Business Analysis and Design: Understanding Innovation in Organisation

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This textbook offers an essential introduction to design orientation in business, which impacts the way management is undertaken world-wide. Design orientation, as it applies to business, is the process through which a designer analyses business as a system, identifies motivation for changing the system, and designs improvement for the organisation, as well as ways of implementing this improvement. It involves strategic and innovative thinking, communication with key stakeholders, and change management.

 

This book provides coverage of critical tools for design which enable business professionals to analyse existing ways of organizing and to design new ways of organizing. The reader will learn how to develop a digital business model to organize private, public or voluntary work. In doing so, the reader will learn to critically evaluate the notion of digital innovation and understand the proper place of ICT within organization.

 

The reader will learn how to:

  • critically evaluate the relevance of digital innovation to domains of organisation
  • develop digital business models to organize private, public or voluntary work
  • construct business strategy and relate it to business models, motivation models, innovation management and change management

 

Written by an expert in the field, this book is designed for both students and professionals. Each chapter contains an introduction, a section of key reading, and a summary, while a number of cases based on real-life examples are worked through as examples in the text, demonstrating the real-life application of the design theory discussed.

 

Author(s): Paul Beynon-Davies
Publisher: Palgrave Macmillan
Year: 2021

Language: English
Pages: 438
City: Cham

Prologue
Introduction
Conventional Thinking
Thinking Differently
Scope and Aims
Problems with the Existing Literature
The Role of the Business Analyst
Management as Design
Main Audience
Conclusion
Theory
Practice
References
Contents
List of Figures
List of Tables
1: Introduction
1 Introduction
2 Why Business Design?
3 Design Science, Design Theory and Design Artefact
4 The Design Orientation
Problems
Engagement
Models
Prototypes
Visualisation
Co-creation
5 Types of Design Artefact
6 A Simple Game of Design
7 Designing Business Education
8 A Roadmap to the Book
Chapter 1: Signs, Patterns and Systems
Chapter 2: What Is Design?
Chapter 3: Designing Organisation
Chapter 4: Projects of Design
Chapter 5: Investigating Domains of Organisation
Chapter 6: Engaging with Problem Situations
Chapter 7: Making Sense of Business Activity
Chapter 8: Models of Activity
Chapter 9: Making Sense of Business Information
Chapter 10: Making Sense of Information Systems
Chapter 11: Models of Information
Chapter 12: Making Sense of Business Data
Chapter 13: Making Sense of Data Systems
Chapter 14: Models of Data
Chapter 15: Understanding Digital Innovation
Chapter 16: Building Digital Business Models
Chapter 17: Business Motivation, Change and Strategy
Epilogue
A Compendium of Business Analysis and Design Techniques
A Case Book
9 Conclusion
10 Theory
11 Practice
References
2: Signs, Patterns and Systems
1 Introduction
2 Signs
3 Patterns
4 Systems
5 Business Modelling
6 Sense and Non-sense
7 Ontologies
8 Conclusion
9 Theory
10 Practice
References
3: What Is Design?
1 Introduction
2 Great Designers and Their Lessons
3 Ways of Organising
4 Thinking About Design
5 Design as an Activity
6 Design as Abduction
7 Returning to the Design Game
8 Techniques for Business Design
Techniques We Shall Cover
Affinity Mapping
Rich Pictures
Stakeholder Mapping
Tabletop Prototypes
Pattern Comics
Important Aspects of Design Work
9 A Grand Challenge
10 Conclusion
11 Theory
12 Practice
References
4: Designing Organisation
1 Introduction
2 The Nature of Organisation
Organisation as Noun
Organisation as Verb
3 Emergence
4 Language as Organisation
5 Patterns of Organising
6 Roles and Action
7 Domains of Organisation
8 Elements of a Pattern of Organisation
Actors
Action
Sequence and Location
9 Socio-technical Organisation
10 Returning to the Design Game
11 Advantages of This Way of Thinking
12 Introducing the Tabletop Prototyping Toolkit
Throwaway Design
Visualisation Anxiety
Reuse
13 Conclusion
14 Theory
15 Practice
References
5: Projects of Design
1 Introduction
2 Projects and Problems
3 Life Cycle of a Typical Business Analysis Project
4 Establishing a Business Analysis Team
5 Planning a Business Analysis Project
6 Defining Project Scope
7 The Control of Project Work
8 Methods, Techniques and Tools
9 Conclusion
10 Theory
11 Practice
References
6: Investigating Domains of Organisation
1 Introduction
2 Business Investigation
3 Business Analyst as Anthropologist
4 Business Analysis as Discourse
5 Interviews
6 Focus Groups
7 Meetings and Workshops
8 Observation and Participation
9 Dealing with Artefacts
10 Triangulation
11 Business Visualisation
12 Physical Prototyping
13 Conclusion
14 Theory
15 Practice
References
7: Engaging with Problem Situations
1 Introduction
2 Problem Setting
3 Systems of Complexity
4 Problem Situations and Stakeholders
5 Worldviews
6 Issues and Requirements
7 Brainstorming and Affinity Mapping
8 Scoping and MoSCoW Prioritisation
9 Stakeholder Mapping
10 Rich Pictures
11 A Grand Challenge
12 Conclusion
13 Theory
14 Practice
References
8: Making Sense of Business Activity
1 Introduction
2 Coordination
3 Purpose and Value
4 Coordination Problems
5 Equifinality and Design
6 Performance and Performance Measurement
7 Control
8 Performance Measurement
9 Patterns of Activity
10 Phrasing Activity
11 Roles
12 Tabletop Prototyping an Activity System
13 Conclusion
14 Theory
15 Practice
References
9: Models of Activity
1 Introduction
2 Visualising Patterns of Activity
3 Drawing Anxiety
4 Comics of Activity Patterns
5 Activity Systems
6 How to Build an Inka Rope Bridge
7 Pattern-making
8 Patterns and Templates
9 Bridging Patterns
10 Conclusion
11 Theory
12 Practice
References
10: Making Sense of Business Information
1 Introduction
2 Communication
3 Communicative Acts
4 Identifying and Describing Things
5 Intent of Communication
6 Assertives
7 Directives
8 Commissives
9 Declaratives
10 Expressives
11 Conclusion
12 Theory
13 Practice
References
11: Making Sense of Information Systems
1 Introduction
2 Communication and Coordination
3 Analysing Communication
4 Conversations for Action
5 Communicative Action by and with Machines
6 Making Sense with Communicative Patterns
7 Care for the Elderly
8 Conclusion
9 Theory
10 Practice
References
12: Models of Information
1 Introduction
2 Things of Interest
3 Relationships of Interest
4 Relationships and Constraints
5 Attributes of Interest
6 Abstraction
Classification
Generalisation
Aggregation
7 Visualising Information Models
8 Communicative Acts and Information Models
9 Information Models from Communicative Practice
10 Conclusion
11 Theory
12 Practice
References
13: Making Sense of Business Data
1 Introduction
2 The Nature of Data
3 Modulation and Coding
4 Data Structures as Messages
5 The Medium or Substance of Data
6 The Ubiquity of Data Structures
7 The Importance of Data Structures
8 Data Technology
9 Data Structures as Actors
10 Adding Data Structures to a Tabletop Prototype
11 Revisiting the Grand Challenge
12 Conclusion
13 Theory
14 Practice
References
14: Making Sense of Data Systems
1 Introduction
2 Data systems
3 Acts of articulation
Create
Read
Update
Delete
4 Institutional facts
5 Patterns of articulation
6 Conclusion
7 Theory
8 Practice
References
15: Models of Data
1 Introduction
2 Natural, Embodied and Persistent Data
3 The Importance of Records
4 Signs of the Person
5 Records as Structures
6 Relations
7 Forming Data Structures
8 Data Structures and Information Classes
9 Visualising Data Structures
10 Data Structures and Acts of Articulation
11 Conclusion
12 Theory
13 Practice
References
16: Understanding Digital Innovation
1 Introduction
2 Innovation
3 Digital Innovation
4 Disruptive Innovation
5 The Nature of Change to Organisation
6 Leveraging Change
7 Unfreezing, Changing and Refreezing
8 Digging Up the Cow Paths
9 Stimulating Change
Scenarios
Telling Stories
Using Low Technology
Rich Pictures as Framing Devices
10 Managing Change
11 Revisiting the Grand Challenge
12 Technology as a Change Lever
13 Conclusion
14 Theory
15 Practice
References
17: Building Digital Business Models
1 Introduction
2 Business Models
Coordination
Communication
Articulation
3 Returning to the Design Game
4 AS-IS, AS-IF and TO-BE
5 Organisation as a Cycle of Action
6 Online Grocery
7 Conclusion
8 Theory
9 Practice
References
18: Business Motivation, Strategy and Evaluation
1 Introduction
2 Environmental Analysis
3 Ends
Vision Statements
SMART Goals
Critical Success Factors
SWOT Analysis
GAP Analysis
4 Means
Strategy and Tactics
5 Carrots and Sticks
6 Evaluation
7 Types of Evaluation
Strategic Evaluation
Cost-Benefit Analysis
Formative Evaluation
Summative Evaluation
Post-mortem Evaluation
8 The Learning Organisation
9 Action Research
10 Conclusion
11 Theory
12 Practice
References
Epilogue
The Organoscape
A Compendium of Tricks
A Case Book
Case 1: Goronwy Galvanising
Case 2: Emergency Ambulance Service
Case 3: University Short Courses
Case 4: Cwmni
Case 5: Online Retail
Case 6: Healthcare Appointments
Case 7: Online Healthcare
Case 8: Household Waste Collection
Case 9: Track and Trace App
A Compendium of Business Analysis and Design Techniques
Glossary
Index