2012
DOI: 10.1057/kmrp.2012.15
|View full text |Cite
|
Sign up to set email alerts
|

Patterns as objects to manage knowledge in software development organizations

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
15
0

Year Published

2013
2013
2017
2017

Publication Types

Select...
4
3

Relationship

1
6

Authors

Journals

citations
Cited by 11 publications
(15 citation statements)
references
References 23 publications
0
15
0
Order By: Relevance
“…Empirical contributions operationalized artifacts as co-constructing sketches and diagrams in the context of aircraft engine manufacturing (Holford, 2014); lists, prospects, guidelines, documentation, intranet or quality management systems that acted as boundary objects in the context of marine insurance industry (Hustad, 2007); co-created assessment tools in the context of a Finnish hospital (Kajamaa, 2011); a digital earing instrument developed by a leading Danish manufacturer (Kreiner, 2002); mediating tools such as referrals, laboratory reports, and instructions in a public medical service organization as well as routines and rules, prototypes or practical tests, and standards and documentations in a technology and engineering company in Sweden (Maaninen-Olsson et al, 2008); a software development project pattern that manages knowledge objects in a software engineering organization (Martin et al, 2012); a consolidated knowledge platform developed at Ernst & Postprint version of: Stefania Mariano, Yukika Awazu, (2016) "Artifacts in knowledge management research: a systematic literature review and future research directions", Journal of Knowledge Management, Vol. 20 Issue: 6, pp.1333-1352, https://doi.org/10.1108/JKM-05-2016 Young (Padova and Scarso, 2012); digitalized artifacts such as still photographs or nonimmersive photorealistic virtual reality to teach visual image analysis (Rountree et al, 2002); ZingThing™ groupware and cognitive artifacts such as group discussions employed in an educational context (Sing et al, 2009); and principles and methods for evaluation in a virtual organization (Zuo and Panda, 2013).…”
Section: Core Articles Shaping the Current Debatementioning
confidence: 99%
See 1 more Smart Citation
“…Empirical contributions operationalized artifacts as co-constructing sketches and diagrams in the context of aircraft engine manufacturing (Holford, 2014); lists, prospects, guidelines, documentation, intranet or quality management systems that acted as boundary objects in the context of marine insurance industry (Hustad, 2007); co-created assessment tools in the context of a Finnish hospital (Kajamaa, 2011); a digital earing instrument developed by a leading Danish manufacturer (Kreiner, 2002); mediating tools such as referrals, laboratory reports, and instructions in a public medical service organization as well as routines and rules, prototypes or practical tests, and standards and documentations in a technology and engineering company in Sweden (Maaninen-Olsson et al, 2008); a software development project pattern that manages knowledge objects in a software engineering organization (Martin et al, 2012); a consolidated knowledge platform developed at Ernst & Postprint version of: Stefania Mariano, Yukika Awazu, (2016) "Artifacts in knowledge management research: a systematic literature review and future research directions", Journal of Knowledge Management, Vol. 20 Issue: 6, pp.1333-1352, https://doi.org/10.1108/JKM-05-2016 Young (Padova and Scarso, 2012); digitalized artifacts such as still photographs or nonimmersive photorealistic virtual reality to teach visual image analysis (Rountree et al, 2002); ZingThing™ groupware and cognitive artifacts such as group discussions employed in an educational context (Sing et al, 2009); and principles and methods for evaluation in a virtual organization (Zuo and Panda, 2013).…”
Section: Core Articles Shaping the Current Debatementioning
confidence: 99%
“…20 Issue: 6, pp.1333-1352, https://doi.org/10.1108/JKM-05-2016 Young (Padova and Scarso, 2012); digitalized artifacts such as still photographs or nonimmersive photorealistic virtual reality to teach visual image analysis (Rountree et al, 2002); ZingThing™ groupware and cognitive artifacts such as group discussions employed in an educational context (Sing et al, 2009); and principles and methods for evaluation in a virtual organization (Zuo and Panda, 2013). (Jiang et al, 2010;Martin et al, 2012;Rountree et al, 2002;Sánchez-Alonso and Frosch-Wilke, 2005), or knowledge integration processes (Maaninen-Olsson et al, 2008). Finally, a discrete number of articles focused on the relationship between artifacts/objects and knowledge dynamics, studying how objects interacted with subjects in groups (Holford, 2014;Singh et al, 2009), contributed to networks evolution (Hustad, 2007), stability or conflict (Svabo, 2009), boundary breaking outcomes due to lack of assessment tools (Kreiner, 2001), or how other intervening variables such as cognitive, organizational and managerial actions (Padova and Scarso, 2012) influenced the management of artifacts or objects (see also Mariano, 2010).…”
Section: Core Articles Shaping the Current Debatementioning
confidence: 99%
“…To facilitate the knowledge dissemination among the pharmacy specialists we propose the use of forums and chats to share knowledge, experiences and services as proposed in [ 20 ]. In case of the test results, almost no service performed its function as expected when the services were tested by experts.…”
Section: Discussionmentioning
confidence: 99%
“…They can be used for formalizing the knowledge about the development process. In [31] the authors propose the Software Development Project Pattern (sdPP) framework. For testing this approach [31], generates four instances of the sdPP with agile development models; one of these instances Scrum sdPP is suitable for game agile development because it allows to follow an iterative process without sacrificing creativity.…”
Section: Video Game Development Modelsmentioning
confidence: 99%
“…In [31] the authors propose the Software Development Project Pattern (sdPP) framework. For testing this approach [31], generates four instances of the sdPP with agile development models; one of these instances Scrum sdPP is suitable for game agile development because it allows to follow an iterative process without sacrificing creativity. The resulting workflow and productflow can guide game developers between the activities and their corresponding input and output products.…”
Section: Video Game Development Modelsmentioning
confidence: 99%