Just finished reading Hevner, et al. “Design Science in IS Research.” 76. MIS Quarterly Vol. 28 No. 1.
Some important IS concepts are:
- Realm of IS research (people, organizations, and technology)
- Design artifact (constructs, models, methods, instantiations)
- Behavioral science (concerns of “what is true?”, passive relationship with technology) + Design science perspectives (concerns of “what is effective?”, active relationship with technology)
- Utility
Great summary of design-science research:
The fundamental questions for design-science research are, “What utility does the new artifact provide?” and “What demonstrates that utility?” Evidence must be presented to address these two questions. That is the essence of design science. Contribution arises from utility. If existing artifacts are adequate, then design-science research that creates a new artifact is unnecessary (it is irrelevant). If the new artifact does not map adequately to the real world (rigor), it cannot provide utility. If the artifact does not solve the problem (search, implementability), it has no utility. If utility is not demonstrated (evaluation), then there is no basis upon which to accept the claims that it provides any contribution (contribution). Furthermore, if the problem, the artifact, and its utility are not presented in a manner such that the implications for research and practice are clear, then publication in the IS literature is not appropriate (communication). (Hevner, et al. p. 91)
Cool. But here’s where it gets interesting for me. When Hevner, March, and Park introduce wicked problems in the discussion. They write, “Design-science research in IS addresses what are considered to be wicked problems” (p. 81). And later,
Given the wicked nature of many information system design problems, however, it may not be possible to determine, let alone explicitly describe, the relevant means, ends, or laws. Even when it is possible to do so, the sheer size and complexity of the solution space will often render the problem computationally infeasible … In such situations, the search is for satisfactory solutions, i.e., satisficing (Simon 1996), without explicitly specifying all possible solutions. The design task involves the creation, utilization, and assessment of heuristic search strategies. That is, constructing an artifact that “works” well for the specified class of problems. (Hevner, et al., p. 89)
Ahh, I see how Simon’s work is incorporated into the design discourse and the stressing of “heuristics” in HCI and information systems.
Both view design as “a search process to discover an effective solution to a problem.” (Hevner, et al., p. 88).
But this approach does not address the “solving” of wicked problems. If design just comes up with solutions that work (again, emphasis on the principle of utility), what’s being done about the essence of the wicked problem?