loading
Papers Papers/2022 Papers Papers/2022

Research.Publish.Connect.

Paper

Authors: Caroline Tavares Picanço 1 and Simone C. dos Santos 2

Affiliations: 1 Instituto Federal do Amazonas, Manaus, Amazonas, Brazil ; 2 Centro de Informática, Universidade Federal de Pernambuco, Recife, Brazil

Keyword(s): Business Process Improvement, Design Thinking, Gamification, Process Stakeholders.

Abstract: Business Process Management (BPM) enables companies to track their end-to-end activities, establish objectives and drive their business processes to achieve better results, reduce errors, cut costs, and deliver customer value. On the other hand, for a BPM initiative to be successful, it is necessary to align the continuous improvement of business processes, available technologies, and, above all, the involvement of key stakeholders. Commonly associated with users, managers, process owners, and analysts, business process stakeholders are key players in effecting organizational change. However, they are not always involved in improving business processes, and when they are, not always contribute. In this context, the following question motivates this study: “How to promote collaboration and creativity among stakeholders in improving business processes?”. To answer this question, we propose a method based on the Design Thinking process, called Boomerang, including a creative game to inv olve people while generating insights and ideas. To evaluate this approach, we carried out a case study, collecting the perceptions of professionals engaged in improving a business process in a public education institution. From the results, it was possible to conclude that Boomerang contributes to the business processes improvement in BPM, maximizing the empathy, interaction, and creativity of its stakeholders. (More)

CC BY-NC-ND 4.0

Sign In Guest: Register as new SciTePress user now for free.

Sign In SciTePress user: please login.

PDF ImageMy Papers

You are not signed in, therefore limits apply to your IP address 54.160.133.33

In the current month:
Recent papers: 100 available of 100 total
2+ years older papers: 200 available of 200 total

Paper citation in several formats:
Picanço, C. and Santos, S. (2022). Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification. In Proceedings of the 24th International Conference on Enterprise Information Systems - Volume 2: ICEIS; ISBN 978-989-758-569-2; ISSN 2184-4992, SciTePress, pages 418-429. DOI: 10.5220/0011031500003179

@conference{iceis22,
author={Caroline Tavares Pican\c{C}o. and Simone C. dos Santos.},
title={Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification},
booktitle={Proceedings of the 24th International Conference on Enterprise Information Systems - Volume 2: ICEIS},
year={2022},
pages={418-429},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0011031500003179},
isbn={978-989-758-569-2},
issn={2184-4992},
}

TY - CONF

JO - Proceedings of the 24th International Conference on Enterprise Information Systems - Volume 2: ICEIS
TI - Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
SN - 978-989-758-569-2
IS - 2184-4992
AU - Picanço, C.
AU - Santos, S.
PY - 2022
SP - 418
EP - 429
DO - 10.5220/0011031500003179
PB - SciTePress