Design Research In Information Systems Alan Hevner Samir Chatterjee
Design Research In Information Systems Alan Hevner Samir Chatterjee
Design Research In Information Systems Alan Hevner Samir Chatterjee
Design Research In Information Systems Alan Hevner Samir Chatterjee
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6. Integrated Series in Information Systems
Volume 22
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7. Alan Hevner · Samir Chatterjee
Design Research
in Information Systems
Theory and Practice
Forewords by Paul Gray and Carliss Y. Baldwin
123
9. Critical Praise for Design Science Research Book
Well designed systems enable productivity and successful adoption.
Poor design is the greatest barrier to both. I highly recommend this
book as a guideline to understanding where we have come from and
where we are headed in design science.
Kristin M. Tolle, Ph.D., Microsoft External
Research, Director, Health and Wellness Team
This enlightening book wonderfully captures the vibrant energy in
design science research that Hevner and Chatterjee have been able
to mobilize in the information systems design community in the past
five years through their work and the successful DESRIST annual
conferences. It brings together the contributions of some of the best
academic minds from Europe and North America in this growing
area, and is the only book of its kind. It is both a foundation and a
springboard for enabling the further advancement of design research
in information systems.
Omar A. El Sawy, Professor of Information Systems,
Marshall School of Business, University of Southern
California
This important book provides valuable guidance for design-oriented
IS researchers. With an increased demand for more relevant design-
oriented research on real-world business problems, this new book on
design research in IS has been waited for by many.
Prof. Dr. Robert Winter, Director, Institute
of Information Management, University of
St. Gallen, Switzerland
10. vi Critical Praise for Design Science Research Book
Creating and using information systems in business, organizational
and consumer settings are both essential and complicated. Most peo-
ple involved with these information systems initiatives deal with the
enormous breadth and depth of complexity by selectively focusing
on either the technology aspects, or the managerial, organizational
and people impacts. This book on Design Research in Information
Systems by Hevner and Chatterjee is an important effort to build
bridges across the technology perspective and the managerial and
behavioral perspectives of information systems. This important book
will help anyone appreciate how those who are building IT systems
can contribute to IS research.
Steven Miller, Professor of Information
Systems Practice, Dean, School of Information
Systems, Singapore Management University
This work is timely, crisp, and comprehensive. Hevner and Chatterjee
skillfully lead their readers through the central ideas of information
systems design science in a way that is not only authoritative and
methodical, but also clear and readable. It provides us with a work that
serves design researchers both as a complete tutorial and an excellent
desk reference.
Richard Baskerville, Professor of CIS
Department, J Mack Robinson College of
Business, Georgia State University
11. I dedicate this book to all my Georgia State
University design colleagues who started the
important dialogue when no one else understood
our research method. I also dedicate this book to
my family, my loving wife Madhumita, and my
son Mickey for their support. Finally my gratitude
is to my parents for always believing in me. Dad
and Mom, you are the greatest generation!
– Samir
I dedicate this book to my fabulous wife, Cindy.
– Alan
12. Foreword
It is 5 years since the publication of the seminal paper on “Design Science in
Information Systems Research” by Hevner, March, Park, and Ram in MIS Quarterly
and the initiation of the Information Technology and Systems department of the
Communications of AIS. These events in 2004 are markers in the move of design
science to the forefront of information systems research. A sufficient interval has
elapsed since then to allow assessment of from where the field has come and where
it should go.
Design science research and behavioral science research started as dual tracks
when IS was a young field. By the 1990s, the influx of behavioral scientists started
to dominate the number of design scientists and the field moved in that direction.
By the early 2000s, design people were having difficulty publishing in mainline IS
journals and in being tenured in many universities. Yes, an annual Workshop on
Information Technology and Systems (WITS) was established in 1991 in conjunc-
tion with the International Conference on Information Systems (ICIS) and grew each
year. But that was the extent of design science recognition. Fortunately, a revival
is underway. By 2009, when this foreword was written, the fourth DESRIST con-
ference has been held and plans are afoot for the 2010 meeting. Design scientists
regained respect and recognition in many venues where they previously had little.
Some behavioral scientists now understand, as this book points out (in Fig. 2.1),
that the two disciplinary approaches are tied to one another. Design scientists create
IS artifacts that create utility and behavioral scientists create IS theories based on
these research results that provide truth. We are not there yet in getting the rela-
tionships between the designers and behavioralists completely right. But we can be
confident that the link between design science and behavioral science will become
complimentary and ever stronger in the years ahead.
Design science is a relatively new field. It traces its roots to the 1969 book
“Science of the Artificial” by the late, great Herbert Simon. The artificial refers to
the idea that phenomena and entities can depend on choices by the designer rather
than being true only because they occur in nature. Much of the world of comput-
ing is the result of human design choices. Physical phenomena, such as the speed of
light or visual acuity, act as constraints on the design choice. Design science focuses
on the relevance of IT artifacts in applications. It involves problems characterized
by unstable requirements and constraints and complex interactions among problem
ix
13. x Foreword
components solved by using malleable processes and artifacts, creativity, and team-
work. That’s quite an order to fulfill for problems that are at heart wicked. Yet it is
being done and being done well.
Design science researchers work on understanding, explaining, and improving
information systems. They study artifacts such as algorithms, human/computer
interfaces, languages, and system design methodologies. Understanding leads to
knowledge for predicting how some aspect of a phenomenon behaves. Design uses
that knowledge plus innovation to create new improved artifacts that surpass what
was available previously. In practice, design itself involves considerations of the
internal, the external, and the interface between the internal and the external. That
is, design is the know–how for implementing an artifact that satisfies a set of func-
tional requirements. I could go on to explain design research at ever deeper levels.
But that would defeat the purpose of your reading this excellent book.
This volume is the first major book on design science I know of. It is authored
by two people, Alan Hevner and Samir Chatterjee, who are experienced leaders
and experts in the field. They organize and distill its current extent. You will find
the book is a much needed contribution for practitioners, students, and faculty in a
rapidly evolving area. I found that it broadened my understanding of design science
research and believe it will also broaden yours.
Paul Gray
Professor Emeritus, Information Science
Founding Editor, Communications of AIS
Irvine, CA
14. Foreword
In his pathbreaking book, The Sciences of the Artificial, Herbert Simon observed
that the natural sciences enjoyed a privileged position among academic disciplines.
By the opposite token, man-made things were not seen as worthy of true scien-
tific inquiry. Simon disagreed. He argued for the establishment of a set of sciences
focused on man-made things and unified by an overarching science of design.
One reason, Simon believed, the sciences of the artificial lagged behind the natu-
ral sciences was that interesting man-made systems quickly become very complex.
Science prizes simplicity and so is preferentially aimed at simple phenomena and
broad generalizations.
Researchers in information technology and information systems (IT/IS) of
necessity study complex, man-made systems. Moreover, as computers and com-
munication become cheaper, people are inevitably building new IT/IS systems that
push the limits of what is possible. Such systems confront us with “wicked prob-
lems” where social, technical, economic, and political constraints interact, and
solutions cannot be deduced from scientific principles alone. This is the world of
IT/IS research. To quote the fearful words of early scientific cartographers: “Here
be dragons.”
In domains characterized by complexity, natural science methods can only carry
us so far. Such methods leave out the important element of design: the construction
of new ways to solve a problem or address a need. Natural science methods take the
world as given and do not allow for novelty.
As researchers, how can we allow novel solutions to appear, and then study them
in a systematic way? How can we build up scientific knowledge about new designs,
in particular, what works and what fails and why? Without such knowledge, we will
not be able to understand the large-scale systems we are creating today. The wicked
problems will grow evermore wicked. The dragons will win.
Leaving hard-won knowledge about novel solutions scattered about, uncorrelated
and unanalyzed, will not make us masters of our own designs. Thus there is a need
to build knowledge about designs systematically, to test it rigorously, to share it
openly, and to pass it on. Only in this way can we take advantage of what Karl
Popper called the “ratchet” of the scientific method: the iterative process by which
erroneous conjectures are eliminated through a process of hypothesis formulation,
testing and reformulation. (Simon called this the “generate-test cycle,” and placed it
xi
15. xii Foreword
at the center of his science of design.) It is through this scientific method of learning,
Popper argued, that knowledge becomes cumulative. Designs get better. Progress is
real.
As Newell and Simon said, every artifact asks a question of the world. Put another
way, every new design embodies a set of hypotheses about how the world works.
The artifact based on the design tests those hypotheses, confirming some and con-
tradicting others. How can we leverage this innate property of artifacts and designs
to build up our stores of scientific knowledge?
Hevner and Chatterjee and the other contributors to this volume explain in a
practical and systematic way how to do this. They provide a roadmap that will allow
you to do first-rate design science research. They explain how to pose good research
questions, how to frame your questions in relation to prior work, and how and why
you must rigorously evaluate and report your results. They do not tell you how to
design, but they will help you to situate your designs in the broader discipline of
design science.
Designing will never be made entirely systematic, but the knowledge gleaned in
the process can be systematized and tested until it reaches the standard of science.
This book explains how. By following its precepts, the knowledge gained from your
own design experience can become part of the great body of scientific knowledge
that enriches us all.
Carliss Y. Baldwin
Harvard Business School
Baker Library 355
Boston, Massachusetts
16. Preface
“The proper study of mankind is the science of design.”
Herbert Simon
“Engineering, medicine, business, architecture and painting
are concerned not with the necessary but with the contin-
gent – not with how things are but with how they might be –
in short, with design.”
Herbert Simon
Purpose and Motivation of This Book
The creative human activity of design changes the world in which we live for the bet-
ter. As academic researchers in the field of information systems (IS), the co-authors
have observed, studied, and taught design in the development of software-intensive
systems for business. We have experienced the difficulties and wicked nature of
designing useful systems. More importantly, we have faced classrooms of students
with the challenges of how teach the underlying theories and everyday practices
of software system design. These experiences and challenges have motivated us to
perform research in the science of design, or design science research (DSR), and to
write this book.
We believe that the study of information systems design, both its theory and prac-
tice, has become an essential part of the education of IS students and professionals.
More and more IS graduate and doctoral programs are beginning to offer graduate-
level seminars on design science research. The purpose of this book is to fill a void:
the lack of a good reference book on design science research. Most current semi-
nars study a collection of research papers from many sources. Often, these papers
are written with differing terminology and research perspectives leading to confu-
sion and misunderstandings for students. Here we provide a consistent approach for
performing and understanding design science research while maintaining a diversity
of opinions from many thought leaders in the IS design community.
Having worked in the information technology and software design fields as aca-
demics and industry consultants, the authors of this book have written from their
xiii
17. xiv Preface
extensive experience as educators of design science research. Many chapters of this
book are based on a series of seminars that Dr. Chatterjee has taught at Claremont
Graduate University. Dr. Hevner’s seminal 2004 article in Management Information
Systems Quarterly journal has had huge impact in the IS field. (Appendix A is a re-
print of the Hevner et al. 2004 article in MISQ.) It has raised consciousness toward
design science as a rigorous and relevant research paradigm and his evangelistic
efforts to promote DSR throughout the world has resulted in a heightened aware-
ness of the urgent need for good design research to improve business processes and
systems.
In 2006, Drs. Chatterjee and Hevner founded the Design Science Research in
Information Systems and Technology (DESRIST) conference which has become a
platform for all leading design IS researchers to present their work and a forum to
debate the important issues facing the community. We have selected a handful of the
best papers that have appeared in this conference over the past 4 years to be included
as chapters of the book. In Appendix B, we have provided a list of exemplar research
papers in design science as an aid to students for further reading.
It has been our goal to make this book easy-to-read, easy-to-understand, and
easy-to-apply. From frameworks to theory to application design, this book provides
a comprehensive coverage of the most salient design science research knowledge
that is available at the time of this book’s publication.
Intended Audience
The material is suitable for graduate courses in information systems, computer sci-
ence, software engineering, engineering design, and other design-oriented fields.
The book is intended to be used as a core text or reference book for doctoral semi-
nars in design science research. The book does not require an extensive background
in design and can be appreciated by any practitioner as well who is working in
the field of information systems and technology design. IS faculty and industrial
researchers who want to further develop their knowledge and skills in the design
science research methodology will find it valuable. Each chapter is self-contained
with references.
Alan Hevner Samir Chatterjee
Tampa, Florida Claremont, California
18. Acknowledgments
Writing a book is no small task. It is with great pleasure that we acknowledge the
efforts of many people who have contributed either directly or indirectly to the
development of this book. The ideas presented in this book have been shaped and
influenced by the students who have taken the design science research seminars at
Claremont and all those doctoral students that we have graduated. In particular we
would like to thank the contributors who despite busy schedules have worked hard
to write chapters in this book:
Juhani Iivari
Monica Chiarini Tremblay
Donald Berndt
Robert Judge
Matti Rossi
Maung Sein
Sandeep Purao
Salvatore T. March
Timothy J. Vogus
Sven A. Carlsson
Kevin Williams
We acknowledge the love and support of our families toward this endeavor.
Without their sacrifices, this book would not have been possible.
Finally we are grateful to the Springer publishing team for their eager assistance
and expert advice. In particular we thank Ramesh Sharda who encouraged us to
write this book and the Springer editorial team of Gary Folven, Carolyn Ford, and
Neil Levine.
We express our gratitude to Leah Paul, of Integra Software Services and Christine
Ricketts of Springer for carefully editing our entire textbook for any errors or
incorrect facts.
xv
19. Contents
1 Introduction to Design Science Research . . . . . . . . . . . . . . . 1
1.1 What Is Design? – Different Perspectives . . . . . . . . . . . 1
1.2 What Is Research? . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Is Design a Science? . . . . . . . . . . . . . . . . . . . . . . 3
1.4 What Is Design Science Research? . . . . . . . . . . . . . . . 5
1.5 Placing DSR in Context . . . . . . . . . . . . . . . . . . . . . 5
1.6 The Spectrum of IS DSR . . . . . . . . . . . . . . . . . . . . 6
1.7 Difference Between Routine Design Practice and DSR . . . . 7
1.8 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2 Design Science Research in Information Systems . . . . . . . . . . 9
2.1 Information Systems Research . . . . . . . . . . . . . . . . . 9
2.2 Summary of Hevner, March, Park, and Ram 2004 MISQ Paper 10
2.3 Impacts of 2004 MISQ Paper on Design Science Research . . 13
2.4 Extending the Reach of Design Science Research in IS . . . . 14
2.4.1 Design Science Research vs. Professional Design . 15
2.4.2 Design as Research vs. Researching Design . . . . 15
2.4.3 Design Science Research Cycles . . . . . . . . . . 16
2.4.4 A Checklist for Design Science Research . . . . . 19
2.4.5 Publication of Design Science Research . . . . . . 19
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3 Design Science Research Frameworks . . . . . . . . . . . . . . . . 23
3.1 Understanding the Natural and Artificial Worlds . . . . . . . . 23
3.2 Toward a Theory of Complex Systems . . . . . . . . . . . . . 24
3.3 Systems Development in Information Systems Research . . . . 25
3.4 The General Design Cycle . . . . . . . . . . . . . . . . . . . 26
3.5 Action Research Framework . . . . . . . . . . . . . . . . . . 27
3.6 The Design Science Research Methodology (DSRM) . . . . . 28
3.7 Concluding Thoughts . . . . . . . . . . . . . . . . . . . . . . 31
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
xvii
20. xviii Contents
4 On Design Theory . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.1 What Is Theory? . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.2 Cycle of Theory Building . . . . . . . . . . . . . . . . . . . . 34
4.2.1 Observation . . . . . . . . . . . . . . . . . . . . . 34
4.2.2 Classification . . . . . . . . . . . . . . . . . . . . 35
4.2.3 Defining Relationships . . . . . . . . . . . . . . . 35
4.2.4 Anomaly – Improving Descriptive Theory . . . . . 36
4.3 Transition to Normative Theory . . . . . . . . . . . . . . . . . 36
4.4 Taxonomy of Theory Types in Information Systems . . . . . . 37
4.5 Is Design Theory Possible? . . . . . . . . . . . . . . . . . . . 38
4.5.1 Information Systems Design Theory . . . . . . . . 39
4.5.2 Hooker’s View on Design Theory . . . . . . . . . . 40
4.5.3 Toward the Anatomy of an IS Design Theory . . . 41
4.6 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
5 Twelve Theses on Design Science Research in Information
Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
5.2 Thesis 1: IS Is an Applied or Practical Discipline . . . . . . . 44
5.3 Thesis 2: Prescriptive Research Is an Essential Part
of IS as an Applied or Practical Discipline . . . . . . . . . . . 45
5.4 Thesis 3: The Design Science Activity of Building IT
Artifacts Is an Important Part of Prescriptive Research
in Information Systems . . . . . . . . . . . . . . . . . . . . . 47
5.5 Thesis 4: The Primary Interest of IS Lies in IT
Applications, and Therefore IS as a Design Science
Should Be Based on a Sound Ontology of IT Artifacts
and Especially of IT Applications . . . . . . . . . . . . . . . . 48
5.6 Thesis 5: IS as a Design Science Builds IT Meta-
artifacts That Support the Development of Concrete IT
Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
5.7 Thesis 6: Prescriptive Knowledge of IT Artifacts
Forms a Knowledge Area of Its Own and Cannot Be
Reduced to the Descriptive Knowledge of Theories
and Empirical Regularities . . . . . . . . . . . . . . . . . . . 50
5.8 Thesis 7: The Resulting IT Meta-artifacts Essentially
Entail Design Product and Design Process Knowledge . . . . . 51
5.9 Thesis 8: The Term “Design Theory” Should Be Used
Only When It Is Based on a Sound Kernel Theory . . . . . . . 52
5.10 Thesis 9: Constructive Research Methods Should
Make the Process of Building IT Meta-artifacts
Disciplined, Rigorous, and Transparent . . . . . . . . . . . . . 53
27. Contributors
Donald J. Berndt College of Business at the University of South Florida, Tampa,
FL, USA, dberndt@coba.usf.edu
Sven A. Carlsson School of Economics and Management, Lund University, Lund,
Sweden, sven_carlsson@hermes.ics.lu.se
Juhani Iivari University of Oulu, Oulu, Finland, juhani.iivari@oulu.fi
Robert Judge, San Diego State University, San Diego, CA, USA,
rjudge@mail.sdsu.edu
Salvatore T. March Owen Graduate School of Management, Vanderbilt
University , Nashville, TN, USA sal.march@owen.vanderbilt.edu
Sandeep Purao Information Sciences and Technology at Penn State ,
McKeesport, PA, USA spurao@ist.psu.edu
Matti Rossi Helsinki School of Economics, Helssinki, Finland, matti.rossi@iki.fi
Maung K. Sein University of Agder, Grimstad, Norway, maung.k.sein@uia.no
Monica Chiarini Tremblay Florida International University, Miami, FL, USA,
mtremblay68@gmail.com
Timothy J. Vogus Vanderbilt Owen Graduate School of Management, Nashville,
TN, USA, timothy.vogus@owen.vanderbilt.edu
Kevin Williams School of Information Systems and Technology, Claremont
Graduate University, Claremont, CA, USA kevin.williams@cgu.edu
xxv
28. About the Authors
Alan Hevner (ahevner@usf.edu) is an eminent
scholar and professor in the Information Systems
and Decision Sciences Department in the College
of Business at the University of South Florida.
He holds the Citigroup/Hidden River Chair of dis-
tributed technology. Dr. Hevner’s areas of research
expertise include information systems develop-
ment, software engineering, distributed database
systems, health-care information systems and
service-oriented systems. He has published more
than 150 research papers on these topics and has
consulted for several Fortune 500 companies. Dr. Hevner has a Ph.D. in computer
science from Purdue University. He has held faculty positions at the University of
Maryland and the University of Minnesota. Dr. Hevner is a member of ACM, IEEE,
AIS, and INFORMS. He recently completed an assignment as a program manager
in the Computer and Information Science and Engineering Directorate at the U.S.
National Science Foundation.
Samir Chatterjee (samir.chatterjee@cgu.edu) is a
professor in the School of Information Systems &
Technology and Founding Director of the Network
Convergence Laboratory at Claremont Graduate
University, California. Prior to that, he taught
at the CIS Department of J Mack Robinson
College of Business, Georgia State University, in
Atlanta. He holds a B.E (Hons.) in Electronics &
Telecommunications Engineering from Jadavpur
University, India, and an M.S and Ph.D. from the
School of Computer Science, University of Central
xxvii
29. xxviii About the Authors
Florida. He is widely recognized as an expert in the areas of next-generation net-
working, voice and video over IP, and e-health technologies. His current research
includes the design and implementation of persuasive technologies that can alter
human behavior, telemedicine systems, stress management software, and context-
aware intervention technologies for managing obesity.
He has published over 100 articles in refereed conferences and scholarly jour-
nals including IEEE Network, IEEE Journal on Selected Areas in Communications,
Communications of the ACM, Journal of MIS, Computer Networks, International
Journal of Healthcare Technology & Management, Telemedicine & e-Health
Journal, Information Systems Frontiers, JMIS, Information Systems, Computer
Communication, IEEE IT Professional, JAMIA, ACM CCR, Communications of
AIS, Journal of Internet Technology, etc. He is principal investigator on several
NSF grants and has received funding from private corporations such as BellSouth,
Northrop Grumman, and Hitachi for his research. He is the founding program
chair for the International Conference on Design Science Research in IS&T
(DESRIST 2006, 2007). He is the program chair for persuasive 2009 conference. Dr.
Chatterjee is a senior IEEE member and member of ACM, AIS, and AMIA. He has
been an entrepreneur and successfully co-founded a start-up company VoiceCore
Technologies Inc. in 2000.
30. Chapter 1
Introduction to Design Science Research
“In the same way that industrial designers have shaped our
everyday life through objects that they design for our offices and
for our homes, software interaction design is shaping our life
with interactive technologies – computers, telecommunications,
mobile phones and virtual worlds. If I were to sum up this in one
sentence, I would say that it’s about shaping our everyday life
through digital artifacts – for work, for play, and for
entertainment.”
–Gillian Crampton Smith (Moggridge 2007)
Since the dawn of the digital revolution, information technologies have changed
the way we live, work, play, and entertain. Designers of IT-based digital technol-
ogy products play a critical role in ensuring that their designed artifacts are not
just beautiful but provide value to their users. Users are increasingly interacting
with a digital world. Designing interactions in this new world is a challenging task.
The experiences we have when we browse the web, or visit amazon.com, sell/buy
stuff on eBay or play amusing games on our mobile cell phones do have a tremen-
dous impact on how we live our lives. Designing information systems is even more
challenging.
1.1 What Is Design? – Different Perspectives
You know when you see a good design but it is often hard to define it. Charles
Eames offered the following: “A plan for arranging elements in such a way as to best
accomplish a particular purpose.” Design is the instructions based on knowledge
that turns things into value that people use. It embodies the instruction for making
the things. However, design is not the thing. For example, we can say that source
code is design while compiled code is the thing itself.
A number of disciplines have all made design a central element in what they
do. This includes architecture, engineering, computer science, software engineering,
1
A. Hevner, S. Chatterjee, Design Research in Information Systems, Integrated Series
in Information Systems 22, DOI 10.1007/978-1-4419-5653-8_1,
C
Springer Science+Business Media, LLC 2010
31. 2 1 Introduction to Design Science Research
media, and art design and information systems. They all have slightly different views
on what they call design.
Engineering design is the systematic intelligent generation and evaluation of
specifications for artifacts whose form and function achieve stated objectives and
satisfy specified constraints (Dym and Little 2000).
Software (engineering) design is a “thing” as well as a “process” which is con-
scious, keeps human concerns in the center, is a conversation with materials, is
creative, has social consequences, and is a social activity (Winograd 1996).
When it comes to design, we are best familiar with beautiful architectures that
capture our imagination. Mitch Kapor actually wrote that good software should be
like well-designed buildings. They exhibit three characteristics:
• Firmness: A program should not have any bugs that inhibit its function.
• Commodity: A program should be suitable for the purposes for which it was
intended.
• Delight: The experience of using the program should be a pleasurable one.
Our interest in this book is to understand design and its role in both the academic
discipline and practice we call the information systems. Design in information sys-
tems is both an iterative process (set of activities) and a resulting product (artifact) –
a verb and a noun (Walls et al. 1992). Very simply stated, design in information
systems deals with building software artifacts which solve a human problem. The
designed artifact must be evaluated to show that not only does it solve the problem
but also does it in an efficient manner by providing utility to its user. But how does
one conduct design research? Is design a research methodology? Is design even a
scientific paradigm?
1.2 What Is Research?
To explain fully what is research or how to do research is beyond the scope of this
book. However, the thesis we are explaining is a type of research method we call
design science research. Hence in that context, it is important to know a little bit
about research.
Research can be very generally defined as an activity that contributes to the
understanding of a phenomenon (Kuhn 1970; Lakatos 1978). Phenomenon is typ-
ically a set of behaviors of some entity that is found interesting by the researcher
or by a group – a research community. Understanding is knowledge that allows
prediction of the behavior of some aspects of the phenomenon. Everywhere, our
knowledge is incomplete and problems are waiting to be solved. We address the
void in our knowledge and those unresolved problems by asking relevant questions
and seeking answers to them. The role of research is to provide a method for obtain-
ing those answers by inquiringly studying the evidence within the parameters of the
scientific method.
32. 1.3 Is Design a Science? 3
Research is a process through which we attempt to achieve systematically and
with the support of data the answer to a question, the resolution of a problem, or
a greater understanding of a phenomenon. This process, frequently called research
methodology, has eight distinct characteristics:
• Research originates with a question or problem
• Research requires a clear articulation of a goal
• Research follows a specific plan of procedure
• Research usually divides the principal problem into more manageable
subproblems
• Research is guided by the specific research problem, question, or hypothesis
• Research accepts certain critical assumptions
• Research requires collection and interpretation of data or creation of artifacts
• Research is by its nature cyclical, iterative, or more exactly helical
1.3 Is Design a Science?
There is considerable debate in the community whether design is a science or a
practice. What constitutes a science is a big question that is perhaps outside the
scope of this book. But we would like to understand the elements of how science
is structured? Vannevar Bush (1945) had said that science has two end points on
a scale: Basic fundamental research (typically funded by federal agencies such as
NSF) and applied research (typically funded by corporations). Any science develops
and evolves over time and proceeds through various stages. A useful tool that is often
used to analyze the development of science is the Stokes matrix (see Fig. 1.1).
Science can be structured in two axes. On the vertical axis, it represents how
fundamental the knowledge is. On the horizontal axis, it represents how useful that
Natural history
(bird watching)
Edisonian
experiments
Neil Bohr
principles
Pasteur’s
science
Fundamental
Useful
yes
no
low high
Fig. 1.1 The Stokes matrix
quadrants
33. 4 1 Introduction to Design Science Research
knowledge is to solve everyday problems. Most science begins at the lower left
quadrant referred to as “natural history.” This is similar to bird watching, where
scientists observe what is happening. Then they capture that basic observation and
codify it as knowledge. We do not understand fully why things behave the way
they do but we can describe what we see. This is an important quadrant and with
respect to design, we have a lot of captured tacit and codified knowledge of design,
design process, and product outputs. But note that this knowledge is rather of low
usefulness.
The lower right corner represents the “Edisonian experiments” quadrant where
the knowledge is not that fundamental but experiments are proving to be quite use-
ful. Hands-on experiments and playing with design are critical in this phase. It is
more useful when you actually build designs. The “Neil’s Bohr” quadrant on the
upper left corner is when science becomes more fundamental but its usefulness is
still restricted. We think that the present understanding of design science research
is currently located at this quadrant (in the present moment). Lots of the pioneer-
ing work done by Herb Simon, Chris Alexander, Fred Brooks, David Parnas, and
others belong here. This is fundamental knowledge that designers can put to use.
The upper right quadrant termed “Pasteur’s quadrant” is where we would like to go:
fundamental design knowledge that is extremely useful. That is where a science of
design will emerge. Carliss Baldwin at a recent keynote talk at an NSF workshop
summarized it well:
There are theories and design principles in individual design domains such as architec-
ture, engineering design, and software engineering. But a science of design will not emerge
from core domains. It has to come from an overarching disciplinary scientific field. The
science of design and its theories should be generalizable and applicable across a wide vari-
ety of domains and specialties (NSF 2007, PI Workshop on Science of Design, Arlington,
Virginia).
In the context of the present discussions, one can ponder on what is good sci-
ence? It is widely accepted that the basic goal of good science is to develop a theory,
paradigm, or model that provides a basis for research to understand the phenomenon
being studied. This model is useful only in so far as it helps to explain the obser-
vations. To this end, science develops by a formal procedure, usually termed “the
scientific method.”
In a brilliant essay, Kirschenmann (2002) laments on how traditional scientific
economy of prestige and the generous funding that follows it has distorted the entire
“scientific process” which was once a “purely academic pursuit” but has now “been
commercialized to an astonishing degree by researchers themselves.” How has this
happened? Evelyn Fox Keller posits “Scientists, she says, “are language-speaking
actors” and “the words they use play a crucial role in motivating them to act, in
directing their attention, in framing their questions, and in guiding their experimen-
tal efforts.” Today we are in a world where we do not see science that questions
established dogmas but rather science that is directed by commercial and monetary
interests.
34. 1.5 Placing DSR in Context 5
1.4 What Is Design Science Research?
Based on the notions and discussions above, we can now define design science
research (DSR) as follows:
Design science research is a research paradigm in which a designer answers questions rel-
evant to human problems via the creation of innovative artifacts, thereby contributing new
knowledge to the body of scientific evidence. The designed artifacts are both useful and
fundamental in understanding that problem.
We hereby lay down the first principle of DSR:
The fundamental principle of design science research is that knowledge and understanding
of a design problem and its solution are acquired in the building and application of an
artifact.
1.5 Placing DSR in Context
Our community of practice is information technology and information systems.
Information is “data that has been processed into a form that is meaningful to the
recipient and is of real or perceived value in current or prospective actions or deci-
sions.” Technology has been defined as “practical implementations of intelligence.”
Technology is practical, or useful, rather than being an end in itself. It is embod-
ied, as in implementations or artifacts, rather than being solely conceptual (March
and Smith 1995; Hevner et al. 2004). Technology includes the many tools, tech-
niques, materials, and sources of power that humans have developed to achieve their
goals. Technologies are often developed in response to specific task requirements
using practical reasoning and experiential knowledge. IT then is technology used
to acquire and process information in support of human purposes. It is typically
instantiated as IT systems – complex organizations of hardware, software, proce-
dures, data, and people, developed to address tasks faced by individuals and groups,
typically within some organizational setting.
IS is a unique discipline concerned with how IT intersects with organizations and
how it is managed. IS research to date has produced knowledge by two complemen-
tary but distinct paradigms, behavioral sciences and design sciences (Hevner et al.
2004). Behavioral science which draws its origins from natural science paradigm
seeks to find the truth. It starts with a hypothesis, then researchers collect data, and
either prove or disprove the hypothesis. Eventually a theory develops. Design sci-
ence on the other hand is fundamentally a problem-solving paradigm whose end
goal is to produce an artifact which must be built and then evaluated. Working with
the technology and going through the process of construction and understanding the
salient issues with the artifact is central to this paradigm. Architects, engineers, and
computer scientists have always conducted such type of work. The knowledge gen-
erated by this research informs us how an artifact can be improved, is better than
existing solutions, and can more efficiently solve the problem being addressed. It
35. 6 1 Introduction to Design Science Research
is important to note that artifacts are not exempt from theories. They rely on ker-
nel theories that are applied, tested, modified, and extended (Walls et al. 1992). But
there is considerable debate around the issue of whether there is a design theory or
whether a science of design is even possible (NSF 2003; Hooker 2004).
1.6 The Spectrum of IS DSR
In all the definitions above, one can note that design is often a complex process and
designing useful artifacts is hard due to the need for creative advances in domain
areas in which existing theory is often insufficient. For our discipline, we are con-
cerned with designing artifacts that use information technology (IT) and are applied
to organizations and society in general. As Lee (2001) points out the characteristic
that distinguishes IS from the other fields is as follows:
Research in the information systems field examines more than just the technological sys-
tem, or just the social system, or even the two side by side; in addition, it investigates the
phenomenon that emerges when the two interact.
The term artifact is used to describe something that is artificial, or constructed by
humans, as opposed to something that occurs naturally (Simon 1996). Such artifacts
must improve upon existing solutions to a problem or perhaps provide a first solution
to an important problem. IT artifacts, which are the end-goal of any design science
research project, are broadly defined as follows:
• Constructs (vocabulary and symbols)
• Models (abstractions and representations)
• Methods (algorithms and practices)
• Instantiations (implemented and prototype systems)
• Better design theories
In both Herbert Simon’s seminal work The Sciences of the Artificial (1996)
and Nigel Cross’ Developing a Discipline of Design/Science/Research (2001), we
clearly see the importance they place on doing (construction). Simon believed that
design is concerned with how things ought to be in order to attain goals (Gregor
and Jones 2007). He saw the design process as generally concerned with finding
a satisfactory design, rather than an optimum design. He believed “both the shape
of the design and the shape and organization of the design process are essential
components of a theory of design” (pp. 130–131). Cross on the other hand gives
less importance to theory but stresses on knowledge that is acquired through the
building process:
We must not forget that design knowledge resides in products themselves; in the forms and
materials and finishes which embody design attributes. Much everyday design work entails
the use of precedents or previous exemplars – not because of laziness by the designer but
because the exemplars actually contain knowledge of what the product should be (Cross
2001).
36. 1.7 Difference Between Routine Design Practice and DSR 7
A research paradigm is the set of activities a research community considers
appropriate to the production of understanding (knowledge) in its research methods
or techniques. Historically, some communities have a nearly universal agreement on
the phenomenon of interest and the research methods for investigating it. They are
termed paradigmatic communities. There are other communities, however, where a
number of different methods are appropriate. These are termed multi-paradigmatic
communities. Information systems is an excellent example of a multi-paradigmatic
community (Vaishnavi and Kuechler 2007).
Figure 1.2 shows the balance in scope of focus for three related disciplines:
information systems (IS), software engineering (SE), and computer science (CS).
CS researchers are much closer to actual working code. SE researchers are deal-
ing with software at production and operational levels and they do have to face
some organizational issues. IS researchers are closer to deployment of information
technology in an organization. Hence besides working code, they face management
and organizational challenges as well. The scope of focus also dictates the gene-
sis of problems. This organizational focus bears on the specifications and eventual
evaluation conducted. This would be discussed in more detail in Chapter 3.
IS
SE
CS
organizations code
Fig. 1.2 Discipline balance
and scope of work scale
1.7 Difference Between Routine Design Practice and DSR
One source of confusion to novice design science researchers is to understand the
subtle difference between conducting DSR versus practicing routine design. Is the
iPod a good design or is it an example of design science research? If you break open
the iPod and lay out its fundamental components, you will typically find memory,
hard disk, CPU, some code, some audio input/output interfaces, and a song selec-
tion dial. None of these are new. They have existed for quite some time. But what
the iPod did is to integrate them in a rather innovative way and produce an artifact
that has tremendous value to music listeners. Is any new knowledge created in the
process? Perhaps yes or perhaps no. It depends on whether the designers at Apple
had actually invented something new with the compact design, the easy-to-use dial
interface, or produced better sound clarity. They may have. In that case, if the team
documents that their new “artifact” is better, faster, or more optimal through rigor-
ous evaluation methods and comparison with similar artifacts, then new knowledge
is indeed created and this would be considered DSR. But if no new knowledge is cre-
ated, then this would be considered applying best practices and conducting routine
design.
37. 8 1 Introduction to Design Science Research
1.8 Conclusions
The information systems field has been energized by a flurry of recent activity
that centers on the use of design research as an important research paradigm. We
acknowledge that design research has broader appeal and knowledge has been cre-
ated by several design fields. However, our community and the context of this book
are information systems. Our goal is partly to legitimize design science as a valid
method of doing research in the field. The other goal is to learn from related design
disciplines and adopt successful design principles that can be appropriated for infor-
mation systems research. In this book, we will explore the origins of DSR, its
history, foundation, techniques, exemplars, and its future. Various techniques and
methods will be discussed. Understanding the principles, theories, and foundations
is the first step to ensure that you know when you are doing great design science
research work.
References
Bush, V. (1945) Science: The Endless Frontier. A Report to the President by Vannevar Bush, July
1945. Accessed at URL http://www.nsf.gov/od/lpa/nsf50/vbush1945.htm
Cross, N. (2001) Design/science/research: developing a discipline, in Fifth Asian Design
Conference: International Symposium of Design Science, Su Jeong Dang Printing Company,
Seoul Korea.
Dym, C. L. and P. Little (2000) Engineering Design: A Project-Based Introduction, J. Wiley
Sons, Inc., Hoboken, NJ.
Gregor, S. and D. Jones (2007) The anatomy of a design theory, Journal of AIS 8 (5), pp. 312–335.
Hevner, A., S. March, J. Park, and S. Ram (2004) Design science in information systems research.
MIS Quarterly 28 (1), pp. 75–105.
Hooker, J. N. (2004) Is design theory possible? Journal of Information Technology Theory and
Application 6 (2), pp. 73–83.
Kirschenmann, F. (2002) What constitutes sound science? Annual Sigma Xi Lecture, Iowa State
University, Ames, IA.
Kuhn, T. (1970) The Structure of Scientific Revolutions, University of Chicago Press, Chicago.
Lakatos, I. (1978) The Methodology of Scientific Research Programmes, Cambridge University
Press, Cambridge.
Lee, A. S. (2001) Editorial, MIS Quarterly 25 (1), pp. iii–vii.
March, S. T. and G. F. Smith (1995) Design and natural science research on information
technology, Decision Support Systems 15, pp. 251–266.
Moggridge, B. (2007) Designing Interactions, The MIT Press, Cambridge, MA.
NSF (2003) Science of Design: Software-Intensive Systems, National Science Foundation,
Washington, DC.
Simon, H. (1996) The Sciences of Artificial, 3rd edn., MIT Press, Cambridge, MA.
Vaishnavi, V. K. and W. Kuechler Jr. (2007) Design Science Research methods and Patterns:
Innovating Information and Communication Technology, Auerbach Publications, Taylor
Francis Group, Boca Raton, FL, New York, NY.
Walls, J. G., G. R. Widmeyer et al. (1992) Building an Information System Design Theory for
Vigilant EIS, Information Systems Research 3 (1), pp. 36–59.
Winograd, T. (1996). Bringing Design to Software, Addison-Wesley, Reading, MA.
38. Chapter 2
Design Science Research in Information Systems
Good design is a renaissance attitude that combines
technology, cognitive science, human need, and beauty to
produce something that the world didn’t know it was missing.
– Paola Antonelli
Design is where science and art break even.
– Robin Mathew
2.1 Information Systems Research
Design activities are central to most applied disciplines. Research in design has a
long history in many fields including architecture, engineering, education, psychol-
ogy, and the fine arts (Cross 2001). The computing and information technology
(CIT) field since its advent in the late 1940s has appropriated many of the ideas,
concepts, and methods of design science that have originated in these other dis-
ciplines. However, information systems (IS) as composed of inherently mutable
and adaptable hardware, software, and human interfaces provide many unique and
challenging design problems that call for new and creative ideas.
The design science research paradigm is highly relevant to information systems
(IS) research because it directly addresses two of the key issues of the discipline:
the central, albeit controversial, role of the IT artifact in IS research (Weber 1987;
Orlikowski and Iacono 2001; Benbasat and Zmud 2003) and the perceived lack
of professional relevance of IS research (Benbasat and Zmud 1999; Hirschheim
and Klein 2003). Design science, as conceptualized by Simon (1996), supports a
pragmatic research paradigm that calls for the creation of innovative artifacts to
solve real-world problems. Thus, design science research combines a focus on the
IT artifact with a high priority on relevance in the application domain.
A tradition of design science research in the IS field has been slow to coa-
lesce. Research in IS has been dominated by studies of the impacts of IT artifacts
on organizations, teams, and individuals. Design research was considered the
province of more technical disciplines such as computer science and electrical
engineering. However, in the early 1990s the IS community recognized the impor-
tance of design science research to improve the effectiveness and utility of the
9
A. Hevner, S. Chatterjee, Design Research in Information Systems, Integrated Series
in Information Systems 22, DOI 10.1007/978-1-4419-5653-8_2,
C
Springer Science+Business Media, LLC 2010
39. 10 2 Design Science Research in Information Systems
IT artifact in the context of solving real-world business problems. Evidence of
this awakening came in the 1991 formation of the Workshop on Information
Technology and Systems (WITS), ground-breaking research by Nunamaker and
his Electronic Group Decision Support Systems (GDSS) team at the University of
Arizona (Nunamaker et al. 1991) and new thinking on how design science is defined,
theorized, and actualized in the IS field (e.g., Iivari 1991; Walls et al. 1992; March
and Smith 1995).
With encouragement from many leaders of the IS community, the author team
of Alan Hevner, Salvatore March, Jinsoo Park, and Sudha Ram thought deeply
about what constitutes good design science research in IS. They adapted the design
research traditions of other fields to the unique contexts of IS design research. In par-
ticular, the seminal thinking of Herbert Simon in Sciences of the Artificial (Simon
1996) supported their ideas. After a number of review cycles and benefiting from
many insightful reviewer comments, their research essay appeared in Management
Information Systems Quarterly (MISQ) in March 2004 (Hevner et al. 2004). This
paper is included in an appendix to this book. The following section provides a con-
cise overview of the paper. The remainder of this chapter discusses the impacts of
the 2004 MISQ paper and expands on its content.
2.2 Summary of Hevner, March, Park, and Ram 2004 MISQ
Paper
Information systems are implemented within an organization for the purpose of
improving the effectiveness and efficiency of that organization. The utility of the
information system and characteristics of the organization, its work systems, its
people, and its development and implementation methodologies together determine
the extent to which that purpose is achieved. It is incumbent upon researchers in
the Information Systems (IS) discipline to further knowledge that aids in the pro-
ductive application of information technology to human organizations and their
management and to develop and communicate knowledge concerning both the
management of information technology and the use of information technology for
managerial and organizational purposes (Zmud 1997).
Acquiring such knowledge involves two complementary but distinct paradigms,
natural (or behavioral) science and design science (March and Smith 1995). The
behavioral science paradigm has its roots in natural science research methods. It
seeks to develop and justify theories (i.e., principles and laws) that explain or
predict organizational and human phenomena surrounding the analysis, design,
implementation, and use of information systems. Such theories ultimately inform
researchers and practitioners of the interactions among people, technology, and
organizations that must be managed if an information system is to achieve its stated
purpose, namely improving the effectiveness and efficiency of an organization.
These theories impact and are impacted by design decisions made with respect to the
system development methodology used and the functional capabilities, information
contents, and human interfaces implemented within the information system.
40. 2.2 Summary of Hevner, March, Park, and Ram 2004 MISQ Paper 11
The design science paradigm has its roots in engineering and the sciences of the
artificial (Simon 1996). It is fundamentally a problem-solving paradigm. It seeks to
create innovations that define the ideas, practices, technical capabilities, and prod-
ucts through which the analysis, design, implementation, and use of information
systems can be effectively and efficiently accomplished. Design science research in
IS addresses what are considered to be wicked problems (Rittel and Webber 1984;
Brooks 1987). That is, those problems characterized by
• unstable requirements and constraints based on ill-defined environmental con-
texts,
• complex interactions among subcomponents of the problem,
• inherent flexibility to change design processes as well as design artifacts (i.e.,
malleable processes and artifacts),
• a critical dependence upon human cognitive abilities (e.g., creativity) to produce
effective solutions, and
• a critical dependence upon human social abilities (e.g., teamwork) to produce
effective solutions.
Technological advances are the result of innovative, creative design science pro-
cesses. If not capricious, they are at least arbitrary (Brooks 1987) with respect to
business needs and existing knowledge. Innovations, such as database management
systems, high-level languages, personal computers, software components, intelli-
gent agents, object technology, the Internet, and the World Wide Web, have had
dramatic and at times unintended impacts on the way in which information systems
are conceived, designed, implemented, and managed.
A key insight here is that there is a complementary research cycle between
design science and behavioral science to address fundamental problems faced in
the productive application of information technology (see Fig. 2.1). Technology and
Design
Science
Research
Behavioral
Science
Research
IS Artifacts Provide Utility
IS Theories Provide Truth
Fig. 2.1 Complementary
nature of design science and
behavioral science research
41. 12 2 Design Science Research in Information Systems
behavior are not dichotomous in an information system. They are inseparable. They
are similarly inseparable in IS research. Philosophically these arguments draw from
a pragmatist philosophy that argues that truth (justified theory) and utility (artifacts
that are effective) are two sides of the same coin and that scientific research should
be evaluated in light of its practical implications. In other words, the practical rele-
vance of the research result should be valued equally with the rigor of the research
performed to achieve the result.
The primary goal of the MISQ paper is to provide an understanding of how to
conduct, evaluate, and present design science research to IS researchers and prac-
ticing business managers. The research activities of design science within the IS
discipline are described via a conceptual framework for understanding information
systems research and a clear set of guidelines or principles are proscribed for con-
ducting and evaluating good design science research (see Table 2.1). A detailed
discussion of each of the seven guidelines is presented in the 2004 MISQ paper. The
proposed guidelines are applied to assess recent exemplar papers published in the
IS literature in order to illustrate how authors, reviewers, and editors can apply the
guidelines consistently. The paper concludes with an analysis of the challenges of
performing high-quality design science research and a call for greater synergistic
efforts between behavioral science and design science researchers.
Table 2.1 Design Science Research Guidelines
Guideline Description
Guideline 1: Design as an Artifact Design science research must produce a
viable artifact in the form of a construct,
a model, a method, or an instantiation
Guideline 2: Problem relevance The objective of design science research is
to develop technology-based solutions to
important and relevant business problems
Guideline 3: Design evaluation The utility, quality, and efficacy of a design
artifact must be rigorously demonstrated
via well-executed evaluation methods
Guideline 4: Research
contributions
Effective design science research must
provide clear and verifiable contributions
in the areas of the design artifact, design
foundations, and/or design
methodologies
Guideline 5: Research rigor Design science research relies upon the
application of rigorous methods in both
the construction and evaluation of the
design artifact
Guideline 6: Design as a search
process
The search for an effective artifact requires
utilizing available means to reach desired
ends while satisfying laws in the problem
environment
Guideline 7: Communication of
research
Design science research must be presented
effectively to both technology-oriented
and management-oriented audiences
42. 2.3 Impacts of 2004 MISQ Paper on Design Science Research 13
2.3 Impacts of 2004 MISQ Paper on Design Science Research
The 2004 MISQ paper has had a strong impact on the field as Information Systems
researchers recognize the values the design science paradigm brings to a research
project. It is the natural desire of researchers to improve things. For some it is not
enough to study and understand why nature is as it is, but they want to know how
they can improve the way it is. Design science research attempts to focus human
creativity into the design and construction of artifacts that have utility in application
environments.
Design science offers an effective means of addressing the relevancy gap that
has plagued academic research, particularly in the management and information
systems disciplines. Natural science research methods are appropriate for the study
of existing and emergent phenomena; however, they are insufficient for the study of
wicked organizational problems, the type of problems that require creative, novel,
and innovative solutions. Such problems are more effectively addressed using type
of paradigm shift offered by design science.
Design science research in the IS field is now better positioned as an equal, com-
plementary partner to the more prevalent behavioral science research paradigm. The
key contribution is a new way of thinking about what makes IS research relevant
to its various audiences of managers, practitioners, and peer researchers in related
fields. Design must still be informed by appropriate theories that explain or pre-
dict human behavior; however, these may be insufficient to enable the development
and adaptation of new and more effective organizational artifacts. Scientific theories
may explain existing or emergent organizational phenomena related to extant orga-
nizational forms and artifacts but they cannot account for the qualitative novelty
achieved by human intention, creativity, and innovation in the design and appropri-
ation of such artifacts. That is, science, the process of understanding what is, may
be insufficient for design, the process of understanding what can be.
Researchers in application domains as disparate as health care, E-commerce,
biology, transportation, and the fine arts identify the key role of designed artifacts
in improving domain-specific systems and processes. The models and guidelines
of the 2004 MISQ paper support researchers to bring a rigorous design science
research process into projects that heretofore had not clearly described how new
ideas become embedded in purposeful artifacts and then how those artifacts are
field tested in real-world environments.
Since the 2004 publication of the Hevner, March, Park, and Ram paper, the
broadening recognition of design science research in the IS field has led to a number
of important new activities and research directions:
– A new, multi-disciplinary research conference, Design Science Research in
Information Systems Technology (DESRIST), has been established and four
offerings of the conference have been held from 2006 to 2009. An important char-
acteristic of DESRIST has been its multi-disciplinary attendance and agenda. This
environment has allowed the IS community to interact more closely with other
design-focused disciplines, such as engineering and architecture.
43. 14 2 Design Science Research in Information Systems
– A special issue of MISQ on Design Science Research appeared in 2008 (MISQ
2008).
– The design science guidelines described in this paper have provided a structured
path for doctoral students interested in using this methodology in their research,
structuring and legitimizing their research. Most IS doctoral programs in major
universities now provide a research seminar dedicated to design science research
methods and projects.
– Leading international scholars in IS are actively extending the research ideas
found in the 2004 MISQ paper. Examples include research by Gregor and
Jones (2007), Iivari (2007), and Peffers, Tuunanen, Rothenberger, and Chatterjee
(2008).
– Leading journals in the IS field have expanded their boards to include more senior
editors and associate editors who have used and who now understand the design
science approach. This will ultimately pave the way for more design science
research papers to get published and thus benefit the whole field by enhancing
the relevance of IS research.
It is exciting to see the ongoing discussions and increased interest in design
science research projects in the IS field. Information systems and organiza-
tional routines are among the key components of organizational design as they
are extensions of human cognitive capabilities. They are the tools of knowl-
edge work enabling new organizational forms and providing management and
decision-making support. For example, incentive structures related to job perfor-
mance such as achieving sales, product quality, or customer satisfaction goals
require information gathering and analysis capabilities. Management of outsourc-
ing and inter-organizational partnerships requires secure information sharing.
Identification of problems and opportunities requires the gathering and analysis
of business intelligence. More and more frequently business decisions are made
relying on information from the computer-based analysis and recommendations.
Similarly, organizational routines are intended to provide guidance to human action
within prescribed organizational contexts. Yet even such artifacts are appropri-
ated and adapted by humans in ways and for purposes that the designers may
not have envisioned. With the renewed interest in design science research in the
information systems and organizational science disciplines, future research will
focus on the co-design of information processing capabilities and organizational
structures.
2.4 Extending the Reach of Design Science Research in IS
The critical reactions (both positive and negative) from the IS community toward the
2004 MISQ paper and the design science guidelines have led to several important
extensions for the application of design science ideas to IS research. To conclude
this chapter, a number of key issues are addressed.
44. 2.4 Extending the Reach of Design Science Research in IS 15
2.4.1 Design Science Research vs. Professional Design
One issue that must be clearly addressed in design science research is differentiating
high-quality professional design or system building from design science research.
The difference is in the nature of the problems and solutions. Professional design
is the application of existing knowledge to organizational problems, such as con-
structing a financial or marketing information system using best practice artifacts
(constructs, models, methods, and instantiations) existing in the knowledge base.
On the other hand, design science research addresses important unsolved prob-
lems in unique or innovative ways or solved problems in more effective or efficient
ways. The key differentiator between professional design and design research is the
clear identification of a contribution to the archival knowledge base of foundations
and methodologies and the communication of the contribution to the stakeholder
communities.
In the early stages of a discipline or with significant changes in the environ-
ment, each new artifact created for that discipline or changed environment is an
experiment that poses a question to nature (Newell and Simon 1976). Existing
knowledge is used where appropriate; however, often the requisite knowledge is
nonexistent. In other words the knowledge base is inadequate. Reliance on creativ-
ity and trial and error search are characteristic of such research efforts. As design
science research results are codified in the knowledge base, they become best prac-
tices. Professional design and system building then become the routine application
of the knowledge base to known problems.
2.4.2 Design as Research vs. Researching Design
Design science research has been interpreted as including two distinctly different
classes of research – ‘design as research’ and ‘researching design.’ While the 2004
MISQ paper focuses on the former class of research, it is important to recognize the
existence and importance of both types of research.
Design as Research encompasses the idea that doing innovative design that
results in clear contributions to the knowledge base constitutes research. Knowledge
generated via design can take several forms including constructs, models, meth-
ods, and instantiations (March and Smith 1995). Design research projects are often
performed in a specific application context and the resulting designs and design
research contributions may be clearly influenced by the opportunities and con-
straints of the application domain. Additional research may be needed to generalize
the research results to broader domains. Design as research, thus, provides an impor-
tant strand of research that values research outcomes that focus on improvement of
an artifact in a specific domain as the primary research concern and, then, seeks
a broader, more general understanding of theories and phenomena surrounding the
artifact as an extended outcome.
Researching Design shifts the focus to a study of designs, designers, and design
processes. The community of researchers engaged in this mode of research was
45. 16 2 Design Science Research in Information Systems
organized under the umbrella of the design research society starting as early as
the mid-1960s. Because of their focus on methods of designing, they have been
able to articulate and follow the goal of generating domain-independent understand-
ing of design processes, although their investigations have been focused largely in
the fields of architecture, engineering, and product design. Although it is difficult
to provide unambiguous and universally accepted definitions of design processes,
working definitions suggest designing is an iterative process of planning, generat-
ing alternatives, and selecting a satisfactory design. Examples of work from this
stream, therefore, include use of representations and languages (Oxman 1997), use
of cognitive schemas (Goldschmidt 1994), and theoretical explorations (Love 2002).
Although similarities are many, the two fields of design study have been different
in their focus and trajectory. Of the differences, three are most visible. First, design
as research emphasizes the domain in which the design activity will take place, plac-
ing a premium on innovativeness within a specific context. In contrast, researching
design emphasizes increased understanding of design methods often independent
of the domain. Second, the domains of study for the first subfield have typically
been the information and computing technologies as opposed to architecture and
engineering for the second. Finally, the closest alliances from the design as research
have been formed with disciplines such as computer science, software engineering,
and organization science. Researching design is more closely allied with cognitive
science and professional fields such as architecture and engineering.
2.4.3 Design Science Research Cycles
The 2004 MISQ paper presents design science as a research paradigm to be
employed in IS research projects. As such, the discussion does not propose a
detailed process for performing design science research. However, a key insight can
be gained by identifying and understanding the existence of three design science
research cycles in any design research project as shown in Fig. 2.2 (Hevner 2007).
Knowledge Base
Design Science Research
Build Design
Artifacts
Processes
Evaluate
Design
Cycle
Application Domain
• People
• Organizational Systems
• Technical
Systems
• Problems
Opportunities
Relevance Cycle
• Requirements
• Field Testing
Rigor Cycle
• Grounding
• Additions to KB
Foundations
• Scientific Theories
Methods
• Experience
Expertise
• Meta-Artifacts (Design
Products Design
Processes)
Environment
Fig. 2.2 Design science research cycles
46. 2.4 Extending the Reach of Design Science Research in IS 17
Figure 2.2 borrows the IS research framework found in (Hevner et al. 2004) and
overlays a focus on three inherent research cycles. The Relevance Cycle bridges the
contextual environment of the research project with the design science activities.
The Rigor Cycle connects the design science activities with the knowledge base of
scientific foundations, experience, and expertise that informs the research project.
The central Design Cycle iterates between the core activities of building and evalu-
ating the design artifacts and processes of the research. These three cycles must be
present and clearly identifiable in a design science research project. The following
sections briefly expand on the definitions and meanings of each cycle.
2.4.3.1 The Relevance Cycle
Design science research is motivated by the desire to improve the environment by
the introduction of new and innovative artifacts and the processes for building these
artifacts (Simon 1996). An application domain consists of the people, organiza-
tional systems, and technical systems that interact to work toward a goal. Good
design science research often begins by identifying and representing opportunities
and problems in an actual application environment.
Thus, the relevance cycle initiates design science research with an application
context that not only provides the requirements for the research (e.g., the opportu-
nity/problem to be addressed) as inputs but also defines acceptance criteria for the
ultimate evaluation of the research results. Does the design artifact improve the envi-
ronment and how can this improvement be measured? The output from the design
science research must be returned into the environment for study and evaluation in
the application domain. The field study of the artifact can be executed by means of
appropriate technology transfer methods such as action research (Cole et al. 2005;
Jarvinen 2007).
The results of the field testing will determine whether additional iterations of the
relevance cycle are needed in this design science research project. The new artifact
may have deficiencies in functionality or in its inherent qualities (e.g., performance,
usability) that may limit its utility in practice. Another result of field testing may be
that the requirements input to the design science research were incorrect or incom-
plete with the resulting artifact satisfying the requirements but still inadequate to
the opportunity or problem presented. Another iteration of the relevance cycle will
commence with feedback from the environment from field testing and a restatement
of the research requirements as discovered from actual experience.
2.4.3.2 The Rigor Cycle
Design science draws from a vast knowledge base of scientific theories and
engineering methods that provides the foundations for rigorous design science
research. As importantly, the knowledge base also contains two types of additional
knowledge:
47. 18 2 Design Science Research in Information Systems
• The experiences and expertise that define the state of the art in the application
domain of the research.
• The existing artifacts and processes (or meta-artifacts (Iivari 2007)) found in the
application domain.
The rigor cycle provides past knowledge to the research project to ensure its inno-
vation. It is contingent on the researchers to thoroughly research and reference the
knowledge base in order to guarantee that the designs produced are research contri-
butions and not routine designs based on the application of known design processes
and the appropriation of known design artifacts.
While rigorous advances in design are what separate a research project from
the practice of routine design, we need to be careful to identify the sources and
types of rigor appropriate for design research. The risk comes when experts in
other research paradigms attempt to apply their standards of rigor to design research
projects in which creative inspiration or gut instinct may lead to design decisions. To
insist that all design decisions and design processes be based on grounded behav-
ioral or mathematical theories may not be appropriate or even feasible for a truly
cutting-edge design artifact. Such theories may as yet be undiscovered or incom-
plete and the research activities of design and evaluation of the artifact may advance
the development and study of such theories.
Consideration of rigor in design research is based on the researcher’s skilled
selection and application of the appropriate theories and methods for constructing
and evaluating the artifact. Design science research is grounded on existing ideas
drawn from the domain knowledge base. Inspiration for creative design activity can
be drawn from many different sources to include rich opportunities/problems from
the application environment, existing artifacts, analogies/metaphors, and theories
(Iivari 2007). This list of design inspiration can be expanded to include additional
sources of creative insights (Csikszentmihalyi 1996).
Additions to the knowledge base as results of design research will include
any additions or extensions to the original theories and methods made during the
research, the new artifacts (design products and processes), and all experiences
gained from performing the iterative design cycles and field testing the artifact in the
application environment. It is imperative that a design research project makes a com-
pelling case for its rigorous bases and contributions lest the research be dismissed as
a case of routine design. Definitive research contributions to the knowledge base are
essential to selling the research to an academic audience just as useful contributions
to the environment are the key selling points to a practitioner audience.
2.4.3.3 The Design Cycle
The internal design cycle is the heart of any design science research project. This
cycle of research activities iterates more rapidly between the construction of an
artifact, its evaluation, and subsequent feedback to refine the design further. Simon
(1996) describes the nature of this cycle as generating design alternatives and evalu-
ating the alternatives against requirements until a satisfactory design is achieved. As
48. 2.4 Extending the Reach of Design Science Research in IS 19
discussed above, the requirements are input from the relevance cycle and the design
and evaluation theories and methods are drawn from the rigor cycle. However, the
design cycle is where the hard work of design science research is done. It is impor-
tant to understand the dependencies of the design cycle on the other two cycles while
appreciating its relative independence during the actual execution of the research.
During the performance of the design cycle a balance must be maintained
between the efforts spent in constructing and evaluating the evolving design artifact.
Both activities must be convincingly based on relevance and rigor. Having a strong
grounded argument for the construction of the artifact, as discussed above, is insuf-
ficient if the subsequent evaluation is weak. Juhani (2007) states, “The essence of
Information Systems as design science lies in the scientific evaluation of artifacts.”
Artifacts must be rigorously and thoroughly tested in laboratory and experimental
situations before releasing them into field testing along the relevance cycle. This
calls for multiple iterations of the design cycle in design science research before
contributions are output into the relevance cycle and the rigor cycle.
2.4.4 A Checklist for Design Science Research
While the seven guidelines in the 2004 MISQ paper have been largely accepted as
integral to top quality design science research, requests have been made for a more
specific checklist of questions to evaluate a design research project. The questions
in Table 2.2 provide such a checklist that has been used to assess progress on design
research projects. In practice, design researchers have found these questions to form
a useful checklist to ensure that their projects address the key aspects of design
science research. To demonstrate the relationship of these questions with the three
research cycles discussed in the previous section, Fig. 2.3 maps the eight questions
to the appropriate research cycle.
2.4.5 Publication of Design Science Research
Guideline 7 (see Table 2.1) addresses the dissemination of design science research
results in appropriate journal outlets. Much feedback to the 2004 MISQ paper has
centered on the willingness of top-ranked journals in the IS and computer science
(CS) fields to publish design science results. Any discussion of top-quality publi-
cation outlets must draw a distinction between journals with technology-focused
audiences and management-focused audiences. Good design science research pro-
duces results of interest for both audiences. Technology audiences need sufficient
detail to enable the described artifact to be constructed (implemented) and used
within an appropriate context. It is important for such audiences to understand
the processes by which the artifact was constructed and evaluated. This estab-
lishes repeatability of the research project and builds the knowledge base for further
research extensions by future design science researchers.
49. 20 2 Design Science Research in Information Systems
Table 2.2 Design science research checklist
Questions Answers
1. What is the research question (design
requirements)?
2. What is the artifact? How is the artifact
represented?
3. What design processes (search heuristics) will
be used to build the artifact?
4. How are the artifact and the design processes
grounded by the knowledge base? What, if any,
theories support the artifact design and the
design process?
5. What evaluations are performed during the
internal design cycles? What design
improvements are identified during each design
cycle?
6. How is the artifact introduced into the
application environment and how is it field
tested? What metrics are used to demonstrate
artifact utility and improvement over previous
artifacts?
7. What new knowledge is added to the
knowledge base and in what form (e.g.,
peer-reviewed literature, meta-artifacts, new
theory, new method)?
8. Has the research question been satisfactorily
addressed?
Fig. 2.3 Questions mapped to three design research cycles
On the other hand, management audiences need sufficient detail to determine
if organizational resources should be committed to constructing (or purchasing)
and using the artifact within their specific organizational context. The rigor of the
artifact design process must be complemented by a thorough presentation of the
50. References 21
experimental design of the artifact’s field test in a realistic organizational environ-
ment. The emphasis must be on the importance of the problem and the novelty and
utility of the solution approach realized in the artifact.
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relevance, MIS Quarterly 23 (1), pp. 3–16.
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52. Chapter 3
Design Science Research Frameworks
People sometimes ask me what they should read to find out
about artificial intelligence. Herbert Simon’s book Sciences of
the Artificial is always on the list I give them. Every page issues
a challenge to conventional thinking, and the layman who
digests it well will certainly understand what the field of
artificial intelligence hopes to accomplish. I recommend it in the
same spirit that I recommend Freud to people who ask about
psychoanalysis, or Piaget to those who ask about child
psychology: If you want to learn about a subject, start by
reading its founding fathers.
– George A. Miller, Complex Information Processing
3.1 Understanding the Natural and Artificial Worlds
The founding father of design science was Herbert E. Simon. Well known for his
work on AI, decision making, and economics, Simon wrote a thought-provoking
book called Sciences of the Artificial in the 1960s (Simon 1996). His profound
insight was that certain phenomena or entities are “artificial” in the sense that
they are contingent to the goals or purposes of their designer. In other words,
they could have been different had the goals been different (as opposed to natu-
ral phenomena which are necessarily evolved given natural laws). He further posits:
Since artifacts are contingent, how is a science of the artificial possible? How to
study artifacts empirically? On the other hand, Simon also deals with the notion of
complexity. This is necessary because artificiality and complexity are inextricably
interwoven.
We are all familiar with natural science (especially physics and biology) but the
world around us is mostly man-made, i.e., artificial. It evolves with mankind’s goals.
So science must encompass both natural and goal-dependent (artificial) phenomena.
Simon in his book discusses how to relate these two. There are two perspectives on
23
A. Hevner, S. Chatterjee, Design Research in Information Systems, Integrated Series
in Information Systems 22, DOI 10.1007/978-1-4419-5653-8_3,
C
Springer Science+Business Media, LLC 2010
53. 24 3 Design Science Research Frameworks
artifacts, synthetic vs. analytic. The science of the artificial is really the science
(analytic or descriptive) of engineering (synthetic or prescriptive).
Artifacts
• are synthesized,
• may imitate appearances of natural things,
• can be characterized in terms of functions, goals, adaptation, and
• are often discussed in terms of both imperatives and descriptives.
3.2 Toward a Theory of Complex Systems
Simon’s seminal work gives us first clues toward understanding what he called
“complex systems.” Fulfillment of purpose involves a relation between the arti-
fact, its environment, and a purpose or goal. Alternatively, one can view it as the
interaction of an inner environment (internal mechanism), an outer environment
(conditions for goal attainment), and the interface between the two. In this view,
the real nature of the artifact is the interface. Both the inner and outer environments
are abstracted away. The science of the artificial should focus on the interface, the
same way design focuses on the “functioning.”
Simulation is the imitation of the interface and is implied by the notion of arti-
ficiality. Simulation can also be viewed as adaptation to the same goal. It can be
used to better understand the original (simulated) entity because simulation can
help predict behavior by making explicit “new” knowledge, i.e., knowledge that
is indeed derivable but only with great effort. Simulation is even possible for poorly
understood systems by abstraction of organizational properties.
Computers are organizations of elementary components whose function only
matters. They are a special class of artifacts that can be used to perform simulations
(in particular of human cognition). They can be studied in the abstract, namely using
mathematics. Yet, they can and must also be studied empirically. Their study as an
empirical phenomenon requires simulation (example of time-sharing systems). In
conclusion, the behavior of computers will turn out to be governed by simple laws,
the apparent complexity resulting from that of the environment they are trying to
adapt to.
In his book, Simon notices that complexity is a general property of sys-
tems that are made of different parts and that the emergent behavior is hard to
characterize.
In the first part of his book he argues that complexity takes the form of hierarchy
and that hierarchical systems evolve faster than nonhierarchical ones. Very gen-
erally, a hierarchy is a recursive partition of a system into subsystems. Examples
of hierarchies are common in social, biological, physical, and symbolic (e.g.,
books) systems. In biological systems, it is argued that hierarchical systems evolve
faster because the many subsystems form as many intermediate stable stages in
54. 3.3 Systems Development in Information Systems Research 25
the process. Similarly in the problem-solving activity, mainly a selective trial-
and-error process, intermediate results constitute stable subassemblies that indicate
progress.
The second part of his argument is that hierarchies have the property of near
decomposability, namely that (1) the short-term (high-frequency) behavior of each
subsystem is approximately independent of the other components and (2) in the
long run, the (low-frequency) behavior of a subsystem depends on that of other
components in only an aggregate way. The example of cubicle and room temper-
ature in a building is provided. Other examples are common in natural and social
systems.
The last part of the thesis deals with system descriptions. It is argued that the
description of a system need not be as complex as the system due to the redundancy
present in the latter. Redundancy results from the fact that there are only a limited
number of distinct elementary components. Complex systems are obtained by vary-
ing their combination. Also, the near-decomposability property can be generalized
to the “empty world hypothesis” that states that most things are only weakly con-
nected with most other things. Therefore, descriptions may contain only a fraction
of the connections. There are two main types of descriptions. State descriptions and
process descriptions deal with the world as sensed and as acted upon, respectively.
The behavior of any adaptive organism results from trying to establish correlations
between goals and actions.
In conclusion, a general theory of complex systems must refer to a theory of
hierarchy. And the near-decomposability property simplifies both the behavior of
a complex system and its description. In the study of DSR, one repeatedly stum-
bles upon such complex systems and their behavior. Even to this date, Herbert
Simon’s work remains the most influential thinking that guides this field of design
and artificial sciences.
3.3 Systems Development in Information Systems Research
One of the earliest contribution of design science to IS is the seminal work done
by Nunamaker et al. (1990–91). They claim that the central nature of systems
development leads to a multi-methodological approach to IS research that con-
sists of four research strategies: theory building, experimentation, observation, and
systems development. Theory building includes development of new ideas and con-
cepts and construction of conceptual frameworks, new methods, or models (e.g.,
mathematical models, simulation models, and data models) (Nunamaker et al.
1990–91). Theories (particularly mathematical models) are usually concerned with
generic system behaviors and are subject to rigorous analysis. Experimentation on
the other hand includes research strategies such as laboratory and field experiments,
as well as computer and experimental simulations. It straddles the gulf between the-
ory building and observation in that experimentation may concern itself with either
the validation of the underlying theories or the issues of acceptance or technology
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