bluuebunny/crossref_metadata_2025_split huggingface dataset:
High level competence: a tool for coping with organizational change
Authors: Heilmann Pia 
Published: November 2007

PurposeThe purpose of this paper is to find out and understand the different competence development needs of managers and their ways of learning. The examined managers work in middle management in Finnish information and communication technology sector (ICT) and paper business sector.Design/methodology/approachThe research was qualitative by nature and the used research method was focused interview. The research group included 15 managers from three ICT companies (the ICT managers worked in software development projects) and 15 managers from three paper companies (the paper companies in this research produce pulp, paper and paperboard). Also three directors from both sectors were interviewed.FindingsChanges in organizations force managers also to change. New demanding duties and technological development require continuous training and updating of knowledge. Business sector and previous career path of a manager direct his/her further training need. Managers were responsible themselves for updating their competence. Various learning practices existed.Research limitations/implicationsOnly two Finnish business sectors were included in this study and the target group was in the middle management level in organizations. Therefore the study is not comprehensive.Practical implicationsUseful information concerning training needs of managers generally and specially in ICT and paper business sectors.Originality/valueProvides information concerning the role of competence in changing work environments.
Towards a virtual architecture: pushing cybernetics from government to anarchy
Authors: Baltazar Ana Paula 
Published: November 2007

PurposeThis paper aims to discuss the possibility of joining cybernetics and architecture as a continuous and open process, bridging design, construction and use, in that which is called cyberarchitecture.Design/methodology/approachIt develops the hypothesis that cyberarchitecture can benefit from taking the virtual into account in the design process, so that the architect is no longer the author of a finished architectural product, but of a set of instruments with which users can design, build and use their own environments simultaneously.FindingsA set of design principles is systematised and examined in three practical realms of design: urban, building, and relational, showing cyberarchitecture's embryonic feasibility.Practical implicationsCyberarchitecture implies that architects are no longer authors of finished products and users, becoming designers of their own spaces.Originality/valueCyberarchitecture avoids the usual cybernetics approach based on control‐system, indicating a less predictive and, ultimately, anarchic path for architects and users. It focuses on architecture's intrinsic value as an event, indicating the possibility of a process‐based system, which only exists (or is organised) in present‐time, when users and instruments (or structures) interact.
Self‐observing collective
Authors: Dash D.P. 
Published: November 2007

PurposeThis paper sets out to provide arguments and examples supporting the idea that some “wicked” design problems may be usefully approached through the process of bringing forth a self‐observing collective, i.e. a community of observers capable of generating and dynamically adjusting a collective standpoint from where new observations can be made.Design/methodology/approachInteractions within a community of observers can be designed to generate a collective standpoint from where new observations can be made and fed back to the interacting observers, thus ensuring that the collective standpoint also extends the observers' capacity to observe. Instances of this process are discussed to demonstrate its contribution towards dealing with some wicked design problems.FindingsThe paper suggests that one's capacity to observe, feel, reflect, communicate, and act can be systematically harnessed in a self‐observing collective in order to strengthen each member in the face of complex and unstructured problem situations. However, the continued success of the process depends on the effective construction and dynamic maintenance of the collective standpoint that gives the self‐observing collective its unique power.Originality/valueThe paper borrows certain insights from second‐order cybernetics to suggest a way of dealing with ill‐structured (and wicked) design problems by facilitating a process of interaction within a community of observers who must be enabled to live with the wickedness of the problem with minimum harm.
The dynamics of design
Authors: Ebenreuter Natalie 
Published: November 2007

PurposeThis paper seeks to develop the argument that a cybernetic framework will enable designers to act as an observer and participant in the process of designing. The dynamic nature of the design process will be discussed in order to better understand how these aspects impact on a designer's ability to act effectively in design.Design/methodology/approachA second‐order cybernetic framework is offered as a means to facilitate a designer's capacity to act as an observer‐participant in the co‐creation of a design solution. It characterizes the design process as a conversation to enhance a designer's ability to conceptually develop novel design solutions in participative situations.FindingsThe significance of the designer in the design process and the design solution is established. A second‐order cybernetic framework provides an explanation for a designer's actions by acknowledging their presence in the design process. This makes possible the collaborative development of a design situation and its solution between various participants in this process through negotiation and mutual understanding.Practical implicationsIt is envisaged that the value of cybernetic concepts as a means to augment interaction, reflection, mutual understanding, creativity and innovation to facilitate designerly ways of knowing, thinking, and acting, is realized.Originality/valueThe main value of this framework is for designers who struggle with finding an appropriate framework to facilitate and rationalize the subjective nature of human‐centred design methods and the complexity of design.
How to design a black and white box
Authors: Gage Stephen 
Published: November 2007

PurposeDelight, and the possibility that an observer might continually delight in the same thing, is difficult to deal with in a rigorous way. Very little has been written recently about this subject. The purpose of this paper is to offer insights about this vital subject with reference to design work being undertaken at UCL.Design/methodology/approachIt is the contention of this paper that arguments taken from constructivism and second, order cybernetics can help in this. The cyberneticians who have most significantly dealt with cybernetics and physical architecture are Pask and Glanville. They offer significantly different and contradictory insights. Techniques for conceptualising an interactive performative architecture are discussed, based on work undertaken with postgraduate students at the Bartlett Interactive Architecture Workshop, UCL.FindingsGlanville and Pask can be reconciled. When physical architecture can be considered as contributing to physical performance both sets of insights can exist in a common theoretical frame.Practical implicationsDesigners should consider creating work that contains rich variety and the cues for observer construction, while also offering the possibility of ambiguity where different distinctions are equally possible. It is possible to utilise the differences that arise from changes in the external environment to manipulate the latter.Originality/valueThe paper suggests ways of creating places that offer continual delight to their observers.
Systemic environmental decision making: designing learning systems
Authors: Ison Ray , Blackmore Chris , Collins Kevin , Furniss Pam 
Published: November 2007

PurposeThis paper was written for a special issue of Kybernetes devoted to cybernetics and design. It aims to focus on case studies that are both informed by cybernetic and systems thinking and constitute a form of second‐order design praxis.Design/methodology/approachThe case studies exemplify reflective practice as well as reporting outcomes, in terms of new understandings, from an action research process.FindingsThe paper describes what was involved in course design, from a cybernetic perspective, to effect systemic environmental decision making as well as developing and enacting a model for doing systemic inquiry (SI), which enabled situation‐improving actions to be realised in a complex, organisational setting. The paper lays out the theoretical and ethical case for understanding first‐and second‐order designing as a duality rather than a dualism.Research limitations/implicationsThere is a danger that readers from an alternative epistemological position will judge the paper in terms of knowledge claims relevant only to their own epistemological position.Practical implicationsThe main outcomes suggested by this paper concern the possibility of transforming the current mainstream identity of educators, project managers and researchers to a position that offers more choices through both epistemological awareness (and pluralism) and the design of learning systems, including SI, as second‐order devices.Originality/valueThe case studies are based on both novel settings and theories in action; the concept of the learning systems as both a design and systemic practice as well as an epistemological device is novel. The paper is potentially of relevance to any practitioner wishing to use systems or cybernetic thinking. It is likely to be of particular relevance to education policy makers and public sector governance.
Research through DESIGN through research
Authors: Jonas Wolfgang 
Published: November 2007

PurposeThe paper seeks to make a substantial contribution to the still controversial question of design foundations.Design/methodology/approachA generic hypercyclic design process model is derived from basic notions of evolution and learning in different domains of knowing (and turns out to be not very different from existing ones). The second‐order cybernetics and evolutionary thinking provide theoretical support.FindingsThe paper presents a model of designerly knowledge production, which has the potential to serve as a genuine design research paradigm. It does not abandon the scientific or the hermeneutic or the arts & crafts paradigm but concludes that they have to be embedded into a design paradigm. “Design paradigm” means that “objects” are not essential, but are created in communication and language.Research limitations/implicationsFoundations cannot be found in the axiomatic statements of the formal sciences, nor in the empirical approaches of the natural sciences, nor in the hermeneutic techniques of the humanities. Designing explores and creates the new; it deals with the fit of artefacts and their human, social and natural contexts. Therefore foundations for design (if they exist at all) have to be based on the generative character of designing, which can be seen as the very activity which made and still makes primates into humans.Practical implicationsThe hypercyclic model provides a cybernetic foundation (or rather substantiation) for design, which – at the same time – serves as a framework for design and design research practice. As long as the dynamic model is in action, i.e. stabilized in communication, it provides foundations; once it stops, they dissolve. The fluid circular phenomena of discourse and communication provide the only “eternal” essence of design.Originality/value“Design objects” as well as “theory objects” are transient materializations or eigenvalues in these circular processes. Designing objects and designing theories are equivalent. “Problems” and “solutions” as well as “foundations” are objects of this kind. This contributes to a conceptual integration of the acting and reflecting disciplines.
A sociocybernetic approach to wayfinding map studies
Authors: Kian Teck Kueh Christopher 
Published: November 2007

PurposeThis paper seeks to apply a systemic approach to study human‐map‐space interactions that will benefit the design of a wayfinding map.Design/methodology/approachThis paper presents a case study that was based on Van Bockstaele et al.'s sociocybernetic theory as a research framework to map study. Van Bockstaele et al.'s theory suggests that an individual's behaviour derives from a cognitive system that consists of latent (background thinking process) and patent (amplified language or action that communicates with the public) action. To observe and understand an individual's action, the observer must also consider cognitive systems. Applying this theory, the process of individuals using maps to solve wayfinding tasks within the City of Fremantle, Western Australia was observed. The study involved observing 30 international students who use three maps, each of which presents iconic, symbolic, and iconic and symbolic representations, to locate four destinations in the city.FindingsFindings suggest that external systems such as maps and the actual environment affect an individual's latent and patent actions, while their behaviour affects the way they perceive the external systems.Research limitations/implicationsThis paper addresses the complexity of systems involved in the process of an individual using maps to solve wayfinding tasks in the actual environment.Practical implicationsThis study provides graphic and information designers with a substantial understanding of human‐map‐space interactions based on systemic perspectives.Originality/valueThe application of sociocybernetics is uncommon in map studies. This paper provides a link between the two disciplines.
Drawing a live section: explorations into robotic membranes
Authors: Ramsgard Thomsen Mette 
Published: November 2007

PurposeThis paper aims to discuss the conceptualisation, design and realisation of a robotic membrane. Presenting research taking place between the cross‐over among architecture, technical textiles and computer science, the paper seeks to explore the theoretical as well as the practical foundations for the making of a dynamic architecture.Design/methodology/approachThe project employs an architectural design method developing working demonstrators. The paper asks how a material can be described through its behavioural as well as its formal properties. As new materials such as conductive and resistive fibres as well as smart memory alloys and polymers are developed, it becomes possible to create new hybrid materials that incorporate the possibility for state change.FindingsThe paper presents the first explorations into the making of architectural membranes that integrate systems for steering using traditional textile technologies. This paper presents a series of architectural investigations and models that seek to explore the conceptual, computational and the technological challenges of a robotic membrane.Originality/valueThe paper presents original thinking and technical innovation into the making of textile spaces.
Design of the netgeneration
Authors: Thomassen Aukje 
Published: November 2007

PurposeThis paper sets out to provide insight into the current debate on art, science and the new net generation of young professionals with the usage of the conceptual framework of cybernetics that will look into the dynamics of this netgeneration.Design/methodology/approachLiterature review will set the stage of the current debate on design education in the creative industries, which aims to provide a reflection. The theory and approaches are then applied to a case study in which the conceptual framework of cybernetics will be unfolded. These concepts are then evaluated in order to provide a proposal for continuing research.FindingsThe paper provides insight into the mechanisms of knowledge management systems in particular for the context of design‐making processes by the netgeneration. The findings are reviewed and concluded by proposing a method for continuation of research. The case study will benefit from the findings and as such design education itself.Research limitations/implicationsIt is not an exhaustive scope of literature review as the literature chosen is in particular very applicable to the case study in this paper. However, the point of departure is the current debate within the creative industries on design education and the netgeneration.Originality/valueThis paper interconnects different elements which are the subject within different venues such as within design, science, pedagogy, and knowledge management. Therefore this paper might be applicable within these different articulated venues.
Informing design praxis via 2nd‐order cybernetics
Authors: Whitaker Randall 
Published: November 2007

PurposeThis paper aims to present lessons learned in applying 2nd‐order cybernetics – specifically Maturana and Varela's “biology of cognition” – to the actual design of interactive decision support systems.Design/methodology/approachThis consists of a review of the rationale and bases for applying 2nd‐order cybernetics in interactive IT design, the challenges in moving from theory to praxis, illustrative examples of tactics employed, and a summary of the successful outcomes achieved.FindingsThe paper offers conclusions about the general applicability of such theories, two sample applications devised for actual projects, and discussion of these applications' perceived value.Research limitations/implicationsThe applications described are not claimed to represent a complete toolkit, and they may not readily generalize beyond the scope of interactive information systems design. On the other hand, the examples offered demonstrate that 2nd‐order cybernetics can constructively inform such designs – advancing the focus of discussion from theory‐based advocacy to praxis‐based recommendations.Practical implicationsThe paper presents illustrative examples of the exigencies entailed in moving 2nd‐order cybernetics ideas forward from theory to praxis and specific tactics for doing so.Originality/valueThis paper addresses the persistent deficiencies in both concrete examples and guidance for practical applications of 2nd‐order cybernetics theories. It will hopefully stimulate similar attempts to demonstrate such theories' practical benefits.
Grant funding for libraries
Authors: Sullivan Laura A. 
Published: November 2007

PurposeThe purpose of this article is to provide an overview of the sources for grants funding available to librariesDesign/methodology/approachThe author provides a narrative article.FindingsA number of funding sources – both government and private – exist for academic, special, and public libraries.Originality/valuePractical suggestions on where to look for possible grants funding. Additional reading on grants preparation is also provided.
Economic costs of firm‐level information infrastructure failures
Authors: Dynes Scott , Eric Johnson M. , Andrijcic Eva , Horowitz Barry 
Published: November 2007

PurposeThis paper presents a method for estimating the macro‐economic cost of a firm‐level information system disruption within a supply chain.Design/methodology/approachThe authors combine field study estimates with a Leontief‐based input‐output model to estimate the macro‐economic costs of a targeted internet outage that disrupts the supply chain.FindingsThe authors find that supply chain vulnerability or resiliency to cyber disruptions is not necessarily dependent on the types of technology employed, but rather how the technology is used to enable supply chain processes and the type of attack experienced. The authors find that some supply chains like oil and gas could be significantly impacted by certain cyber disruptions. However, similar to other causes of supply chain disruptions such as labor disputes or natural disasters, the authors find that firms can be very resilient to cyber disruptions.Research limitations/implicationsThe validity of the approach is limited by the accuracy of parameters gathered through field studies and the resolution of government economic data.Practical implicationsManagers should examine how information technology is used to enable their supply chain processes and develop capabilities that provide resilience to failures. Lean supply chains that focus on minimizing inventory may be more vulnerable to major information system failures unless they take special steps to build resilience.Originality/valueThis paper provides a new approach to estimating economic vulnerability due to supply chain information failures.
What it takes to succeed in information technology consulting
Authors: Joshi K.D. , Kuhn Kristine M. 
Published: November 2007

PurposeThis article aims to investigate prototypes of excellent performance in IT consulting and to examine the gender typing of the critical attributes used in prototyping.Design/methodology/approachExploratory qualitative data were collected from focus group sessions and interviews of employees of a large international IT consulting firm. Responses were coded according to the gender typing of elicited attributes and content analysis was used to examine responses across stakeholders and levels.FindingsThe picture that emerged of a “top performer” covered a variety of skills and attributes, and overall was somewhat masculine‐typed. An employee's own characterization of excellent performance in his/her own job level was not necessarily congruent with other stakeholders' perceptions.Research limitations/implicationsData were collected from only one US‐based company and client perceptions were not directly assessed. Future research is needed to establish how prototypes impact performance evaluations and employee outcomes.Practical implicationsList of top performer attributes suggests ways in which IS/IT curricula could be improved, and also will be useful for recruitment and development of top performers.Originality/valueThis paper goes beyond identifying necessary skill sets to examine what “excellence” means to various stakeholders. It suggests it may be critical to understand how employees match up, or not, to this prototype.
Customer complaint behaviour from the perspective of the service‐dominant logic of marketing
Authors: Tronvoll Bård 
Published: November 2007

PurposeThe purpose of this paper is to utilise the service‐dominant logic of marketing to propose a conceptual model that captures a dynamic perspective of customer complaint behaviour.Design/methodology/approachTo support the conceptual model advances in this paper, four narratives about the service industry is used. Each of these narratives represents different sectors within the service industry.FindingsCustomer complaint behaviour has often in conventional marketing been seen as a static and post‐purchase activity. This paper finds that customer complaint behaviour in services, in which exchange of ownership is absent, should be understood as a dynamic adjustment process that occurs during the service interaction and include post‐interaction activities related to the evaluation of value‐in‐use.Originality/valueThe paper contributes to a better understanding of the dynamic aspects of customer complaint behaviour.