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Participatory IT Design - Designing for Business and Workplace Realities (Paperback)
Loot Price: R1,308
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Participatory IT Design - Designing for Business and Workplace Realities (Paperback)
Series: Participatory IT Design
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A state-of-the-art method for introducing new information
technology systems into an organization, illustrated by case
studies drawn from a ten-year research project. The goal of
participatory IT design is to set sensible, general, and workable
guidelines for the introduction of new information technology
systems into an organization. Reflecting the latest
systems-development research, this book encourages a
business-oriented and socially sensitive approach that takes into
consideration the specific organizational context as well as
first-hand knowledge of users' work practices and allows all
stakeholders-users, management, and staff-to participate in the
process. Participatory IT Design is a guide to the theory and
practice of this process that can be used as a reference work by IT
professionals and as a textbook for classes in information
technology at introductory through advanced levels. Drawing on the
work of a ten-year research program in which the authors worked
with Danish and American companies, the book offers a framework for
carrying out IT design projects as well as case studies that stand
as examples of the process. The method presented in Participatory
IT Design-known as the MUST method, after a Danish acronym for
theories and methods of initial analysis and design activities-was
developed and tested in thirteen industrial design projects for
companies and organizations that included an American airline, a
multinational pharmaceutical company, a national broadcasting
corporation, a multinational software house, and American and
Danish universities. The first part of the book introduces the
concepts and guidelines on which the method is based, while the
second and third parts are designed as a practical toolbox for
utilizing the MUST method. Part II describes the four phases of a
design project-initiation, in-line analysis, in-depth analysis, and
innovation. Part III explains the method's sixteen techniques and
related representation tools, offering first an overview and then
specific descriptions of each in separate sections.
General
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