Onderzoeksontwerp chapter 5

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41 Terms

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Artifact

A designed object (e.g., software, hardware, method, or concept) that interacts with a problem context to create improvement.

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Problem Context

The real-world situation in which an artifact is implemented, including stakeholders, goals, and constraints.

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Design Science

A research methodology that focuses on designing and investigating artifacts in context.

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Design Problem

A problem that requires designing an artifact to change/improve a real-world situation.

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Knowledge Question

A research question that seeks knowledge about the world, independent of stakeholder goals.

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Social Context

The group of stakeholders and sponsors influencing a Design Science project.

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Knowledge Context

The existing body of scientific, technical, and professional knowledge used in a Design Science project.

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Interaction

The way an artifact interacts with its problem context, which determines its success or failure.

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Hevner’s Framework

A foundational model in Design Science Research, highlighting the relationship between problem context, artifacts, and knowledge.

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Research Goals

Objectives that guide a research project, including knowledge creation, prediction, and artifact development.

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Knowledge Goal

A goal focused on answering research questions about the world or an artifact's behavior.

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Prediction Goal

The goal of forecasting how an artifact will interact with a context.

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Instrument Design Goal

The creation of tools (e.g., surveys, simulations) to facilitate research.

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Artifact Design Goal

The goal of designing or improving an artifact to solve a problem.

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Design Cycle

A subset of the engineering cycle, focusing only on problem investigation, treatment design, and validation.

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Implementation Evaluation

The study of how an implemented artifact performs in its real-world context.

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Problem Investigation

Research conducted before designing an artifact to define the problem context and constraints.

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Scientific Theory

A tested belief about patterns in real-world phenomena, based on empirical data.

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Design Theory

A theory explaining the interaction between an artifact and its context.

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Conceptual Framework

A structured definition of key terms, relationships, and principles in a research area.

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Generalization

A broad, evidence-based conclusion about observed phenomena.

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Survey

A research method that collects data from multiple sources via questionnaires, interviews, or logs.

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Case Study

An in-depth examination of a single implementation or problem context.

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Observational Study

A method where researchers record real-world interactions with an artifact without intervention.

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Experiment

A controlled study designed to test cause-and-effect relationships.

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Requirement

A property that an artifact must have to fulfill stakeholder goals.

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Artifact Requirement

A specific feature or function that the designed solution must include.

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Context Assumption

An external condition that must hold for the artifact to function as intended.

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Contribution Argument

A reasoning process that links artifact requirements to stakeholder goals.

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Functional Requirement

A requirement specifying what an artifact must do.

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Performance Requirement

A requirement related to efficiency, speed, accuracy, or usability.

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Usability

A nonfunctional requirement describing how easy it is for stakeholders to use an artifact.

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Utility

A nonfunctional requirement assessing how helpful the artifact is in achieving stakeholder goals.

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Indicator

A measurable variable that provides evidence of a property (e.g., execution time).

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Norm

A set of required values for an indicator (e.g., execution time must be ≤7.7ms).

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Validation Model

A simulated representation of an artifact interacting with a problem context to predict real-world performance.

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Expert Opinion

A validation method where experienced professionals predict an artifact’s real-world impact based on their knowledge.

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Single-Case Mechanism Experiment

A controlled test of a prototype to analyze cause-and-effect relationships.

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Technical Action Research (TAR)

Deploying an artifact in a real-world case study to test usability and impact.

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Statistical Difference-Making Experiment

A research method that compares multiple versions of an artifact under similar conditions.

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Management of Cycles

The process of organizing resources, aligning with stakeholders, and planning iterations for efficient research execution.