Design Science Research As Movement Between Individual and Generic Situation-Problem-Solution Spaces
Design Science Research As Movement Between Individual and Generic Situation-Problem-Solution Spaces
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Erik Perjons
Stockholm University
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1 Introduction
1.1 Motivation
Design science research [1,2,3] is related to finding new solutions for problems
known or unknown [4]. To count as related to research, a solution should be of a ge-
neric nature, i.e., applicable not only to one unique situation, but to a class of similar
situations. A generic solution for real-life problems cannot be proven in a formal way,
but requires testing via implementation of the solution in one or more situations and
investigation whether it solves the intended problem or not. The solidness of the veri-
fication, of course, depends on the number of implementations, and the diversity of
situations in which the solution has been tested. However, the first step always is to
implement and verify a generic solution in at least one situation. In the literature, this
is called demonstration [1].
There is a substantial difference between design science on one hand and wide
spread qualitative and quantitative empirical methods [5] on the other. The latter are
aimed to investigate real life situations as is, or as they were at some point in the past,
and find commonalities between them which can give rise to a theory that explains
the current or past state of affairs. Focusing on the present and past also allows em-
ploying statistical methods as there is a possibility to gather information on many
similar real-life situations, insuring that the size of a sample is sufficiently large for
relying on statistical methods.
Focusing on the present and past in such a dynamic area as IS has a major draw-
back. Such a focus means that research follows the industry/practice and explains its
successes and failures rather than showing new ways to proceed. Design science re-
search with its focus on generic problem solving tries to overcome this drawback.
This kind of research can be considered as an activity aimed at generating and testing
hypotheses about future solutions. Therefore, demonstration is a critical part of design
science, as it shows whether a hypothesis is worth adoption or needs to be discarded
or improved.
Design science research, on its own, cannot provide sufficient evidence in favor of
a hypothesis. It can only demonstrate that it could work in one or several specific
situations. The real proof comes when and if the industry/practice adopts the solution,
which generates sufficiently many examples of its usage in real life, so that standard
empirical methods can be employed to prove or disprove the hypothesis generated by
design science. Therefore, design science research cannot be placed in the same cate-
gory as standard empirical methods, but should be regarded as complimentary to
them.
Summarizing the above deliberations, we agree with [2] that design science repre-
sents a distinct research paradigm – generating hypotheses on how the future could
look like and making initial filtering of them in order to remove hypotheses not worth
of pursuing. IS is not the only field within the social sciences where design science
research is applicable. Marxist theory, when it first emerged, can be said to have fol-
lowed the design science approach by proposing a solution for all the evils of capital-
ism, though it failed to produce even one demonstration where this solution would
work. The difference of IS from other fields in the social sciences is the greater dy-
namics of the IS industry/practice, where new solutions are introduced and tested all
the time. This gives a greater opportunity for design science research to take a leading
position in this field.
As explained in Section 1.2, design science research aims at generating and testing
generic solutions for various problems. To do that, a researcher needs to move in and
between two worlds: the world of real situations and real solutions, and the world of
generic (abstract) situations and solutions. The movements in these two worlds cannot
be totally independent of each other; movement in one world needs to be coordinated
with movement in the other world.
3
There is no fixed way in which the movement inside and between the two worlds
should be accomplished. One can start with designing a new solution for a known
problem and then design a generic solution based on it, using the individual solution
as an example. One can also start from the opposite pole – design a generic solution
for the problem unknown and search for a situation where such generic solution can
be applied to transform this situation to a better one.
The goal of this paper is not to prescribe the way to conduct research, but define a
"map" that includes both worlds. The map is aimed at helping the researcher to plan
his/her movements inside and between the worlds, and find a way out when a kind of
dead end is reached. For example, if a generic solution does not work very well in a
situation where it should, the researcher does not need to rush to discard the solution,
or try to modify it. He/she can instead try to find some other type of situations, or
other problems where the solution fits better.
The rest of the paper is structured in the following way. In section 2, we introduce
a number of quasi-formal notions, with the help of which we can define the meaning
of design science research and the ways it could be conducted. In Section 3, we dis-
cuss in which circumstances individual problem solving gives opportunities for de-
sign science research. In section 4, we discuss examples of a research that aims at
finding a generic solution from the beginning. Section 4.1 discusses a case where a
researcher moves to the world of generic situation/solutions in order to find a solution
for a problem in a particular real-life situation. The individual solution is then ob-
tained by instantiation of the newly designed generic solution. In section 4.2, we dis-
cuss a case where research starts from finding a generic solution and proceeds to find-
ing a situation where it could be applied. Section 5 reviews related works. Section 6 is
devoted to the discussion of the material presented. Section 7 presents plans for future
work.
• +1 is assigned if transforming situation s into s' solves problem P. In this case s' is
said to be a solution for problem P in situation s.
• -1 is assigned otherwise.
As the next step, we introduce a space for generic problem solving as consisting of
three dimensions: generic situation as-is, generic situation to-be, and generic prob-
lem, see Fig. 2. We consider that a generic situation (as-is or to-be) is represented by
some kind of a template (t or t') that defines a set of similar situations, the template
serving as an extension of this set. A point <t, t', GP> in this space is called a hypoth-
esis.
As the third step we establish correspondence between the two spaces based on the
following rule test case <s, s', P> serves as representation (or instantiation) of hypoth-
esis <t, t', GP> if situation as-is s belongs to the generic situation as-is defined by
template t, situation to-be s' belongs to the generic situation to-be defined by template
t', and problem P belongs to the generic problem GP, see Fig 3.
+1 s
P
situation as-is
problem
generic problem
Fig. 2. Generic SPS-space
Based on the correspondence between the two spaces, we can assign a weight to a
hypothesis according to the following rule:
• -1, if there is a test case <s, s', P> with weight -1 that represents the given hypothe-
sis <t, t', GP>. In this case, we say that t' cannot serve as a generic solution for ge-
neric problem GP in generic situation t.
• 0 if there is one or few test cases <s, s', P> with weight +1 that represent the given
hypothesis <t, t', GP>. In this case, we call t' a potential generic solution for gener-
ic problem GP in generic situation t.
• +1 if there are many test cases <s, s', P> with weight +1 that represent the given
hypothesis <t, t', GP>. In this case, we call t' a verified solution for generic prob-
lem GP in generic situation t.
In the following Subsections 2.1 – 2.3, we will explain the three steps above in more
details.
5
test case situation to-be
s’
+1 s situation as-is
P generic situation to-be
problem
t’
0 t
hypothesis
GP
generic situation as-is
generic problem
Denote the set of all possible situations s as S. S includes all situations that are in
effect now, the ones that happened in the past, and the ones that could be imagined in
the future.
Transformation of situation s (situation as-is) into situation s' (situation to-be) is
called implementation of s' in s, and is denoted s'←s.
As soon as the transformation happens, the original situation becomes part of the
past, and the new one changes the status of being imaginary (possible) to becoming
part of the present. We consider that this transformation is, normally, not reversible,
i.e., the old situation cannot be restored, and thus no other transformation can be ap-
plied to it. For example, if SoftMotors fires all their sales staff and hire engineers to
conduct sales activities instead, we consider the old situation as not reachable. Even if
the old staff is rehired, probably, their trust in SoftMotors management will not re-
main the same.
Completing implementation is associated with costs in effort and time. The closer
situation s' is to s, the smaller is the cost of transformation. It is impossible to define
the concept of closeness in strict terms for a general case. In this paper, we just con-
sider that the more s and s' share the same elements and internal structure, the closer
they are, which potentially leads to lower costs of implementing s' in s. For example,
the result of introducing a CRM (Customer Relationship Management) system at the
sales office of SoftMotors (without changing its staff) can be considered as relatively
close to the original situation in which there was no CRM system in place.
We also consider that there is some limitation on the "length" of a possible trans-
formation). For example, we may consider that a situation in which SoftMotors sales
office changes their sales people to engineers as reachable, but the sales office becom-
ing the engineering department as unreachable. Note, that a situation not reachable in
one transformation may be reachable is several consecutive transformations over
time. Denote the set of situations reachable from s as R(s).
A problem P is a set of situations (P ⊂ S) considered to be undesirable from some
point of view. As an example, suppose that in the sales office of SoftMotors, each
sales person works on his/her own and never coordinates his/her work with the col-
leagues. Management considers this situation as a problem, as prospects could be lost
when a sales person pursuing it becomes temporarily (sick) or permanently (leaves
the company) unavailable. Formally, this problem can be defined as a set of situations
in which
Let P be a problem, then for each situation s that belongs to P (s ∈ P) we say that
situation s has problem P, or there is a problem P in situation s. 1 Denote the set of all
possible problems P as Π 2.
A solution for a problem P in situation s (s ∈ P) is a situation s' such that s' does
not have problem P, i.e. s'∉ P. An example of a solution to the problem above is a
situation in which:
We call a solution s' justifiable if the cost of the implementation is reasonable with
respect to the seriousness of the problem P in s that the solution is aimed to solve. 3
We call a solution s' acceptable if it does not contain any other major problem that
is not present in s. For example, the CRM system to be implemented is so difficult to
use that all current sales staff will not be able to handle it, and everybody leaves.
Testing s' as an acceptable solution for a problem P in s means implementing s' in s
and verifying that:
─ s' is justifiable for P in s,
1
The problem can be defined in very broad terms, however, for all practical purposes only the
intersection between the problem P and a set of situations reachable from s, R(s) is im-
portant for any given situation s.
2
Π ⊂ P(S), where P(S) is the set of all subsets of set S.
3
Obviously, the first sign of "justifiable" is being "reachable", i.e. s' ∈ R(s).
7
─ s' is really a solution for s, i.e., s'∉ P, and
─ s' is acceptable, i.e., does not include other major problems.
We consider that all templates are constructed from a universal set of variables V. For
example, in template (1)-(8) above, variable x stays for a company. 4
4
Existence of a template presumes existence of an algorithm that generates all situations that
belong to a given template t by assigning values to the variables of the template.
Assigning each variable v ∈ V a value is called a mapping. Denote a set of all pos-
sible mappings as M. Let m ∈ M be a mapping and t ∈ T a template, then situation s
obtained from t by substituting variables in t with values according to m is called in-
stantiation of t via m, and is denoted as s = t(m).
The example considered in section 2.1 is an instantiation of template (2) above,
where map m = {x = SoftMotors, y = Stockholm}.
A class of situations defined by template t is denoted as GS(t), GS(t) = { s = t(m) |
m ∈ M}; in other words, GS(t) includes all possible instantiations of template t.
A pair of templates t', t defines a class of transformation {s'←s | s' = t'(m), s = t(m),
m ∈ M}. We will call such class a generic transformation, or g-transformation for
short, and denote it as t'←t. A g-transformation t'←t defines a transformation for each
situation s from GS(t) into a situation s' from GS(t').
Using templates (1)-(7) above, we can define the following generic transfor-
mations:
The first three transformations, (5) ← (4), (6) ← (4), (7) ← (4), refer to introducing a
CRM system where it did not exist, the last one, (6) ← (5), refers to changing the
existing CRM system from Oracle to Salesforce.
A problem that exists in all instances of some generic situation is called a generic
problem and is denoted as GP. Formally, we can define a generic problem as follows:
let GS(t) ∈ Σ be a g-situation and GP ∈ Π be a problem such that GS(t) ⊆ GP, then
we say that g-situation GS(t) has (generic) problem GP, or there is a (generic) prob-
lem GP in g-situation GS(t) 5.
A generic solution or g-solution for short for a (generic) problem GP in g-situation
GS(t) (GS(t) ⊂ GP) defined by template t is a template t', such that GS(t') ∩ GP = ∅.
In other words, all situations that belong to GS(t') do not have problem GP.
For example, templates (5), (6), (7) represent generic solutions for the generic
problem defined by template (3) in situation (4).
A g-solution GS(t') is called justifiable for GS(t) if for each m ∈ M, t'(m) is justifi-
able for situation t(m). In the same way, a g-solution GS(t') is called acceptable if for
each m ∈ M, t'(m) is acceptable solution for problem GP in situation t(m) 6.
A space with dimensions T (template for g-situation as-is), T (template for g-
situation to-be), Π (generic problem) of the kind in Fig. 2 is called a generic Situa-
tion-Problem-Solution space, or generic SPS-space for short. A point <t, t', GP> in
the generic SPS-space is called a hypothesis.
We say that test case <s, s', P> corresponds to the hypothesis <t, t', GP> if there
exists a mapping m ∈ M such that s = t(m) and s' = t'(m) and R(s)∩P = R(s)∩GP,
which is illustrated in Fig. 3. We also say that test case <s, s', P> represents hypothe-
sis <t, t', GP>, or hypothesis <t, t', GP> generalizes test case <s, s', P>, and denote
this fact as <s, s', P> ⇔ <t, t', GP>.
5
Using templates, GS(t) has a problem GP if for each m ∈ M, t(m) ∈ GP.
6
Note that our notion of solution template roughly corresponds to the idea of artifact widely
used in the design science literature [2,3].
9
Let <s, s', P> be a test case that represents hypothesis <t, t', GP>, i.e., <s, s', P> ⇔
<t, t', GP>, to which weight +1 has been assigned. Then we call <s, s', P> a demon-
stration for template t' to be an acceptable g-solution for generic problem GP in g-
situation GS(t) .
Let <t, t', GP> be a hypothesis, and r be a representative sets of corresponding test
cases such that r ={<s, s', P> | <s, s', P> ⇔ <t, t', GP>, and for each pair <s1, s'1, p1>,
<s2, s'2, p2> ∈ r, s1 ≠ s2} and to each test case <s, s', P> ∈ r weight +1 has been as-
signed. Then we call r a verification for t' being an acceptable g-solution for generic
problem GP in g-situation GS(t). We will not try to clarify the meaning of representa-
tive set, just assuming that the larger is the set the more solid is verification. 7
Now, we can assign weights to the hypothesis <t, t', GP> from the generic SPS-
space. This is done according to the following rule:
─ Positive weight of +1 is assigned if there is a verification for template t' to be an
acceptable g-solution for problem GP in g-situation GS(t).
─ Negative weight of -1 is assigned if there is a corresponding test case in the in-
dividual SPS-space <s, s', P> ⇔ <t, t', GP> with the weight -1 assigned to it.
As was defined in Section 2.1, negative weight means that solution s' has been
tried for P in s and showed to be no solution at all, or an unacceptable solution.
─ Weight 0 is assigned if there is at least one demonstration for <t, t', GP> (and
no negative examples have been found so far).
As we see from the list, demonstration and verification are essential parts of the de-
sign science research, which means that the research activities are not concentrated
only in the generic SPS-space, but researchers also needs to move between generic
7
Note that we can consider any individual situations s as a generic one GS, where set GS
consists of one element only, GS = {s}. In this case, the template for GS would not contain
any variables. Such interpretation could reduce the number of SPS-spaces to consider from
two to one. Though this solution could be preferable from the pure mathematical point of
view, we will not pursue it in this paper, as we consider the two spaces construction as being
easier to explain and visualized.
and individual SPS-spaces. Here, we need to add one reservation. As was already
mentioned in Section 2.3, it is not feasible for a design science researcher to test a
generic solution in a number of cases sufficient to verify it. To provide conditions for
sufficient verification, industry/practice should adopt the solution, so that there will be
many cases available for investigation. Investigating these cases, carried out without
the involvement of the original design science researchers, falls into the scope of em-
pirical research (using qualitative and quantitative methods). It is this kind of research
that can provide final verification of a generic solution.
Though not equal to individual problem solving, design science research can be initi-
ated by finding a solution for a specific problem in a specific situation. Cases of prob-
lem solving that offers opportunities for research are discussed in [4], and are visual-
ized in the Application Domain Maturity/Solution Maturity matrix. Below, we for-
malize the findings from [4] by introducing four different types of individual problem
solving. The matrix, adapted to our terminology, is presented in Fig. 4. The main
difference between our matrix and the original one from [4] is the names of the quad-
rants, the original names from [4] are presented in parenthesis in Fig. 4.
(Improvement) (Invention)
Develop new solutions for Invent new solutions for
known problems new problems
Solution Maturity
High Low
Application Domain Maturity
Fig. 4. The Application Domain Maturity/Solution Maturity matrix adopted from [4]
11
test case situation to-be
s’
s situation as-is
P generic situation to-be
problem t’
+1 t
hypothesis
GP
generic situation as-is
generic problem
Formally, routine problem solving means finding <t, t', GP> with weight +1 such
that R(s) ∩ P = R(s) ∩ GP and there is a mapping m ∈ M for which s = t(m), and
using t'(m) as a solution for problem P in s.
Routine problem solving in its pure form offers no opportunity for design science
research.
2. Innovative problem solving (see Fig. 6) - finding a solution s' for a problem P in
situation s that cannot be derived from an already known g-solution. Innovative
problem solving concerns finding a new (or the first) solution for a known prob-
lem.
? s situation as-is
P generic situation to-be
problem
t’
3. Transfer - testing a generic solution designed for another problem or the same
problem in different class of situations, or both.
Formally, transfer means applying hypothesis <t, t', GP> (with weight of +1) to a
test case <s, s', P> such that GP ∩ R(s)≠ P ∩ R(s) (different problem in relation to
the current situation), or s ∉ GS(t) (different original situation) or both.
Example: We can use the same example as for Innovative problem solving above,
but assume that the sales office of SoftMotors in Stockholm functions very well,
and there are no particular problems to solve. In this case, designing and introduc-
ing a system to support sales activities that is not similar to any known sales sup-
port systems constitutes an invention. The difference between the two cases is as
13
follows. Innovative problem solving will require validating that the problem has
been solved, while invention will require investigation of which previously uniden-
tified problems have been solved.
Invention presents an opportunity for researchers to find a new hypothesis <t, t',
GP> in the generic SPS-space for which <s, s', P> is a representation. If found, <t,
t', GP> gets the weight of 0, test case <s, s', P> in the individual SPS-space being
regarded as a demonstration.
Any of the of individual problem solving types presented in the previous section,
except the routine one, can serve as a starting point for initiating design science re-
search via generalizing a newfound solution and finding a point in the generic SPS-
space that this solution represents. However, starting from the individual problem
solving is not the only way of conducting design science research. The movement
between individual and generic SPS-spaces can be done in many different ways. In
this section, we present examples of generic problem solving from our practice. Note
that these examples do not cover all alternatives of generic problem solving. Section
4.1 discusses a case where a researcher moves to the world of generic situa-
tion/solutions in order to find a solution for a problem in a particular real-life situa-
tion. The individual solution is then obtained by instantiation of the newly designed
generic solution. In section 4.2, we discuss a case where research starts from finding a
generic solution and proceeds to finding a situation where it could be applied.
It can also be both, first a researcher identifies a specific problem in a specific situa-
tion and then discovers that the generic problem related to it is already known.
Fig. 7 illustrates steps in innovative generic problem solving. If research is initiated
by discovering an individual problem (case 1 in the list above), the following seven
steps could be applied:
1. Establish (refine) the problem P for the given situation s (arrow 1 in Fig. 7)
2. Generalize the situation by creating a template t for which s is instantiation (arrow
2a), and defining a generic problem GP that includes P (arrow 2b)
3. Design a solution template t' (arrow 3)
4. Instantiate a solution to a situation to-be s' (arrow 4)
5. Implement s' in s
6. Evaluate the result and assign a weight to test case <s, s', P> in the individual SPS-
space
7. Promote the result to the hypothesis <t, t', GP> in the generic SPS-space. If <s, s',
P > is assigned weight +1 then <t, t', GP > gets weight 0 (see Fig. 3), otherwise -1.
?
s situation as-is
P 1
generic situation to-be
2a 4
problem t’
2b
? t
hypothesis 3
GP
generic situation as-is
generic problem
Fig. 7. Generic innovation
If research start with a known generic problem (case 2 in the list presented in the be-
ginning of this subsection), the process starts with step 3 (see Fig. 7), and will require
additional step between steps 3 and 4 of finding a situation s to which a solution can
be applied. This new step may also be required in a case when, due to some practical
reasons, the generic solution cannot be tested in the original situation from which the
search for a solution has been initiated. For example, the situation may no longer exist
by the time a generic solution has been found.
15
To illustrate IG problem solving, we will shortly overview a case from our own
practice. In 2003-2006, we were engaged in a research project, called INKA [6]
aimed at investigating effects from the introduction of an integrated business process
support and knowledge management system into operational practice of a non-profit
interest organization. Soon after the first version of the system had been developed
and put into operation, we discovered that very few used it, which made it impossible
to investigate any effects. An investigation was conducted on the causes of the failure,
which resulted in critique of the usability of the system, i.e., the system design was
not sufficiently intuitive and user-friendly.
After this discovery, the user interface of the system was totally redesigned [7] and
the users were once more invited to use the system. The result was negative this time
as well, i.e., very few used the system. However, nobody was criticizing the system
design any longer. The situation was plainly explained by a statement from one of the
supposed users: “I am sure that the system is very good, but I do not know what I
should use it for”. As nobody was “blaming” the system, the attention of our research
group was moved to search for the reasons of failure elsewhere.
As the research focus in the project was not in the introduction process itself, we
tried to apply routine problem solving first. However, our search for a generic solu-
tion in the literature gave no result. Solutions recommended for conducting an organi-
zational change where related to planning it in the right way from the very beginning.
This was not the case in our project. We were in the middle of not so successful sys-
tem introduction that we could not "rewind". The only way to proceed for us was to
invent a solution ourselves.
A solution was designed as a general methodology for conducting a system intro-
duction process that was possible to apply even in the middle of unsuccessful intro-
duction [8] (In Swedish). The methodology was called A3 – Assess-Adjust-Apply.
The main idea behind A3 is a number of measurable parameters that can be assessed
at any point of introduction process, and a number of means of control that can be
employed for influencing the values of these parameters, see Fig. 8. The means are
grouped into three categories: actions, tools and strategies. The process is driven by
periodic assessment of parameters and choosing means of controls to proceed based
on the values of these parameters.
A3 was tested in the original situation with some success. We were able to higher
the usage of the system to some degree. However, due to the reason outside our con-
trol, i.e. changes in the management of the interest organization with which we
worked, we could not fully complete our testing.
Summarizing the above, we started with a situation with a problem – introduction
process that "stammered". We generalized the problem and devised a generic solution
for it – a way of conducting the introduction process that drives the system usage up.
We (partly) applied this generic solution to the original situation. Right now, we are
still looking for new situations where A3 can be applied to subject our generic solution
to additional tests.
Engage Plan for Gradually Continuously
Strategies authoroties short-term increase scope adjust perfor-
wins of system use mance goals
[K6] [K7] [SY4]
Parameters
Fig. 8. Element of A3
17
Human-Assisting Human-Assisted
The main idea of human-assisted systems was that the users and the system should
work in a symbiosis. The symbiosis should be flexible which means such cooperation
between the system and its users where the distribution of responsibilities between
them may change in time. It means that the points of interaction between the system
and its users may change, thus we need to have a model in which such changes do not
require substantial modifications. The latter requires having a model in which both
human and system actions are represented uniformly on equal footing.
The project was of theoretical nature. We had one example in mind though, creat-
ing a computer programmer's secretary, a system that would help a programmer to
managed his/her job, i.e., to ensure that the programmer does not forget to compile
and test after making changes in the source code. The “secretary” should considerably
extend the capability of the tools like make/build that existed at the time. The project
continued for two years, from 1984 to 1986, and produced a model that consisted of
the following components:
─ a set of atoms,
─ a set of objects
─ a code of laws and
─ a set of connectors, each connector hanging on a group of objects that must
obey a certain law.
Objects have complex structure expressed by including in their “bodies” a set of con-
nectors that hang on other objects making the latter sub-objects to the former. An
object's body can also include a connector hanging on the object itself. The dynamics
of the objects-connectors model can be defined by a machine in which a connector is
regarded as a processing unit that monitors its operands. A connector:
─ awakes when one of its operands has been changed,
─ checks whether the law still holds by reading the condition,
─ restores it when it has been broken,
─ falls asleep.
A law can be fully deterministic, or not. Non-determinism can concern the condition
of awakening, or rules of restoring the low, or both. A connector with a non-
deterministic law is called a boundary connector. A boundary connector cannot do its
job alone. Some help is needed, and here is where human being are introduced in the
model. Humans are parts of boundary connectors to help when to awake, or/and how
to restore the state of the objects entrusted to this connector.
As we mentioned above, a connector can both be included in the body of an object,
and “hang” on this object. This allows an object to reconfigure itself based on changes
in other objects. Such reconfiguration can include adding new connecters or removing
the existing ones, including the one that completes the reconfiguration itself. The
model itself was published later as a theoretical platform [10, 11].
It took several years to figure out in which situations the objects-connectors model
could be applied. At that time the author who had participated in the CHAOS project
worked for a small Swedish IT-consulting company. The company had developed a
system to assist salespersons in the pharmaceutical industry, and the author's task was
to support and further develop this system.
A salesperson in this industry was driving around the country, meeting doctors at
various hospitals and leaving them samples of new drugs. The system was intended to
keep order in his/her business, e.g., plan the trips, have a track of which samples
where left in which hospital, and when it is time to follow up the previously made
contact. It also helped to gather statistics and analyze sales potential. The business,
hence the system, was built around such concepts as, activity, plan activity, report
execution of activity, plan follow-up activities, like a phone call.
While working with the system, the author built a model of the sales business in
the pharmaceutical domain in terms of objects-connectors model. In this model, a
sales lead on which a sales-person is working is represented as an object. As sub-
objects, the model includes a hospital, and a doctor to whom this particular lead is
related. A planned activity is represented by a boundary connector that wakes up at
the deadline point and asks the salesperson to complete it. While executing the activi-
ty, the sales person writes a report and plans further activities. In terms of the model,
the boundary connector that represents a planned activity removes itself from the
body of the lead-object adding at the same time some other connectors (i.e., new
planned activities) to it. Part of these activities are calculated based on the fixed rules,
others are added manually by the sales person behind the “steering wheel” of the
boundary connector that represent an activity under execution.
Creating a model as above gave an idea of one generic situation for which the ob-
jects-connectors model could be applied. It could be used for building IT-systems that
support business processes. This was tested in several areas with some successes and
failures, details of which are reported in [9].
The case above represents a generic invention that consisted of creating a high-
level model without having a well-formulated individual or generic situation in mind.
An application area for this model was discovered later and more or less by chance.
Note, however, that it was not actually a pure chance, as the authors were looking for
a generic situation where the model could fit.
19
5 Related research
Design science has been proposed as a distinct paradigm in information systems re-
search. In [2], the design science paradigm is contrasted to the behavioral science
paradigm. Behavioral science aims at creating theories that explain and predict human
and organizational phenomena in the context of information systems. Design science,
on the other hand, is the scientific study of artifacts within practices as they are devel-
oped and used by people with the goal of solving practical problems. Historically,
design science originates from the engineering disciplines and the sciences of the
artificial [2]. Its study object is the creation and use of artifacts that can advance indi-
vidual as well as organizational and societal flourishing. A main tenet of design sci-
ence is that knowledge and understanding of a practical problem and its solution can
be acquired through the creation and use of an artifact, e.g., an IT system, a model or
a method.
In design science, the artifact represents a general solution to a class of problems
[3]. In this chapter we have introduced the concept of generic problem, generic solu-
tion as well as generic situation. We interpret design science research as a movement
between two worlds: the world of real (individual) situations and real solutions, and
the world of generic (abstract) situations and solutions. This movement between these
two worlds is also described in the work of Lee and others [12], but the two worlds in
this work are called the instance domain and the abstract domain. In [12], moving
from an instance problem and an instance solution to an abstract problem and an ab-
stract solution is called abstraction, and is seen as a way of theorizing in Design Sci-
ence. Moving from an abstract problem and an abstract solution to an instance prob-
lem and an instance solution is called de-abstraction.
In comparison with our approach, [12] does not use the concept of situation. We
believe that adding this concept extends the options for a researcher to proceed when
a particular test case shows negative results. Besides an option to modify the proposed
solution/artifact, the researcher can search for a different, in some respect, situation
where the solution/artifact may work.
Designing artifacts can be viewed as a search process through a solution space,
[13]. According to this view, the designer starts with setting up a solution space con-
sisting of possible solutions to a given problem. The designer then makes a first de-
sign decision, thereby pruning away parts of the solution space. He/she continues and
makes further design decisions, which further narrow the space. The process goes on
and can be viewed as a systematic exploration of the solution space. At each step, the
designer is guided in her decision making by some criteria and requirements on the
artifact. This guidance can sometimes take the form of a goodness or utility function,
which can be used to determine which design decisions to make. The author of [13]
has even argued that the search process can be more or less automated using AI tech-
niques. Though this has not proved feasible, the view of design as a search process is
useful in supporting communication, planning and structuring of design work. Our
work is akin to that of [13] but differs in that we introduce a space that is spanned by
the dimensions of solutions as well as problems and situations.
In the work of Anderson and others [4], four cases of problem solving that give
opportunity for research are presented. These four cases have been formalized in sec-
tion 3 according to our basic concepts. The chapter also introduces other types of
movement between individual and generic SPS-spaces, such as innovative generic
problem solving, see Section 4.1. The work by Sein and others in [14] points out that
IT artifact are typically developed and shaped by their interaction with an organiza-
tional context. Therefore, design science research needs to interleave concurrently the
activities of creating an artifact, introducing it into an organization, and evaluating it.
The basic assumptions of this approach are reflected in our notions of moving be-
tween the individual and generic SPS-spaces.
Fischer and Gregor [15] argue for a more thorough investigation of reasoning logic
of models for carrying out design science research. They present an idealized model
of the hypothetico-deductive method, including the contexts of discovery and justifi-
cation, and forms of reasoning. Our chapter can be interpreted as a attempt to investi-
gate the reasoning logic in design science.
6 Discussion
In this section, we discuss how the notions introduced in this paper could be used for
explaining and conducting design science research. We do not intend to analyze all
aspects of design science research process, the aim being just to demonstrate how the
proposed apparatus could be used in various stages of the process.
• Generating a hypothesis equals to finding a new point <t, t', GP> in the generic
SPS-space that has not been investigated at all, or only partly investigated in the
past.
• Testing the hypothesis equals to:
─ Finding a test case <s, s', P> in the individual SPS-space such that it represents
hypothesis <t, t', GP>, i.e.: <s, s', P> ⇔ <t, t', GP>
─ Implementing s' in s
─ Evaluating whether s' is an acceptable solution for problem p in situation s.
As was discussed in Sections 3 and 4, the order in which the steps above are com-
pleted can differ from case to case. For example, in one case, hypothesis generation
can precede testing (Sections 4), and in the next case, it could be vice versa (section
3).
With the help of our notions, the final state of the design science research process
could be represented as an octo-tuple < t, t', GP, s, s', P, i, w>, where i is a boolean
variable that shows whether the solution s' has been implemented in s, w is the weight
21
(i.e., +1, 0 or -1) assigned to <s, s', P>. If we allow any component of the octo-tuple
to be undefined, (denote this fact as "?"), then the octo-tuple can be used to represent
an intermediate state of the research process. Below, we present two examples of
intermediate states along with descriptions of steps they warrant for continuing the
research process:
─ < ?, ?, ?, s, s', P, true, +1> - research that starts from the individual problem
solving, e.g., invention, and requires generalization as its next step
─ <?, t', ?, ?, ?, ?, ?, ?, ?> - research that starts with discovering a generic solution
for a problem unknown. This state warrants discovering a generic situation
where the solution could be applied. This is the case with generic invention as
described in Section 4.2.
Finding a way for representing the state of the design science research process allows
us to consider this process as any other business process, at least from the state-
oriented point of view [16]. The main concept of the state-oriented view on business
processes is a state of the process instance. The state is defined as a position in some
state space. A state space is considered multidimensional, where each dimension rep-
resents some important parameter (and its possible values) of the business process.
Each point in the state space represents a possible result of the execution of a process
instance. If we add the time axis to the state space, then a trajectory (curve) in the
space-time will represent a possible execution of a process instance in time. A process
type is defined as a subset of allowed trajectories in space-time. The goal of a process
instance is defined as reaching a certain area (surface) in the state space called the set
of final states. When a process instance is not in a final state, action should be planned
aimed at moving nearer to the nearest final state.
The octo-tuple < t, t', GP, s, s', P, i, w> introduced above can be used to represent a
position of a research process instance in the process state space. The goal of an in-
stance then can be defined as eliminating all question marks "?" from the tuple.
Search for a solution is a creative process that is impossible to fully predict and/or
regulate. However, some general steps in this process can be recommended, one of
them being related to specifying requirements in terms of [17] or objectives in terms
of [1]. In the terms of this paper, requirements can be considered as a way of reducing
the set of situations, or templates of situations among which the solution can be
found. Such reduction can be achieved based on two considerations:
23
─ < ?, ?, ?, s, s', ?, true, ?>,
─ < t, t', ?, s, s', ?, true, ?>
it is time for evaluating the results [2]. With a well define problem, this step can be a
relatively simple one. When the problem is loosely defined or unknown (marked by
"?"), the evaluation could be quite a complicated process on its own, which can bring
about a new problem to solve. An example of such a case is presented in [18], which
discusses the research on measuring effects from introduction of business process
support systems.
For evaluating purpose, one might need to apply empirical research methods as
discussed in [2,17].
6.5 Generalizing
When a design science research process has reached one of the following states:
it could be time for generalizing the result going from a solution for a particular prob-
lem in an individual situation to solving a generic problem in a generic situation. This
step is called abstraction in design science literature [12].
To complete generalization, one needs to find out whether the problem exists in
other situations. The latter could be done via literature search, as we have done in the
case described in Section 4.1. If the literature search produces no results, the question
should be solved via field studies according to the methods of empirical research. The
latter case constitutes another example (from the one discussed in Section 6.4) of
usage of other methods in design science research as discussed in [2,17].
The authors had two personal motivations/goals for initiating research reported in this
paper:
• Firstly, as we actively use design science approach in our own research, we were
interested in a better understanding of it.
• Secondly, our university department encourages bachelor, master and PhD students
to conduct their research and write their theses in accordance to design science. To
do this effectively, they need guidelines that give them clear view on all alterna-
tives that the design science paradigm offers.
While we feel that with this work we have achieved some success in pursuing the first
goal, achieving the second goal needs additional work. We plan to continue our work
in the direction of creating readable (not formal) guidelines for conducting design
science research based on the ideas and quasi-formal notions presented in this paper.
This can be considered as a test for the model of the design science research process
presented in this paper.
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