Hamza, Muhammad, Siemon, Dominik, Akbar, Muhammad Azeem, and Rahman, Tahsinur
Subjects
Computer Science - Software Engineering
Abstract
This paper investigates the dynamics of human AI collaboration in software engineering, focusing on the use of ChatGPT. Through a thematic analysis of a hands on workshop in which 22 professional software engineers collaborated for three hours with ChatGPT, we explore the transition of AI from a mere tool to a collaborative partner. The study identifies key themes such as the evolving nature of human AI interaction, the capabilities of AI in software engineering tasks, and the challenges and limitations of integrating AI in this domain. The findings show that while AI, particularly ChatGPT, improves the efficiency of code generation and optimization, human oversight remains crucial, especially in areas requiring complex problem solving and security considerations. This research contributes to the theoretical understanding of human AI collaboration in software engineering and provides practical insights for effectively integrating AI tools into development processes. It highlights the need for clear role allocation, effective communication, and balanced AI human collaboration to realize the full potential of AI in software engineering.
Knutas, Antti, Siemon, Dominik, Tylosky, Natasha, and Maccani, Giovanni
Subjects
Computer Science - Software Engineering
Abstract
Grassroots civic tech, or software for social change, is an emerging practice where people create and then use software to create positive change in their community. In this interpretive case study, we apply Engestr\"om's expanded activity theory as a theoretical lens to analyze motivations, how they relate to for example group goals or development tool supported processes, and what contradictions emerge. Participants agreed on big picture motivations, such as learning new skills or improving the community. The main contradictions occurred inside activity systems on details of implementation or between system motives, instead of big picture motivations. Two most significant contradictions involved planning, and converging on design and technical approaches. These findings demonstrate the value of examining civic tech development processes as evolving activity systems., Comment: Preprint, to be published in the ICSE 2023 SEIS track: https://conf.researchr.org/track/icse-2023/icse-2023-SEIS
Guerrero, Ricardo, Lattemann, Christoph, Michalke, Simon, and Siemon, Dominik
Subjects
Computer Science - Computers and Society
Abstract
Personal services can be found in sectors such as education, retail, hospitality, and craftsmanship. As of today, personal service firms lack the know-how and experience on how to implement processes and practices to effectively build digital business ecosystems. This becomes an obstacle for these kinds of firms to overcome the challenges of todays digital age. Based on the guidelines of Design Science Research (DSR), we address this gap by proposing a maturity model, which offers specific guidance for this sector to be able to achieve the transition from analog to digital. The design of the model is grounded in a systematic literature review, semi-structured interviews, and a validation test involving company representatives from the field of personal services, business ecosystems, and digitalization. Results revealed a series of dimensions, capabilities, and maturity stages indicating an evolutionary path towards digital maturity for personal service firms. Thus, leading them to achieve a digital business ecosystem., Comment: This is a draft chapter. The final version is available in Handbook on Digital Business Ecosystems edited by Sabine Baumann, published in 2022, Edward Elgar Publishing Ltd https://doi.org/10.4337/9781839107191.00026
Design Science Research (DSR) has become a widespread paradigm in the Information Systems (IS) discipline to design and evaluate novel artifacts for relevant problems in a scientifically rigorous manner. With its potential to complement the traditional IS curriculum, DSR education is gaining popularity in academia, despite still being in its infancy. Our contribution applies DSR for designing and evaluating a DSR teaching framework (TF) derived from reused and expanded design principles from literature. Our approach mediates the paradigm's methodical versatility to master's students, empowering them to evaluate and create their own DSR projects interactively. We evaluated our DSR TF in a workshop with DSR educators from three countries and six universities to discuss its applicability for reuse. Additionally, we surveyed former course participants to gather their feedback and reflect on their experiences.
This editorial introduces the special issue arising from the "11th International Conference on Communities and Technologies - Humanisation of Digital Technologies". It sets the stage for a series of papers that illustrate a shift from technology-centred to human-centred approaches in the development of digital technologies. The editorial highlights the central theme of the conference, emphasising the integration of human needs and values to enhance societal well-being and environmental sustainability. It outlines the overarching goals of humanising digital technologies, discusses the significance of each of the included papers in advancing these goals, and emphasises the importance of ethical considerations and user-centred design. This issue demonstrates practical approaches to embedding human values at the core of technological innovation, ensuring that digital technologies serve societal needs and support inclusive and sustainable development. [ABSTRACT FROM AUTHOR]
Siemon, Dominik, Becker, Felix, Eckardt, Linda, and Robra-Bissantz, Susanne
Abstract
To reach their goals, companies are on a never-ending search to find new methods for innovation. In order to tackle the complex problems, which cannot be solved by a single person, the implementation of teamwork is assumed to be applicable. With this paper, we propose a framework for Collaboration Support Systems, which aims to enhance team performance. We outline the differences between teams and groups and examine collective processes that on the one hand benefit from additional knowledge and mutual stimulation, but on the other hand are negatively influenced by various cognitive and social factors. With basic principles of collaboration, we seek to tackle the negative effects of team performance and try to further enhance the benefits of collective work. In this context, we analyzed group support systems and unified research and practice of various disciplines (like collaborative problem-solving, collaborative decision making, collaborative creativity and collaborative learning), in order to develop a framework for Collaboration Support Systems. Our paper addresses on-going topics (like anonymity in collaboration systems) and presents design principles for software engineers. Based on a comprehensive literature analysis, we introduce several principles and aspects for collaboration systems that can help to better understand collaboration in teams. However, to thoroughly understand the phenomenon of digital collaboration, further research is needed.
Eckardt, Linda, Siemon, Dominik, Robra-Bissantz, Susanne, Fröschle, Hans-Peter, Series editor, Hildebrand, Knut, Series editor, Hofmann, Josephine, Series editor, Knoll, Matthias, Series editor, Meier, Andreas, Series editor, Meinhardt, Stefan, Series editor, Reinheimer, Stefan, Series editor, Robra-Bissantz, Susanne, Series editor, Strahringer, Susanne, Series editor, and Leyh, Christian, editor
Strohmann, Timo, Siemon, Dominik, Robra-Bissantz, Susanne, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Maedche, Alexander, editor, vom Brocke, Jan, editor, and Hevner, Alan, editor
Lattemann, Christoph, Siemon, Dominik, Dorawa, David, Redlich, Beke, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Marcus, Aaron, editor, and Wang, Wentao, editor
Lamprecht, Jens, Siemon, Dominik, Robra-Bissantz, Susanne, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Yuizono, Takaya, editor, Ogata, Hiroaki, editor, Hoppe, Ulrich, editor, and Vassileva, Julita, editor
With this workshop, we aim to provide a forum for participants populated by researchers, urban planners, co-creation facilitators, and representatives of municipalities to share their experiences with co-creation tools and methods in urban planning. We focus on reflecting on key issues based on CSCW (Computer Supported Cooperative Work) and PD (Participatory Design) concepts and approaches regarding engagement, participation, and consensus-making in technology-supported co-creation processes. By concentrating on spatial and urban planning practices, we will connect above mentioned actors to discuss different participation and co-creation processes among disciplines. After briefly introducing state-of-the-art co-creation techniques, Design Thinking approaches connected with supporting technologies will be examined and evaluated in group discussions by informing the presented practices with theories and concepts from CSCW and PD research.
Link, Georg J.P., Siemon, Dominik, de Vreede, Gert-Jan, Robra-Bissantz, Susanne, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Baloian, Nelson, editor, Zorian, Yervant, editor, Taslakian, Perouz, editor, and Shoukouryan, Samvel, editor
Design knowledge has become increasingly important in information systems research in recent years, with Design Science Research (DSR) as an approach to developing innovative and effective artifacts. Design Principles (DPs) have proven to be a popular tool for contributing to abstract design knowledge. The construction and formulation of DPs has become more professional in recent years, with publications providing guidance. However, the implementation by researchers of these rules needs to be investigated. To address this gap, we conducted a systematic literature review, analyzed the various forms of design knowledge that have emerged, and examined the state of design principle construction and formulation. Our analysis shows that in recent years there has been a significant increase in the number of publications dealing with DP design. Our results shed light on the characteristics and evolution of DPs, as well as their construction and formulation, and provide valuable guidance for future research.
Siemon, Dominik, Elshan, Edona, de Vreede, Triparna, Oeste-Reiß, Sarah, de Vreede, Gert Jan, Ebel, Philipp, Lappeenrannan-Lahden teknillinen yliopisto LUT, Lappeenranta-Lahti University of Technology LUT, and fi=School of Engineering Science|en=School of Engineering Science
With the advent of artificial intelligence (AI), individuals are increasingly teaming up with AI-based systems to enhance their creative collaborative performance. When working with AI-based systems, several aspects of team dynamics need to be considered, which raises the question how humans’ approach and perceive their new teammates. In an experimental setting, we investigate the influence of social presence in a group ideation process with an AI-based teammate and examine its effects on the motivation to contribute. Our results show a multi-mediation model in which social presence indirectly influences whether human team members are motivated to contribute to a team with AI-based teammates, which is mediated by willingness to depend and team-oriented commitment. Post-print / Final draft
Strohmann, Timo, Siemon, Dominik, Khosrawi-Rad, Bijan, and Robra-Bissantz, Susanne
Subjects
*INTELLIGENT personal assistants, *AVATARS (Virtual reality), *VIRTUAL design, *AMAZON Echo, *LANGUAGE models, *MENTAL health services, *PSYCHOLOGICAL well-being, *VIRTUAL communities
Abstract
While the theories of human-human interaction guided us in the initial conceptualization of the VCS concept, as well as the associated DP1 regarding human-like design (Krämer et al., [88]), these should be understood as supporting literature (Möller et al., [108]), rather than representing the ideal image of a VCS design. The evolution of CAs from being simple virtual assistants or chatbots to virtual companions designed to have a benevolent and long-term relationship with humans, can be explained primarily by the fact that humans often mindlessly apply the same social heuristics used in human interaction to the CA when they display characteristics similar to those of humans (Moon, [109]). HT
Term
Description
Virtual Companionship (VCS)
A collaborative and friendly long-term relationship between a human and a machine, in which VCS comprises adaptability, an appropriate human-like appearance, human-like behavior, understanding of and adaption to the user, proactive and reciprocal behavior, and preserving of transparency, privacy, and ethics. As with usage intention, stimulating companionship and help were rated higher for the interaction with I Sarah i than for the interaction with the virtual assistant (Usage intention: Z = 6.38, p <.001; Stimulating companionship: Z = 10.91, p <.001; Help: Z = 12.39, p <.001), meaning that I Sarah i has a better collaborative and friendly long-term relationship with the user (supporting TP5 and TP2). In building a theoretical framework for VCS, we first turn to basic human-human interaction theories and discuss their applicability to human-machine interaction, as these provide us with a starting point to explain VCS (Krämer et al., [88], [90]). [Extracted from the article]
Becker, Felix, Siemon, Dominik, Robra-Bissantz, Susanne, Lappeenrannan-Lahden teknillinen yliopisto LUT, Lappeenranta-Lahti University of Technology LUT, and fi=School of Engineering Science|en=School of Engineering Science
Citizen participation is a vital aspect for smart cities, as solutions developed by and with citizens promote transparent and participatory collaboration within a city and foster the development and construction of a meaningful living environment. However, design knowledge on citizen-initiated and at the same time ICT-supported participation projects (referred to as Smart Participation) are scarce in practice and under-researched. In this paper, we follow a Design Science Research approach to create design knowledge for smart participation scenarios. Based on ten conducted expert interviews with active participants and issues identified within the literature, we create seven design principles. We subsequently evaluate the design principles with four additional experts who designed and are currently operating a large participation platform. Our results contribute prescriptive design knowledge for both practice and research on how to design and beneficially facilitate smart participation in the context of smart cities. Post-print / Final draft
ORGANIZATION management, DIGITAL technology, FILM scriptwriting, INDUSTRIAL management, DESIGN science
Abstract
Advances in technology have led to the creation of virtual worlds where people can interact with intelligent characters representing organizations. As these interactions increase, it's crucial to understand digital character design and its societal and business implications. This research aims to investigate the design elements of digital characters and provide prescriptive knowledge for organizations. Using the design science research paradigm, we'll answer the question of how to design digital characters that best represent a company. We draw on theories from human-computer interaction, marketing and brand design, corporate communications, and character design from industries such as game design and screenwriting. [ABSTRACT FROM AUTHOR]
Michalke, Simon, Lohrenz, Lisa, Siemon, Dominik, Lattemann, Christoph, Robra-Bissantz, Susanne, Lappeenrannan-Lahden teknillinen yliopisto LUT, Lappeenranta-Lahti University of Technology LUT, and fi=School of Engineering Science|en=School of Engineering Science
Abstract
Modern technologies, globalization, and deregulation have led to the development of organizational ecosystems heavily reliant on digital platforms. In these ecosystems, heterogeneous actors integrate knowledge and resources to their mutual benefit. This co-creation of value in complex ecosystems created some of today's most successful companies such as Google, Apple, and Facebook. Nonetheless, the management of value co-creation was and remains a challenge. The successful development and management of digital engagement platforms relies on the design of governance structures and mechanisms that attract and bind a critical mass of actors, balance their heterogeneous interests, and ensure future success through continuous innovation. To address this challenge, we employ the Design Science Research approach and derive four design principles, including 13 mechanisms and 32 enactors, based on expert interviews with 14 platform operators from the personal service sector. These findings provide practical knowledge on how to design key features of engagement platforms. Post-print / Final draft
Siemon, Dominik, Strohmann, Timo, Michalke, Simon, Lappeenrannan-Lahden teknillinen yliopisto LUT, Lappeenranta-Lahti University of Technology LUT, and fi=School of Engineering Science|en=School of Engineering Science
Subjects
Creativity, Artificial Intelligence, Entrepreneurship, Idea generation, Innovation, GeneralLiterature_MISCELLANEOUS
Abstract
This article shows how the creative performance of start-ups or established organizations can be improved through the use of AI-based systems for actively promoting creative processes. With insights from two studies conducted with entrepreneurs, innovation managers and workshop facilitators, we provide recommendations for companies and entrepreneurs on the ability of AI to support creative potential to remain innovative and marketable in the long term. Our studies cover aspects such as AI for entrepreneurial activities or creativity workshops and show how to make use of AI-based systems to enhance the creative potential of the person, the process or the press (environment). Our findings also provide theoretical insights into the perception of AI as an equal partner and call for further research on the design of AI for the future creative workplace. Post-print / Final draft
Individuals tend to hold back their ideas because they feel concerned about being evaluated. This leads to the untapped creative potential for organisations that depend on the creative abilities and ideas of their employees, as idea evaluation is essential for further developing and assessing creative ideas that inhibit the potential to turn into innovative products or services. In my research, I propose the use of AI-based computer systems for idea evaluation to address evaluation apprehension. With the help of an experiment (n = 228), I test whether individuals feel concerned about evaluation when a computer evaluates their idea. The results show that people do not feel evaluation apprehension when they present their idea to an AI-based system, but in contrast, feel concerned when they present their idea to a human. These findings contribute to the theory of evaluation apprehension but also to theories of human-computer collaboration and hold potential for companies to increase their creative outcome. [ABSTRACT FROM AUTHOR]