ABSTRACT
In this research paper, we adopt an integrative view of user involvement in software development; where, a user's psychological state, at various phases of development, is linked to the contribution of user involvement in the success of software development. We explore the link between creativity and emotional design in order to evolve a conceptual framework for studying creativity in the fast growing area of mobile applications (apps) development. Action research, which is regarded as participatory, emancipatory and contextual, was adopted in this study. The study used a case study design and a survey of 1,502 students registered for a first year course in Management Information Systems at a large urban University in South Africa. Results from this study found that for app development to be more creative and innovative, emotional design should be part of the broader process of improving requirements engineering in Information Systems Development (ISD). We also found that in situations where emotional feedback is genuine, requirements engineering problems related to the "misinformation effect" common in ISD can be minimized. The third claim we affirm stronger is how users in ISD play a closer role as co-developers of mobile apps in order to realize true creativity and innovativeness. This study further demonstrated how subjective feelings in ISD can be evaluated using visual artifacts such as the Emocard.
- Appan, R., & Browne, G. J. (2012). The impact of analyst-induced misinformation on the requirements elicitation process. MIS Quarterly, 36(1), 85--106. Google ScholarDigital Library
- Arkhipenkov, S. (2012). Thinking About Programming: From Aristotle to Wittgenstein. Software Engineering Conference in Russia. Moscow.Google Scholar
- Beck, K., & Andres, C. (2004). Extreme programming explained: embrace change. Addison-Wesley Professional. Google ScholarDigital Library
- Boud, D., & Walker, D. (1990). Making the most of experience. Studies in Continuing Education, 12(2), 61--80.Google ScholarCross Ref
- Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2), 77--101.Google Scholar
- Csikszentmihalyi, M. (1999). Implications of a systems perspective for the study of creativity. In M. Csikszentmihalyi, Handbook of Creativity (pp. 313--335). New York: Cambridge University Press.Google Scholar
- David, S., & Congleton, C. (2014). Emotional Agility. Harvard Business Review, pp. 88--93.Google Scholar
- Desmet, P., & Hassenzahl, M. (2012). Towards happiness: Possibility-driven design. In Human-computer interaction: The agency perspective (pp. 3--27). Springer Berlin Heidelberg.Google Scholar
- Desmet, P. M., & Pohlmeyer, A. E. (2013). Positive design: An introduction to design for subjective well-being. International Journal of Design, 7(3), 5--19.Google Scholar
- Desmet, P., Porcelijn, R., & Van Dijk, M. B. (2007). Emotional Design; Application of a research-based design approach. Knowledge, Technology & Policy, 20(3), 141--155.Google ScholarCross Ref
- Dorst, K., & Cross, N. (2001). Creativity in the design process: co-evolution of problem--solution.. Design studies, 22(5), 425--437.Google Scholar
- Gruner, S. (2011). Problems for a philosophy of software engineering.. Minds and Machines, 22(2), 275--299. Google ScholarDigital Library
- Hartwick, J., & Barki, H. (1994). Explaining the role of user participation in information system use. Management science, 40(4), 440--465. Google ScholarDigital Library
- Hassenzah, M., & Tractinsky, N. (2006). User experience-a research agenda. Behaviour & Information Technology, 25(2), 91--97.Google ScholarCross Ref
- Hayashi, A. M. (2014). When to Trust Your Gut. Harvard Business Review, pp. 80--87.Google Scholar
- Henfridsson, O., & Lindgren, R. (2010). User involvement in developing mobile and temporarily interconnected systems. Information Systems Journal, 20(2), 119--135.Google ScholarCross Ref
- Jureta, I. J., Mylopoulos, J., & Faulkner, S. (2008). Revisiting the core ontology and problem in requirements engineering. 16th IEEE International Requirements Engineering. IEEE. Google ScholarDigital Library
- Kabaale, E., Kituyi, M., & Mbarika, I. (2014). Requirements Engineering Process Improvement Challenges faced by Software SMEs in Uganda. International Journal of Computer Applications, 88(5), 20--25.Google ScholarCross Ref
- Kamil, M. J., & Abidin, S. Z. (2013). Unconscious Human Behavior at Visceral Level of Emotional Design. Procedia-Social and Behavioral Sciences, 105, pp. 149--161.Google ScholarCross Ref
- Lazarus, R. S. (1991). Emotion and adaptation. Oxford University Press.Google Scholar
- Luthans, F. (2002). Positive organizational behavior: Developing and managing psychological strengths. The Academy of Management Executive, 16(1), 57--72.Google Scholar
- Mann, D. (2002). Design for wow; an exciter hypothesis. Retrieved 06 08, 2014, from http://www.triz-journal.comGoogle Scholar
- Morse, G. (2014). Decisions and Desire. Harvard Business Review, pp. 72--79.Google Scholar
- Naidoo, R. (2012). 'Simply the best!', How should e-leaders manage overconfidence among IT professionals?. Sustainable e-Government and e-Business Innovations (E-LEADERSHIP) 2012 e-Leadership Conference (pp. 1--9). IEEE.Google Scholar
- Norman, D. A. (2007). Emotional design: Why we love (or hate) everyday things. Basic books.Google Scholar
- Olsson, T., & Salo, M. (2012). Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications. ACM annual conference on Human Factors in Computing Systems (pp. 2779--2788). ACM. Google ScholarDigital Library
- Pyshkin, E. (2014). In the right order of brush strokes: a sketch of a software philosophy retrospective. SpringerPlus, 3(1), 1--6.Google ScholarCross Ref
- Rowe, P. G. (1991). Design thinking. MIT press.Google Scholar
- Sawyer, K. R. (2012). Explaining Creativity: The Science of Innovation. New York: Oxford University Press.Google Scholar
- Sundheim, D. (2014). Good Leaders Get Emotional. Harvard Business Review, pp. 9--12.Google Scholar
- Terninko, J. (1995). Step by step QFD: Customer driven product design. Boca Raton, Florida: CRC.Google Scholar
- Tractinsky, N. (1997). Aesthetics and apparent usability: empirically assessing cultural and methodological issues. ACM SIGCHI Conference on Human factors in computing systems. (pp. 115--122). ACM. Google ScholarDigital Library
- Tractinsky, N. (2004). A few notes on the study of beauty in HCI. Human--Computer Interaction, 19(4), 351--357. Google ScholarDigital Library
- Tractinsky, N., Katz, A. S., & Ikar, D. (2000). What is beautiful is usable. Interacting with computers, 13(2), 127--145.Google Scholar
Index Terms
- Evaluating Creative Mobile Applications Development Using Emotional Design
Recommendations
Best managerial practices in agile development
ACM SE '14: Proceedings of the 2014 ACM Southeast Regional ConferenceAgile development has been gaining momentum over the year. It practices are perceived by some to be the best for software development. This work investigates agile best development and managerial practices, specially the benefits for optimizing the ...
Fostering creativity thinking in agile software development
USAB'07: Proceedings of the 3rd Human-computer interaction and usability engineering of the Austrian computer society conference on HCI and usability for medicine and health carePsychology and Computer Science are growing in a interdisciplinary relationship mainly because human and social factors are very important in developing software and hardware. The development of new software/hardware products requires the generation of ...
Investigating the Adoption of Agile Practices in Mobile Application Development
ICEIS 2016: Proceedings of the 18th International Conference on Enterprise Information SystemsThe mobile application development market has been dramatically growing in the last few years as the complexity of its applications and speed of software development process. These changes in the mobile development market require a rethinking on the way ...
Comments