al, 2020;Chandra et al, 2015).…”
Section: Resultsmentioning
confidence: 99%
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“…Our gamified SETA intervention is an improvement (Gregor & Hevner, 2013), as it is an innovative solution to the problem of OSD that is more effective than current solutions, as evidenced by the instrumental outcomes mentioned above as well as the experiential outcomes we evaluated viz., memorability and user experience. Thus, our research generated prescriptive knowledge by establishing design principles that were material and action-oriented (Avdiji et al, 2020;Chandra et al, 2015).…”
Section: Resultsmentioning
confidence: 99%
“…A gamified system should result in meaningful engagement with both instrumental and experiential outcomes (Liu et al, 2017). Our overall proof-ofvalue of the gamified SETA artefact is demonstrated by the following performance criteria (Avdiji et al, 2020): efficacy (the intervention produces the intended outcomes), effectiveness (it can be successfully used to achieve higher-level or longerterm goals), efficiency (its use does not require an inappropriate amount of time or other resources), and elegance (the intervention is easy to use and understand) (Checkland & Poulter, 2010). In order to provide evidence of the rigour of our research, we needed to establish the instrumental outcomes, i.e., the efficacy of the gamified SETA artefact as well as its longer-term effectiveness in changing attitudes and intentions and reducing OSD behaviour (Venable et al, 2016).…”
Section: Measures For Assessing Outcomesmentioning
confidence: 86%
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“…Digital platform projects are designed and organized in large interdisciplinary teams [34][35][36]. As this paper aims at supporting these interdisciplinary projects, its artifact/result must facilitate and support a concise communication and strategic alignment of all involved stakeholders.…”
Section: Methodsmentioning
confidence: 99%
“…As this paper aims at supporting these interdisciplinary projects, its artifact/result must facilitate and support a concise communication and strategic alignment of all involved stakeholders. VITs are known to reduce an artifact's design complexity by decomposing it into several inter-dependent building blocks [35] positioning it as a model regarding March and Smith's [37] classification of artifact types in design science research. To achieve the reduction of a digital platform's complexity, we chose VITs over more formal design methods.…”
Section: Methodsmentioning
confidence: 99%