2 Research Methodology
2.1 Need and justification for Constructive Research
Both Constructive and Design Science research deals with “real world” practical problems as well as considering its theoretical contributions; it links the research
and academic world with the industrial issues (Lukka, 2003; Hevner, 2004). Hence, the relevance of topic (in other words quality of research problem) improves significantly when using constructive research methodology in certain research fields.
In research areas dealing with practical problems or issues that are close to the industry, using other research methods exclusively (i.e. surveys, observation, interviews) leads to unsatisfactory and low results. This is due to increasing frustration of organisations being asked to participate in surveys or interviews, as they feel that they don’t get much in return for their effort (Lukka, 2003). Instead, in constructive research, emphasis is on two-‐way communication as the researcher works very closely with organisations imparting valuable knowledge in the process.
Lukka (2003) also mentions that to validate the research, and identify whether a certain solution/hypothesis/framework really works, is to actually test the idea in the field with practitioners. It is extremely difficult to validate such research just by asking questions or distributing questionnaires or collecting data through surveys. The constructive approach advocates the practice of testing the “truth” by finding out what works in practice through direct intervention of the researcher(s).
Figure 3 illustrates the key elements of the constructive research approach (Lukka, 2003).
Figure 3. Elements of constructive research (Lukka, 2003).
Research scholars in management and information science argue that whilst rigorous research is paramount to create new knowledge, it should also deliver application and relevant results for practical use (Holmström et al., 2009; van Aken
2
of this approach, the (novel) construction, is an abstract notion with great, in fact infinite, number of potential realisations. All human artefacts - such as models, diagrams, plans, organisation structures, commercial products, and information system designs - are constructions. It is characteristic of them that they are invented and developed, not discovered. By developing a construction, something that differs profoundly from anything, which existed before, is created: novel constructions bring forth, by definition, new reality.
Mathematical algorithms and new mathematical entities provide theoretical examples of constructions. In philosophy, the application of constructive research can be found in those cases where the world is constructed, step by step, from supposedly basic elements like objects, time-space slices, observations, thoughts, or logical relations. Creating an artificial language - such as Morse alphabet, Braille's alphabet, or computer languages - is an example of developing a construction at its purest. In medicine we can find the constructive approach in the development of new pharmaceuticals, or in the creation of a new treatment (Kasanen et al., 1993).
The core features of the constructive research approach require that it • focuses on real-world problems felt relevant to be solved in practice,
• produces an innovative construction meant to solve the initial real-world problem, • includes an attempt for implementing the developed construction and thereby a test for
its practical applicability,
• implies a very close involvement and co-operation between the researcher and practitioners in a team-like manner, in which experiential learning is expected to take place,
• is explicitly linked to prior theoretical knowledge, and
• pays particular attention to reflecting the empirical findings back to theory (Lukka, 2000).
Figure 1 illustrates the key elements of the constructive research approach.
Figure 1: The central elements of the constructive research approach2
It is characteristic to a constructive study that the researcher’s empirical intervention is explicit and strong. As an opposite to the typical objective of a conducting research with minimal empirical obtrusion in mind, here having an impact is one part of the method itself
2 Slightly adapted from Kasanen et al. (1993) and Lukka & Tuomela (1998).
Connection to prior theory Practical relevance of the problem and the solution Practical functioning of the solution Theoretical contribution of the study Construction (Solution to the initial problem)
2004). This demand has earlier been satisfied through the development of action research approach, and later through the use of constructive research approach and Design Science research approach (Piirainen and Gonzalez, 2013). Both, Constructive Research Approach and Design Science aim to increase the relevance of management and information science research by putting the theory to practice through designing and/or constructing “constructions” (Kasanen et al., 1993). According to Hevner et al. (2004), two paradigms characterise majority of the research in Information Systems, that of behavioural science and design science. Whereas the behaviour science view develops or verifies theories that explain or predict human or organisational behaviour, design science paradigm extends the human/organisational boundaries of understanding by creating new and innovative artefacts. In information science the importance of design is emphasised and researchers have argued that the realm of information science research is directly related to design (Glass, 1999; Winograd, 1997).
Hevner (2004) explains that unlike behaviour science research, which seeks to predict or explain phenomena that occur with respect to artefact’s use, design science creates and evaluates Information Technology artefacts intended to solve identified organisational problems.
Hevner et al. (2004) also define a design process as a “sequence of expert activities that produces an innovative product (i.e. the design artefact). The authors also explain the dichotomy of design science paradigm, as design is considered both as a process and a product. The process is explained as a sequence of expert activities through which an innovative product (i.e. the design artefact) is produced. Subsequently, the evaluation of the artefact provides a better understanding of the problem (and a solution) in order to improve the quality of both the design process and the designed artefact. This activity of building an artefact and evaluation is carried out in a loop a number of times before the final artefact is generated. From the perspective of this research, this particular aspect of having an iteration cycle between artefact design and evaluation can be considered significant and has a potential to play a central role in the research.
Hevner et al. (2004) provide a framework for Information Science research based on the design science method. Table 1 (Research Process followed for VisiLean) is based on this framework and explains each step taken in the research in the context of this framework.