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20 result(s) for "Spagnoletti, Paolo"
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A Design Theory for Digital Platforms Supporting Online Communities: A Multiple Case Study
This research proposes and validates a design theory for digital platforms that support online communities (DPsOC). It addresses ways in which digital platforms can effectively support social interactions in online communities. Drawing upon prior literature on IS design theory, online communities, and platforms, we derive an initial set of propositions for designing effective DPsOC. Our overarching proposition is that three components of digital platform architecture (core, interface, and complements) should collectively support the mix of the three distinct types of social interaction structures of online community (information sharing, collaboration, and collective action). We validate the initial propositions and generate additional insights by conducting an in-depth analysis of an European digital platform for elderly care assistance. We further validate the propositions by analyzing three widely used digital platforms, including Twitter, Wikipedia, and Liquidfeedback, and we derive additional propositions and insights that can guide DPsOC design. We discuss the implications of this research for research and practice.
Online Black-Markets: An Investigation of a Digital Infrastructure in the Dark
This paper investigates the functioning of Online Black-Markets (OBMs), i.e. a digital infrastructure operating in the Dark Net that enables the exchange of illegal goods such as drugs, weapons and fake digital identities. OBMs exist notwithstanding adverse conditions such as police interventions, scams and market breakdowns. Relying on a longitudinal case study, we focus on the dynamics of interactions among actors and marketplace technologies and we identify three mechanisms explaining OBMs operations. In particular, we show that OBMs infrastructure is the result of commoditization, platformization and resilience processes. Our contribution relies on the identification of community-based mechanisms that generate the OBMs infrastructure, extending the current understanding of e-commerce and social commerce.
SECURING VIRTUAL ENTERPRISES: REQUIREMENTS AND ARCHITECTURAL CHOICES
  Cooperative environments where multiple organizations interact for providing e-services to their customers are widely diffused and often referred as virtual enterprises. IT systems supporting these inter-organizational models must be designed by taking into account both functional and non-functional issues. Among the non-functional issues, information security solutions play an important role as mechanisms for reinforcing trust among members of a virtual enterprise and their supplier/customers. In this article, the authors have outlined a set of non-functional requirements for IT systems supporting virtual enterprises, and describe the federated identity management system, which has been implemented in the context of an EU project (LD-CAST) as an example of a trust-reinforcing mechanism.
DECISION MAKING IN SUPPLY CHAINS AND VALUE NETWORKS: THE BEER GAME EVOLUTION(a)
  New trends in inter-organization configurations are challenging the traditional concept of supply chain. Concepts such as Virtual Enterprise were introduced, to describe scenarios in which manufacturers operate as nodes within a network of suppliers, customers, engineers, and other specialized service functions. The authors aim is to build a simulation tool based on the rules of the Beer Game that includes the variables of a virtual enterprise, VirtuE in particular, and risk management in order to understand the strategies underlying the subject's behavior in the face of risk within a means-end chain. The simulation tool will contribute, to understanding the complexity of managing decision making in supply chains and networks. This study presents the tests carried out on the original game, the new variables introduced, and the simulation results.
DEFINING COOPERATIVE BUSINESS MODELS FOR INTERORGANIZATIONAL COOPERATION
  Usage of software platforms alongside the business transformation potential of information and communication technology enables cooperation between different companies in both open and networked environments. This research article investigates the definition process of a cooperative business model, which involves partners from different countries with different levels of technology, different markets, and different statutory regulations. The aim of this article, is to contribute to both theory and practice by introducing an approach for a cooperative business model definition that can be used in instances where there are conflicting requirements of partners who are willing to cooperate. In the case which is analyzed in this article, the premature identification of the exploitation alternative scenarios among partners, the adoption of a perspective based on customers' needs by the means of the business episode concept, and the usage of the business model ontology for the description of the structure of the cooperative business model, have helped the different partners to successfully converge to a common and agreed solution.
Exploring Foundations for Using Simulations in IS Research
Researchers in many fields have adopted simulation to understand a system’s behavior by imitating it through an artificial object that exhibits nearly identical behavior. Although simulation approaches have been widely adopted for theory building in fields such as engineering, computer science, management, and social sciences, researchers in the IS field often overlook their potential. In this paper, we examine how IS research uses different simulation approaches and, thereby, provide insights and methodological recommendations for future studies. From reviewing the literature on simulation studies published in top-tier IS journals, we define three classes of simulations: the self-organizing, the elementary, and the situated. We identify a set of stylized facts for characterizing the ways in which IS simulation studies present the premise, the inference, and the contribution. As a result, we provide guidance to future simulation researchers in designing and presenting their findings.
Digital Platforms as Sources for Organizational and Strategic Transformation: A Case Study of the Midblue Project
The paper is centered on the role of technology and specifically of IT in the recombination of the factors of production. Particularly, the objective is to see how this technology contributes to the formulation of business strategies, the outlining of organizational structures and the alignment with the business environment. A theoretical framework is proposed that combines three perspectives. The first perspective stresses the importance of digital architectures in the modalities through which firms organize for innovation. Second, organization as a platform outlines a scenario for generating multiple organizational forms based on recombination of existent resources, routines and transactions. Third, digital platforms are seen as determinant tools for a dematerialization process that consents to recombine the factors of production for achieving a competitive advantage. The Midblue project provides an illustrative example of how strategy, structure and information technology co-evolve in organizations and how digital platforms can trigger transformation at both strategic and organizational levels. [PUBLICATION ABSTRACT]
Exploring the Interplay Between FLOSS Adoption and Organizational Innovation
Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focusing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organizational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this article is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving sixteen Italian public administrations.
Reframing health care through social media
This teaching case presents the story of the Hospital Campus (HC) project and its effort to reframe health-care services for the elderly through the adoption of social media. In a world of global ageing, in which an increased number of elderly patients will be cared for by a shrinking number of workers, a primary challenge is how to use technology to provide better and more efficient services for the elderly. The HC campus project focuses on how to involve information technology-illiterate elderly patients and their social networks in the design and use of social media services to improve their quality of life. In describing the development of the project, we focus on the elderly patients’ needs and the activation of their social circles through the engagement of peers in the purposeful use of social media. The HC project illustrates how innovative services occur as a result of the participation of users and their social networks in the management and design of health-care services, the importance of the intermediary role as the ‘evangelist’ and the need to tailor the adoption of social media to address individual needs.