Recent from talks
Nothing was collected or created yet.
Design science (methodology)
View on WikipediaDesign science research (DSR) is a research paradigm focusing on the development and validation of prescriptive knowledge in information science. Herbert Simon distinguished the natural sciences, concerned with explaining how things are, from design sciences which are concerned with how things ought to be,[1] that is, with devising artifacts to attain goals.[2] [further explanation needed] Design science research methodology (DSRM) refers to the research methodologies associated with this paradigm. It spans the methodologies of several research disciplines, for example information technology, which offers specific guidelines for evaluation and iteration within research projects.
DSR focuses on the development and performance of (designed) artifacts with the explicit intention of improving the functional performance of the artifact. DSRM is typically applied to categories of artifacts including algorithms, human/computer interfaces, design methodologies (including process models) and languages. Its application is most notable in the Engineering and Computer Science disciplines, though is not restricted to these and can be found in many disciplines and fields.[3][4] DSR, or constructive research,[5] in contrast to explanatory science research, has academic research objectives generally of a more pragmatic nature. Research in these disciplines can be seen as a quest for understanding and improving human performance.[6] Such renowned research institutions as the MIT Media Lab, Stanford University's Center for Design Research, Carnegie Mellon University's Software Engineering Institute, Xerox’s PARC, and Brunel University London’s Organisation and System Design Centre, use the DSR approach.[3]
Design science is a valid research methodology to develop solutions for practical engineering problems.[7] Design science is particularly suitable for wicked problems.[8]
Objectives
[edit]The main goal of DSR is to develop knowledge that professionals of the discipline in question can use to design solutions for their field problems. Design sciences focus on the process of making choices on what is possible and useful for the creation of possible futures, rather than on what is currently existing.[9] This mission can be compared to that of the ‘explanatory sciences’, like the natural sciences and sociology, which is to develop knowledge to describe, explain and predict.[6] Hevner states that the main purpose of DSR is achieving knowledge and understanding of a problem domain by building and application of a designed artifact.[10][11]
Evolution and applications
[edit]Since the first days of computer science, computer scientists have been doing DSR without naming it. They have developed new architectures for computers, new programming languages, new compilers, new algorithms, new data and file structures, new data models, new database management systems, and so on. Much of the early research was focused on systems development approaches and methods. The dominant research philosophy in many disciplines has focused on developing cumulative, theory-based research results in order to make prescriptions. It seems that this ‘theory-with-practical-implications’ research strategy has not delivered on this aim, which led to search for practical research methods such as DSR.[12]
Characteristics
[edit]The design process is a sequence of expert activities that produces an innovative product.[13] The artifact enables the researcher to get a better grasp of the problem; the re-evaluation of the problem improves the quality of the design process and so on. This build-and-evaluate loop is typically iterated a number of times before the final design artifact is generated.[14] In DSR, the focus is on the so-called field-tested and grounded technological rule as a possible product of Mode 2 research with the potential to improve the relevance of academic research in management. Mode 1 knowledge production is purely academic and mono-disciplinary, while Mode 2 is multidisciplinary and aims at solving complex and relevant field problems.[6]
Guidelines in information systems research
[edit]Hevner et al. have presented a set of guidelines for DSR within the discipline of Information Systems (IS).[10] DSR requires the creation of an innovative, purposeful artifact for a special problem domain. The artifact must be evaluated in order to ensure its utility for the specified problem. In order to form a novel research contribution, the artifact must either solve a problem that has not yet been solved, or provide a more effective solution. Both the construction and evaluation of the artifact must be done rigorously, and the results of the research presented effectively both to technology-oriented and management-oriented audiences.
Hevner counts 7 guidelines for a DSR:[10]
- Design as an artifact: Design-science research must produce a viable artifact in the form of a construct, a model, a method, or an instantiation.
- Problem relevance: The objective of design-science research is to develop technology-based solutions to important and relevant business problems.
- Design evaluation: The utility, quality, and efficacy of a design artifact must be rigorously demonstrated via well-executed evaluation methods.
- Research contributions: Effective design-science research must provide clear and verifiable contributions in the areas of the design artifact, design foundations, and/or design methodologies.
- Research rigor: Design-science research relies upon the application of rigorous methods in both the construction and evaluation of the design artifact.
- Design as a search process: The search for an effective artifact requires utilizing available means to reach desired ends while satisfying laws in the problem environment.
- Communication of research: Design-science research must be presented effectively both to technology-oriented as well as management-oriented audiences.
Transparency in DSR is becoming an emerging concern. DSR strives to be practical and relevant. Yet few researchers have examined the extent to which practitioners can meaningfully utilize theoretical knowledge produced by DSR in solving concrete real-world problems. There is a potential gulf between theoretical propositions and concrete issues faced in practice—a challenge known as design theory indeterminacy. Guidelines for addressing this challenges are provided in Lukyanenko et al. 2020.[15]
The engineering cycle and the design cycle
[edit]The engineering cycle is a framework used in Design Science for Information Systems and Software Engineering, proposed by Roel Wieringa.[16]
Artifacts
[edit]Artifacts within DSR are perceived to be knowledge containing. This knowledge ranges from the design logic, construction methods and tool to assumptions about the context in which the artifact is intended to function (Gregor, 2002).
The creation and evaluation of artifacts thus forms an important part in the DSR process which was described by Hevner et al., (2004) and supported by March and Storey (2008) as revolving around “build and evaluate”.
DSR artifacts can broadly include: models, methods, constructs, instantiations and design theories (March & Smith, 1995; Gregor 2002; March & Storey, 2008, Gregor and Hevner 2013), social innovations, new or previously unknown properties of technical/social/informational resources (March, Storey, 2008), new explanatory theories, new design and developments models and implementation processes or methods (Ellis & Levy 2010).
A three-cycle view
[edit]DSR can be seen as an embodiment of three closely related cycles of activities.[17] The relevance cycle initiates DSR with an application context that not only provides the requirements for the research as inputs but also defines acceptance criteria for the ultimate evaluation of the research results. The rigor cycle provides past knowledge to the research project to ensure its innovation. It is incumbent upon the researchers to thoroughly research and reference the knowledge base in order to guarantee that the designs produced are research contributions and not routine designs based upon the application of well-known processes. The central design cycle iterates between the core activities of building and evaluating the design artifacts and processes of the research.
Ethical issues
[edit]DSR in itself implies an ethical change from describing and explaining of the existing world to shaping it. One can question the values of information system research, i.e., whose values and what values dominate it, emphasizing that research may openly or latently serve the interests of particular dominant groups. The interests served may be those of the host organization as perceived by its top management, those of information system users, those of information system professionals or potentially those of other stakeholder groups in society.[12]
Academic Examples of Design Science Research
[edit]There are limited references to examples of DSR, but Adams has completed two PhD research topics using Peffers et al.'s DSRP (both associated with digital forensics but from different perspectives):
2013: The Advanced Data Acquisition Model (ADAM): A process model for digital forensic practice [18]
2024: The Advanced Framework for Evaluating Remote Agents (AFERA): A Framework for Digital Forensic Practitioners [19]
See also
[edit]References
[edit]- ^ Kessler, EH (2013). Encyclopedia of management theory. Thousand Oaks, Calif.: SAGE. p. 2. ISBN 9781412997829.
- ^ Simon, Herbert A. (1988). "The Science of Design: Creating the Artificial". Design Issues. 4 (1/2): 67–82 [69]. ISSN 0747-9360. JSTOR 1511391.
- ^ Kuechler B, Vaishnavi V (2008). "On theory development in design science research: Anatomy of a research project". European Journal of Information Systems. 17 (5): 489–504. doi:10.1057/ejis.2008.40. S2CID 16297257.
- ^ Dresch, Aline; Lacerda, Daniel Pacheco; Valle, José Antônio Jr. Antunes (2015). Design Science Research: A Method for Science and Technology Advancement. Cham: Springer. pp. i. doi:10.1007/978-3-319-07374-3. ISBN 978-3-319-07373-6.
- ^ a b c Van Aken JE (2005). "Management research as a design science: Articulating the research products of mode 2 knowledge production in management". British Journal of Management. 16 (1): 19–36. doi:10.1111/j.1467-8551.2005.00437.x.
- ^ Peffers, Ken; Tuunanen, Tuure; Rothenberger, Marcus A.; Chatterjee, Samir (2007-12-01). "A Design Science Research Methodology for Information Systems Research". Journal of Management Information Systems. 24 (3): 45–77. doi:10.2753/MIS0742-1222240302. ISSN 0742-1222. S2CID 17511997.
- ^ Hevner; March; Park; Ram (2004). "Design Science in Information Systems Research". MIS Quarterly. 28 (1): 75. doi:10.2307/25148625. JSTOR 25148625.
- ^ Simon, H.A. (1969). The sciences of the artificial. MIT Press.
- ^ a b c Hevner, A. R.; March, S. T.; Park, J. & Ram, S. Design Science in Information Systems Research. MIS Quarterly, 2004, 28, 75-106. URL: https://citeseerx.ist.psu.edu/pdf/7d02dc5c8c0b316e592244c441796e6ad31d8bff
- ^ Aparicio, J.T.; Aparicio, M.; Costa, C.J. (2023). "Design Science in Information Systems and Computing". In Anwar, S.; Ullah, A.; Rocha, Á.; Sousa, M.J. (eds.). Proceedings of the International Conference on Information Technology and Applications. Lecture Notes in Networks and Systems. Vol. 614. Springer, Singapore. pp. 409–419. doi:10.1007/978-981-19-9331-2_35. hdl:10362/153027. ISBN 978-981-19-9330-5.
- ^ a b Iivari J (2007). "A paradigmatic analysis of information systems as a design science". Scandinavian Journal of Information Systems. 19 (2): 39.
- ^ Watts S; Shankaranarayanan G & Even A (2009). "Data quality assessment in context: A cognitive perspective". Decis Support Syst. 48 (1): 202–211. doi:10.1016/j.dss.2009.07.012.
- ^ Markus ML; Majchrzak A & Gasser L. "A design theory for systems that support emergent knowledge processes". MIS Quarterly. 2002: 179–212.
- ^ HEC Montréal, Canada; Lukyanenko, Roman; Parsons, Jeffrey; Memorial University of Newfoundland, Canada (2020-09-01). "Research Perspectives: Design Theory Indeterminacy: What Is it, How Can it Be Reduced, and Why Did the Polar Bear Drown?". Journal of the Association for Information Systems. 21 (5): 1343–1369. doi:10.17705/1jais.00639. S2CID 222094969.
- ^ Wieringa, Roel (2014). Design science methodology for information systems and software engineering. Heidelberg. ISBN 978-3-662-43839-8. OCLC 899248827.
{{cite book}}: CS1 maint: location missing publisher (link) - ^ Hevner AR (2007). "The three cycle view of design science research". Scandinavian Journal of Information Systems. 19 (2): 87.
- ^ https://www.researchgate.net/publication/258224615_The_Advanced_Data_Acquisition_Model_ADAM_A_process_model_for_digital_forensic_practice [bare URL]
- ^ https://espace.curtin.edu.au/bitstream/handle/20.500.11937/93974/Adams%20RB%202023%20Public.pdf?sequence=1&isAllowed=y [bare URL]
Research examples
[edit]- Adams, R., Hobbs, V., Mann, G., (2013). The Advanced Data Acquisition Model (ADAM): A process model for digital forensic practice. URL: http://researchrepository.murdoch.edu.au/id/eprint/14422/2/02Whole.pdf
Further reading
[edit]- March, S. T., Smith, G. F., (1995). Design and natural science research on information technology. Decision Support Systems, 15(4), pp. 251–266.
- March, S. T., Storey, V. C., (2008). Design Science in the Information Systems Discipline: An introduction to the special issue on design science research, MIS Quarterly, Vol. 32(4), pp. 725–730.
- Mettler T, Eurich M, Winter R (2014). "On the Use of Experiments in Design Science Research: A Proposition of an Evaluation Framework". Communications of the AIS. 34 (1): 223–240.
- Opdenakker, Raymond en Carin Cuijpers (2019),’Effective Virtual Project Teams: A Design Science Approach to Building a Strategic Momentum’, Springer Verlag.
- Van Aken, J. E. (2004). Management Research Based on the Paradigm of the Design Sciences: The Quest for Field-Tested and Grounded Technological Rules. Journal of Management Studies, 41(2), 219–246.
- Watts S, Shankaranarayanan G., Even A. Data quality assessment in context: A cognitive perspective. Decis Support Syst. 2009;48(1):202-211.
External links
[edit]Design science (methodology)
View on GrokipediaFundamentals
Definition
Design science research (DSR) is a research paradigm that develops and validates prescriptive knowledge through the construction and evaluation of innovative artifacts designed to solve identified organizational or practical problems, setting it apart from descriptive sciences that focus on explaining natural phenomena.[7] In this context, "design" refers to the intentional creation of purposeful artifacts—such as constructs, models, methods, or instantiations—that address specific needs, while "science" emphasizes the rigorous generation of generalizable knowledge through empirical validation and iterative improvement of these artifacts.[7] The intellectual roots of DSR trace back to Herbert Simon's 1969 concept of the "sciences of the artificial," which posits that designed objects, or artifacts, are central to understanding and improving human-made systems, as opposed to naturally occurring ones.[8] Simon argued that artificial sciences deal with entities shaped by human goals and constraints, enabling the study of how systems can be engineered to achieve desired outcomes.[8] DSR distinguishes itself from other paradigms by prioritizing the question of "what works" in practical applications over explanatory "why" inquiries; unlike natural sciences, which seek universal truths about the physical world, or behavioral sciences in social domains, which predict human actions, DSR focuses on building and assessing viable solutions to enhance performance in complex environments.[7]Objectives
Design science research (DSR) primarily aims to solve real-world problems by designing and developing viable artifacts that address identified organizational or technical challenges. These artifacts, such as constructs, models, methods, or instantiations, are intended to extend the boundaries of human and organizational capabilities through innovative solutions.[9] By focusing on the creation of technology-based interventions, DSR ensures that research outputs are directly applicable to practical contexts, such as improving information systems efficiency or supporting decision-making processes.[9] A core objective of DSR is to contribute to the knowledge base by generating generalizable design principles and prescriptive theories that guide future artifact development. These prescriptive theories emphasize how specific problems can be effectively addressed, moving beyond descriptive explanations to actionable propositions.[9] This role in knowledge creation involves bridging theory and practice through the evaluation of artifact utility and efficacy, thereby balancing relevance—ensuring practical utility—and rigor—upholding scientific validity.[9] Such contributions enable the accumulation of design knowledge that informs subsequent research and application in diverse domains. Expected outcomes from DSR include artifacts that demonstrate improved performance in targeted problem areas, such as enhanced decision-making systems or optimized operational processes. These outcomes are measured against objectives of utility (practical applicability), efficacy (effectiveness in solving the problem), and generalizability (applicability beyond the specific context).[9] For instance, success is gauged by whether an artifact achieves measurable improvements in system efficiency or user performance without compromising broader applicability.[9]Historical Development
Origins
The origins of design science methodology can be traced to 19th- and early 20th-century engineering practices, which emphasized systematic and scientific approaches to design amid the industrial revolution's demands for efficient production and innovation. These roots lie in the application of rational methods to complex industrial problems, influenced by advancements in materials science and the integration of scientific principles into engineering curricula.[10] By the mid-20th century, World War II-era operational research further solidified this foundation, promoting analytical techniques for optimizing systems and artifacts in resource-constrained environments.[11] Philosophical underpinnings emerged concurrently, with thinkers distinguishing design's constructive nature from the descriptive focus of natural sciences. In the 1960s, Buckminster Fuller advanced these ideas through his concept of "design science," formalized as Comprehensive Anticipatory Design Science (CADS), aimed at solving global challenges like resource scarcity via technology. Fuller's approach stressed discovering generalized principles of nature—such as ephemeralization, or achieving more with less—and applying them comprehensively to anticipate future needs and enhance human well-being through integrated artifact design.[12] Early computational and systems-oriented influences bolstered this development, particularly cybernetics as articulated by Norbert Wiener in his 1948 book Cybernetics: Or Control and Communication in the Animal and the Machine. Wiener's framework highlighted feedback loops as mechanisms for artifacts to interact dynamically with their environments, fostering adaptive control in both biological and mechanical systems and laying groundwork for systems theory's role in purposeful design. Operations research and management science, formalized in the 1950s from wartime optimization efforts, provided additional pre-DSR context by emphasizing artifact creation through mathematical modeling and decision support in uncertain settings, bridging engineering rigor with managerial inquiry.[13][14] Herbert Simon played a pivotal role in synthesizing these strands with his 1969 book The Sciences of the Artificial, which positioned design as a rigorous science of situated artifacts engineered to adapt to specific environments. Simon introduced bounded rationality to explain design decisions under cognitive and informational constraints, contrasting design's normative focus on "how things ought to be" with the explanatory aims of natural sciences. This conceptualization elevated artifact-oriented inquiry from practical engineering to a foundational methodology.[8]Evolution and Key Milestones
The formalization of design science methodology began in the 1970s with foundational work viewing design as an empirical and experimental process in computer science. In 1976, Allen Newell and Herbert A. Simon described computer science as an empirical inquiry, emphasizing the creation and testing of artifacts as a way to probe natural phenomena, laying early groundwork for design-oriented research paradigms. During the 1980s, this approach transitioned into information systems through early design science efforts in database design and software engineering, exemplified by Peter Chen's 1976 Entity-Relationship model, which demonstrated artifact construction for solving practical data modeling problems. These developments highlighted design science's role in technology management, with applications in expert systems that proved the feasibility of building innovative solutions to address complex problems.[15] In the 1990s, design science gained further traction in information systems research, with key contributions formalizing its theoretical underpinnings. Salvatore T. March and Gerald F. Smith (1995) proposed a framework distinguishing design science (focused on building and evaluating artifacts) from natural science (focused on explanation), providing a structured basis for information technology research.[16] Concurrently, John Walls, George Widmeyer, and Omar El Sawy (1992) advanced design theories for specific IS applications, such as vigilant executive information systems, emphasizing generalizable principles for artifact development.[17] This period also saw growing recognition within the IS community, evidenced by increasing discussions and presentations at conferences like the International Conference on Information Systems (ICIS), which helped integrate design science into mainstream IS scholarship. A pivotal milestone occurred in 2004 with the publication of "Design Science in Information Systems Research" by Alan R. Hevner, Salvatore T. March, Jinsoo Park, and Sudha Ram in MIS Quarterly, which synthesized prior work into a rigorous framework, including seven guidelines for conducting and evaluating design science research, thereby elevating its status as a core paradigm in IS.[9] This paper addressed criticisms of methodological looseness and provided a clear path for artifact-centric studies to contribute to knowledge. The 2010s brought refinements to design science methodology, particularly in evaluation practices and methodological flexibility. John Venable, Jan Pries-Heje, and Richard Baskerville (2012) introduced a comprehensive framework for evaluation in design science research (FEDS), offering strategies and methods to ensure rigorous assessment of artifacts while considering goals, risks, and stakeholder needs.[18] Additionally, integrations with agile development and participatory design emerged, enabling iterative, user-involved processes; for instance, adaptations of design science incorporated agile principles to support rapid prototyping and stakeholder collaboration in software projects.[19] By the 2020s, design science methodology expanded beyond information systems into broader disciplines, addressing contemporary challenges like complexity in sociotechnical systems. In 2024, Tuure Tuunanen, Michael D. Myers, and Matti Rossi published "Dealing with Complexity in Design Science Research: A Methodology Using Design Echelons" in MIS Quarterly, proposing an echeloned approach to manage hierarchical complexity in artifact design and evaluation.[6] Recent applications continue to leverage design science for creating knowledge-intensive artifacts in areas such as AI and sustainability, emphasizing iterative validation and domain-specific utility. This evolution underscores design science's adaptability, with ongoing conferences like DESRIST highlighting its global relevance; the 2025 edition, held June 2-4 in Montego Bay, Jamaica, focused on "Contextual Design Science Research: Local Solutions for Global Challenges" and attracted around 101 participants.[20][21]Core Principles
Characteristics
Design science methodology is characterized by its constructive orientation, which emphasizes the creation and improvement of artifacts—such as constructs, models, methods, and instantiations—intended to solve practical problems in domains like information systems, rather than merely observing or explaining existing phenomena as in natural or behavioral sciences.[16] This approach treats the development of innovative solutions as a core research activity, where artifacts serve as the primary outputs to enhance utility and effectiveness in real-world applications.[7] A defining feature is its iterative process, involving repeated cycles of designing, building, and evaluating artifacts to refine them progressively and ensure they meet intended objectives.[7] This build-and-evaluate loop allows researchers to incorporate feedback from initial implementations, adapting solutions based on performance insights and emerging requirements, thereby fostering continuous improvement over linear investigative methods.[16] The methodology maintains a balance between relevance and rigor, ensuring that artifacts address pressing organizational or practical challenges while being firmly grounded in established scientific knowledge and methodological soundness.[7] Relevance is achieved by aligning designs with real-world needs, such as improving business processes, whereas rigor is upheld through systematic evaluation against theoretical foundations and empirical validation to avoid unsubstantiated claims.[16] Design science integrates multiple methods for artifact validation, combining qualitative approaches like case studies and simulations with quantitative techniques such as experiments and analytical modeling to provide comprehensive assessment.[7] This multi-method strategy enables robust testing across different dimensions, from utility in specific contexts to broader theoretical contributions, enhancing the credibility and applicability of the resulting artifacts. Finally, the methodology prioritizes generalizability through the derivation of design principles that extend beyond individual artifacts or instances, offering meta-requirements and guidelines applicable to classes of problems.[7] These principles contribute to a cumulative knowledge base, allowing future researchers and practitioners to adapt and reuse solutions in varied settings, thus promoting scalability and long-term impact.[16]Guidelines for Research
Design science research in information systems (IS) is guided by a set of operational principles that ensure the creation and validation of useful artifacts while maintaining scientific rigor. These guidelines translate the abstract characteristics of design science—such as its focus on problem-solving through innovative constructs—into practical directives for researchers.[22] A foundational set of seven guidelines was formalized by Hevner et al. in 2004, specifically tailored for IS contexts. The first guideline emphasizes design as an artifact, requiring researchers to produce viable artifacts such as constructs, models, methods, or instantiations that address organizational problems and are described for effective implementation.[22] The second, problem relevance, mandates that artifacts solve important and unsolved wicked problems relevant to the IS community, ensuring alignment with real-world needs.[22] Third, design evaluation calls for rigorous demonstration of the artifact's utility, quality, and efficacy through well-executed methods like case studies or controlled experiments.[22] Fourth, research contributions requires clear articulation of novel additions to the knowledge base, whether through the artifact itself, its design knowledge, or methodological improvements.[22] Fifth, research rigor insists on applying disciplined methods from the knowledge base in both artifact construction and evaluation to support generalizability.[22] Sixth, design as a search process views artifact development as an iterative exploration of solution spaces, constrained by environmental factors and objectives.[22] Finally, communication of research demands effective dissemination to technical and non-technical audiences, balancing detail on the artifact with its broader applicability.[22] Building on these, Peffers et al. (2007) proposed an expanded process model with six sequential activities to operationalize design science research in IS. These include problem identification and motivation, where the research problem is defined and its significance justified; definition of objectives for a solution, specifying artifact requirements; design and development, where the artifact is built; demonstration, showing its application in context; evaluation, measuring performance against objectives; and communication, sharing findings. This model provides a structured yet flexible framework, allowing entry at any step based on context. In IS applications, these guidelines are tailored to software and system design, where artifact utility is often assessed via metrics such as performance benchmarks (e.g., response time or throughput in database systems) and usability scores.[22] For instance, evaluation in IS emphasizes empirical testing to quantify improvements in system efficiency or user adoption rates. DSR principles have roots and applications in non-IS fields, such as architecture, education, and medicine.[23] In expert systems development using DSR, knowledge elicitation is a core element of the design process, often involving structured interviews and protocol analysis to capture domain expertise for rule-based artifacts.[24]Methodological Frameworks
Engineering and Design Cycles
The engineering cycle in design science research, as proposed by Roel Wieringa (2014), represents a structured approach derived from systems engineering practices, emphasizing systematic problem-solving within defined constraints. It typically encompasses three key phases: problem investigation to identify issues, their causes, and requirements; treatment design to synthesize solutions; and treatment validation to implement, test, and verify the artifact against requirements. This cycle prioritizes optimization and reliability, ensuring that artifacts perform effectively in known contexts, as articulated in foundational methodologies for information systems and software engineering.[25] In contrast, the design cycle adopts a more fluid, iterative process focused on creativity and novelty, diverging from strict linearity to foster innovation. It involves phases such as empirical investigation to ground ideas, designing general treatments, and validation through empirical means, allowing for exploration of uncharted solutions without rigid adherence to predefined requirements for a specific context. This approach highlights breakthrough thinking and adaptation, often incorporating user involvement to evolve artifacts organically. Design science research integrates these cycles to balance rigor and creativity in artifact development, leveraging the engineering cycle's structure for feasibility while employing the design cycle's iteration for innovation and generalization. For instance, in software design projects, initial engineering analysis defines core requirements, followed by design-cycle prototyping and user testing to refine features iteratively until optimization is achieved. This hybrid enables comprehensive artifact creation that is both practical and inventive. Key differences lie in focus: engineering optimizes within constraints via investigation-design-validation, whereas design drives innovation through empirical grounding, theorizing, and generalization. The three-cycle view extends this binary framework by incorporating a relevance cycle for broader applicability.The Three-Cycle View
The three-cycle view of design science research (DSR), proposed by Hevner in 2007, provides a structured framework that integrates practical problem-solving with theoretical advancement through three interconnected cycles: the relevance cycle, the design cycle, and the rigor cycle.[26] This model emphasizes the iterative nature of DSR, ensuring that research artifacts are developed to address real-world needs while contributing to foundational knowledge.[26] The relevance cycle links the application environment—encompassing organizational problems, opportunities, and user needs—to the derivation of specific requirements and design objectives for artifacts.[26] It operates by identifying gaps in the environment and specifying solutions that must be contextually viable, thereby grounding the research in practical utility.[26] The design cycle focuses on the core artifact-building process, involving iterative activities of construction, evaluation, and refinement to produce viable constructs, models, methods, or instantiations.[26] Evaluations within this cycle assess both internal validity (e.g., through simulations or prototypes) and external applicability (e.g., via case studies).[26] The rigor cycle connects the design process to an established knowledge base, drawing on existing theories, methods, and results to inform artifact development, while also contributing new validated knowledge back to the base through rigorous assessments.[26] These cycles interconnect dynamically to form a holistic research process: the relevance cycle feeds requirements into the design cycle, which in turn generates artifacts that are validated against the rigor cycle's knowledge standards; feedback loops allow refinements, such as updated environmental insights informing rigor additions or design iterations enhancing theoretical contributions.[26] This interplay ensures that DSR artifacts are not only technically sound but also theoretically justified, bridging the gap between applicability and generalizability.[26] In application, the model can be visualized as a triangular flow: the application environment at the base supplies inputs to the relevance cycle (arrow to requirements), which directs the design cycle (central loop of build-evaluate-refine), whose outputs loop to the rigor cycle (arrow to knowledge base) and return artifacts to the environment for deployment; bidirectional arrows between cycles denote continuous feedback.[26] This structure promotes artifacts that are both practically useful—solving domain-specific issues—and theoretically grounded—advancing the knowledge base—differentiating DSR from purely behavioral or descriptive paradigms.[26] Recent advancements extend this model to handle complexity in sociotechnical systems, such as those involving multiple stakeholders or emergent behaviors, by incorporating adaptive feedback mechanisms through a methodology of "design echelons."[6] Introduced in 2024, design echelons decompose the cycles into hierarchical, self-contained phases (e.g., problem analysis, objectives definition, artifact development, demonstration, and evaluation), enabling nonlinear iterations and concurrent validations that adapt to evolving system dynamics.[6] This extension builds on the foundational three-cycle view by adding organizing logic for scalability in complex environments, such as enterprise architectures or sustainability initiatives.[6]Artifact Development
In design science research, artifact development constitutes the core activity of constructing innovative solutions to address identified problems within a domain. These artifacts serve as the tangible outputs that extend the boundaries of human and organizational capabilities by providing new constructs, models, methods, or implementations tailored to practical needs. The process emphasizes iterative building grounded in existing knowledge, ensuring that artifacts are not only functional but also contribute to theoretical advancement.[27] The taxonomy of artifacts, as originally proposed by March and Smith, delineates four fundamental types that encapsulate the spectrum of design outputs in information systems and related fields:- Constructs: These form the foundational vocabulary and concepts defining the problem and solution space, such as symbols, units of measure, or essential primitives that enable communication and reasoning within the domain.[28]
- Models: Representing abstractions of reality, models depict relationships among constructs, often through diagrams, mathematical formulations, or simulations that approximate system behavior for analysis and prediction.[28]
- Methods: These encompass algorithms, processes, or techniques for achieving specific objectives, including step-by-step procedures or optimization strategies that guide action or computation.[28]
- Instantiations: Physical or software implementations that operationalize constructs, models, and methods, such as prototypes, tools, or deployed systems demonstrating feasibility in real-world contexts.[28]
- Observational methods, such as case studies, involve deploying the artifact in natural settings to observe its performance and impact on stakeholders.[27]
- Analytical methods, including simulations, use mathematical modeling or logical analysis to assess artifact behavior under varying conditions without real-world implementation.[27]
- Experimental methods, like controlled tests, manipulate variables in laboratory or field experiments to measure efficacy and isolate effects attributable to the artifact.[27]
- Descriptive methods, such as analytical frameworks, rely on expert argumentation or scenario-based analysis to argue the artifact's alignment with domain requirements.[27]
