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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>COProduction as last resort to make IT pro jects less doomed to fail</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Universita degli Studi di Milano-Bicocca</institution>
          ,
          <addr-line>Viale Sarca 335, 20135, Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>7</fpage>
      <lpage>11</lpage>
      <abstract>
        <p>In this position paper, we make the point that the tenets of the cultures of participation and co-production, if taken seriously, can reform IT development in organizations for the better. Our idea is to develop complex information systems in an integrated manner with the participatory development of the social tools that could facilitate their dissemination and their wide and satis ed adoption within an organizational setting, in particular a social media and wiki containing process models as-is and to-be, ever re ned requirements, change requests, bug reports, incident reports, manuals, feedback surveys, and a communication platform to have designers, developers, clients, prospective end users, and other stakeholders.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The most recurring factors that have been retrospectively associated with the
complete or partial failure of IT projects are the lack of user involvement, bad
communication among the stakeholders (including end-users) and problems in
understanding and collecting user needs and requirements [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. While the
diagnosis of the problem has seemed clear for decades to date, it is still not clear how to
treat it and change the current state of a air. To this aim, several
engineeringoriented approaches have been proposed, some of which have been recently
renovated under the umbrella term \future-oriented technology analysis" [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], in the
same mould of FMECA and SWOT analyses. However, these latter techniques
have still to be consolidated in few and e ective techniques and methodologies,
and these latter ones still be put to the test of life and their impact on IS success
evaluated. Moreover, chances are that merely technical approaches would likely
keep falling short of expectations, since many of the failure factors mentioned
above regard a socio-technical and cultural dimension.
      </p>
      <p>
        The point of this position paper is that the concept of culture of
participation must be introduced in the IT development discourse and even its farthest
consequences [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], like end-user empowerment and the progressive shift of
responsibility from the professional designer to the customer be advocated and
promoted. For this to be possible beyond a merely over-simplistic claim, at least
two notions of the mainstream discourse must be addressed, deconstructed and
nally challenged.
      </p>
    </sec>
    <sec id="sec-2">
      <title>IT Projects and Projections</title>
      <p>The rst notion is the very core one of \project", or better yet, the intrinsic
unbalance towards the ideal dimension of an IT artifact development project,
(i.e., its models and its design) at expense of the pragmatic dimension of the
process by which the artifact is \embedded" into a single social setting.</p>
      <p>This abstracting and modelling phase regards a sort of Platonic fallacy, so
to say. Any project entails the projection of an idea (as well as the related
expectations, hopes, resources) into the future (and hence the unknown): it is,
namely, the act of \throwing forth" (pro-ject) this idea through a trajectory
of interventions towards its objectivation and materialization. Important steps
in this trajectory regard the building of conceptual models: these latter regard
both the information structures that represent the reality of interest; the licit
transformations (rewritings) these structures can undertake; and the artifact's
and persons' behaviors that trigger, and are triggered by, these transformations.
Other steps regard the detailed and often formal speci cation of the models
mentioned above (indeed, their de-sign); and the development of the physical
components that build the whole new artifact up. However, it is a truism to
acknowledge that any stakeholder group has its own way to project things into
its future of concern and envision the related trajectory towards concrete
realization (e.g., the payment of the delivery for the producer, the e ectiveness of
the delivered product for the payer). This is because this ultimately cognitive
process is strongly embedded in the common ground of a social community, its
ruling conventions and policies, and the principles and values underlying the
whole, that is the culture of that setting.</p>
      <p>
        So far, relatively little emphasis in IS development (and many scholars would
rather Freudianly speak of IS design!) has been put on the last arc of the
project(ion) trajectory: the landing, so to say, which rather evocatively has been
assimilated to a clash, when we speak of impact and impact analysis; and on
what roles should deal with this delicate process of intertwined adoption and
adaptation of the new artifact into the esh and bones of the setting it is
supposed to support. Very signi cantly, semiotics has been called in this process [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]:
it is more a matter of continuous communication (even delegated to the graphical
interface!), mutual understanding and reciprocal alignment between the
designers and the users, than a rational and balanced exchange between a demand and
an o er of economic nature that is regulated by a formal contract.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Participation and Particip-action</title>
      <p>This leads us to the second concept we aim to challenge. This second notion
is that of \involvement", as usually used in the phrases \user involvement",
\stakeholder involvement". To involve is a verb that entails the idea that someone
(the IT producer) is taking an active stance in making someone else (the user)
part of a \common" endeavor, and that this latter is involved, passively or with
little control of the process, as this is ultimately governed by the producer. This
Proc. of Second International Workshop on Cultures of Participation in the Digital Age - CoPDA 2014
Como (Italy), May 27th, 2014 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>latter asks the users what he or she needs, is responsible to have elicited and
collected those needs accurately and completely, to have understood them and
translated into speci c features of the artifact to be.</p>
      <p>
        However, if requirement gathering is the frailest phase of the modern IS
development methodologies[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], chances are that this is due to the same perceptual
aberration that occurs in regard to the idea of \project". An outside-the-box
way to solve this conundrum would be to address the construction of an IT
artifact as a process of co-production [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], where both designers and users produce
something in it, and to propose as the main factor leading to the success of this
co-productive process the inception and promotion of a culture of participation
within the community that would host and embed the new artifact, as well
between selected members of this community and of the professional community
of the IT vendor. We could call this approach one oriented to foster a Culture
Of participation for co-production, or COProduction for short.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>COProducing Value in Computing</title>
      <p>
        The idea of COProduction has a least two possible articulations. A weaker one:
IT specialists and prospective end-users (not so few of them, but two good
questions could be \how many" and \who" to enroll to represent them taking into
consideration both the management and the shop oor) participate in several
opportunities of idea proposal, discussion and progressive formalization of these
ideas. This is, very shortly said, the main idea behind co-design and
Participatory Design [
        <xref ref-type="bibr" rid="ref10 ref16">10, 16</xref>
        ]. Computational means could play an important role in
this scenario: idea management systems, collective deliberation systems[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and
ad-hoc qualitative techniques, like attitude surveys[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and Exploratory Focus
Groups [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        A stronger articulation: IT specialists build and con gure the tools by which
users can easily build and con gure (the symmetry is intended) their own
structures (in the sense explained above), and they do it by assembling together
simpler constructs that partly address the main needs emerged during the
inception phase of the IT project. This is the main, and more ambitious idea of
the meta-design and End-User Development (EUD) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>The di cult thing of a COProduction approach is to have the courage to cut
with the past clearly and to apply it in a completely new mindset. Otherwise also
the most innovative articulation of it, i.e., meta-design, would risk to produce a
semiotic drift or misalignment (that is when something in the IT artifact means
something for a group of stakeholders and something else for another group)
between the building blocks conceived by the meta-designers according to the
indications of the involved end-users, and the structures assembled by the
endusers when they are left more in control of the development process later on. Or,
even more surreptitiously risky, that the unidirectional (and Platonic) idea of
project (i.e., the idea that some people, be they professional designers or end-user
designers can shape the Artifact on advance and on an essentially abstract and
theoretically stance, irrespective of its necessary post-adoption changes) infects
Proc. of Second International Workshop on Cultures of Participation in the Digital Age - CoPDA 2014
Como (Italy), May 27th, 2014 (published at http://ceur-ws.org).</p>
      <p>Copyright © 2014 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.</p>
      <p>also the EUD scenario, by replicating the same shortcomings, but with even less
awareness of the most common mistakes and blatant naiveties.</p>
      <p>The only way to go beyond these two potential new modes of failure is to
embrace the COProduction idea seriously, and devise and test new
methodologies that are aimed at developing both the artifact and the culture in which it
can be iteratively re ned with the increasing participation of the end-users.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Tools for COProduction</title>
      <p>
        Concretely, this means to conceive initiatives and interventions that are
specifically devoted to incept, foster, achieve, and maintain this kind of culture: for
instance, by planning events of co-design and focus groups, administering
periodic surveys to gather needs and wishes and collect feedback and perceptions,
setting up a lean social media aimed at helping all the interested users come
together around the project (like a sca olding [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]), and through which to solicit
and collect any kind of useful contribution for the development of the
artifactrelated resources.
      </p>
      <p>
        In particular, this social media could encompass a wiki manual or FAQ
section that is open for contribution to all of the employees of the hosting
organization, a Forum where to discuss problems and share solutions, a Blog by
which to spread news and discuss the milestones achieved, a Requirement/Bug
Management System to provide continuous feedback, and the like. These
interventions should also encompass the establishment (and precise characterization
in terms of tasks and skills) of roles that would be made accountable for the
success of these distributed and collective initiatives, like the gardener [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] or
the maieuta-designer described in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>
        Although to build such a socio-technical sca olding around a new IT artifact
can be costly and require an additional e ort, the costs of failure in IT projects
can be much higher, as experience shows [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and ask for alternative solutions.
Future research must grow strong enough to give the potential entailed by the
COProduction tenets to those organizations that want to reach success faster
and be able to host (that is en-able) cycles of joint co-evolution (of the tasks,
the people, the tools [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) to cope with the never-ending change of the context
around them and their needs.
      </p>
    </sec>
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