ArticlePDF Available

Abstract and Figures

As a commentary to Juhani Iivari's insightful essay, I briefly analyze design science research as an embodiment of three closely related cycles of activities. The Relevance Cycle inputs requirements from the contextual envi- ronment into the research and introduces the research artifacts into environ- mental field testing. The Rigor Cycle provides grounding theories and methods along with domain experience and expertise from the foundations knowledge base into the research and adds the new knowledge generated by the research to the growing knowledge base. The central Design Cycle sup- ports a tighter loop of research activity for the construction and evaluation of design artifacts and processes. The recognition of these three cycles in a research project clearly positions and differentiates design science from other research paradigms. The commentary concludes with a claim to the pragmatic nature of design science.
Content may be subject to copyright.
© Scandinavian Journal of Information Systems, 2007, 19(2):87-92
A Three Cycle View of Design
Science Research
Alan R. Hevner
Information Systems and Decision Sciences, University of South
Florida, USA
ahevner@coba.usf.edu
Abstract. As a commentary to Juhani Iivari’s insightful essay, I briefly analyze
design science research as an embodiment of three closely related cycles of
activities. The Relevance Cycle inputs requirements from the contextual envi-
ronment into the research and introduces the research artifacts into environ-
mental field testing. The Rigor Cycle provides grounding theories and
methods along with domain experience and expertise from the foundations
knowledge base into the research and adds the new knowledge generated by
the research to the growing knowledge base. The central Design Cycle sup-
ports a tighter loop of research activity for the construction and evaluation of
design artifacts and processes. The recognition of these three cycles in a
research project clearly positions and differentiates design science from other
research paradigms. The commentary concludes with a claim to the pragmatic
nature of design science.
Keywords: design science, relevance cycle, rigor cycle, design cycle.
1 Design Science Research Cycles
Design science research is poised to take its rightful place as an equal compan-
ion to natural science research in the Information Systems (IS) field. As it is
doing so, it is vital that we as a research community provide clear and consist-
ent definitions, ontologies, boundaries, guidelines, and deliverables for the
design and execution of high quality design science research projects. Under-
standing and communicating the design science research process is essential
not only to support acceptance among IS professionals but also to establish the
credibility of IS design science research among the larger body of design sci-
88 • A. R. Hevner
ence researchers in the various engineering fields, architecture, the arts, and
other design-oriented communities.
Juhani Iivari’s essay (Iivari 2007) is an important and insightful contribu-
tion to a clearer understanding of the key properties of the design science
research paradigm—ontology, epistemology, methods, and ethics. I find
myself in basic agreement with the twelve theses that summarize the author’s
analysis of IS as a design science. In this commentary I relate several of the
essay’s theses to the existence of three design science research cycles. The
goal is to enhance our understanding of what it means to do high quality
design science research in IS.
Figure 1 borrows the IS research framework found in (Hevner et al. 2004)
and overlays a focus on three inherent research cycles. The Relevance Cycle
bridges the contextual environment of the research project with the design sci-
ence activities. The Rigor Cycle connects the design science activities with the
knowledge base of scientific foundations, experience, and expertise that
informs the research project. The central Design Cycle iterates between the
core activities of building and evaluating the design artifacts and processes of
the research. I posit that these three cycles must be present and clearly identifi-
able in a design science research project. The following sections briefly
expand on the definitions and meanings of each cycle.
2 The Relevance Cycle
Design science research is motivated by the desire to improve the environment
by the introduction of new and innovative artifacts and the processes for build-
Figure 1. Design Science Research Cycles
Knowledge Base Design Science Research
Build Design
Artifacts &
Processes
Evaluate
Design
C
y
cle
Application Domain
People
Organizational
Systems
Technical
Systems
Problems
& Opportunities
Relevance Cycle
Requirements
Field Testing
Rigor Cycle
Grounding
Additions to KB
Foundations
Scientific Theories
& Methods
Experience
& Expertise
Meta-Artifacts
(Design Products &
Design Processes)
Environmen
t
A. R. Hevner • 89
ing these artifacts (Simon 1996). An application domain consists of the peo-
ple, organizational systems, and technical systems that interact to work toward
a goal. Good design science research often begins by identifying and repre-
senting opportunities and problems in an actual application environment. In
his essay, Juhani points out that some design science research is about potenti-
ality; the identification of new opportunities to improve practice before any
problem is recognized.
Thus, the relevance cycle initiates design science research with an applica-
tion context that not only provides the requirements for the research (e.g., the
opportunity/problem to be addressed) as inputs but also defines acceptance
criteria for the ultimate evaluation of the research results. Does the design arti-
fact improve the environment and how can this improvement be measured?
The output from the design science research must be returned into the environ-
ment for study and evaluation in the application domain. The field study of the
artifact can be executed by means of appropriate technology transfer methods
such as action research (Cole et al. 2005; Jarvinen 2007).
The results of the field testing will determine whether additional iterations
of the relevance cycle are needed in this design science research project. The
new artifact may have deficiencies in functionality or in its inherent qualities
(e.g., performance, usability) that may limit its utility in practice. Another
result of field testing may be that the requirements input to the design science
research were incorrect or incomplete with the resulting artifact satisfying the
requirements but still inadequate to the opportunity or problem presented.
Another iteration of the relevance cycle will commence with feedback from
the environment from field testing and a restatement of the research require-
ments as discovered from actual experience.
3 The Rigor Cycle
Design science draws from a vast knowledge base of scientific theories and
engineering methods that provides the foundations for rigorous design science
research. As importantly, the knowledge base also contains two types of addi-
tional knowledge:
The experiences and expertise that define the state-of-the-art in the
application domain of the research.
The existing artifacts and processes (or meta-artifacts as put forth by
Juhani in Thesis 5) found in the application domain.
90 • A. R. Hevner
The rigor cycle provides past knowledge to the research project to ensure its
innovation. It is contingent on the researchers to thoroughly research and ref-
erence 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 (Hevner et al. 2004). As Juhani notes, “It is the rigor of
constructing IT artifacts that distinguishes Information Systems as design sci-
ence from the practice of building IT artifacts.”
Research rigor in design science is predicated on the researcher’s skilled
selection and application of the appropriate theories and methods for con-
structing and evaluating the artifact. A key question that Juhani addresses is
whether a ’design theory’ is an essential aspect of design science rigor. My
opinion aligns with Juhani’s contention that it is often a stretch to find kernel
theories for the creative activities of design research. While theories can serve
as sources of creative ideas, to insist that all design research must be grounded
on descriptive theories is unrealistic and even harmful to the field when good
design science papers are rejected in top journals due to lack of a grounding
theory. I much prefer the direction of identifying several different sources of
ideas for the grounding of design science research to include rich opportuni-
ties/problems (from the relevance cycle), existing artifacts, analogies/meta-
phors, and theories (Juhani 2007). I would expand this list of design
inspiration to include additional sources of creative insights (Csikszentmihalyi
1996).
Additions to the knowledge base as results of design science research will
include any extensions to the original theories and methods made during the
research, the new meta-artifacts (design products and processes), and all expe-
riences gained from performing the research and field testing the artifact in the
application environment. Research contributions to the knowledge base are
key to selling the research to the academic audience just as useful contribu-
tions to the environment are the key selling points to the practitioner audience.
4 The Design Cycle
The internal design cycle is the heart of any design science research project.
This cycle of research activities iterates more rapidly between the construction
of an artifact, its evaluation, and subsequent feedback to refine the design fur-
ther. Simon (1996) describes the nature of this cycle as generating design
alternatives and evaluating the alternatives against requirements until a satis-
factory design is achieved. As discussed above, the requirements are input
from the relevance cycle and the design and evaluation theories and methods
A. R. Hevner • 91
are drawn from the rigor cycle. However, the design cycle is where the hard
work of design science research is done. I believe that it is important to under-
stand the dependencies of the design cycle on the other two cycles while
appreciating its relative independence during the actual execution of the
research.
During the performance of the design cycle it is important to maintain a
balance between the efforts spent in constructing and evaluating the evolving
design artifact. Both activities must be convincingly based in relevance and
rigor. Having a strong grounded argument for the construction of the artifact,
as discussed above, is insufficient if the subsequent evaluation is weak. As
Juhani states in his essay, ”The essence of Information Systems as design sci-
ence lies in the scientific evaluation of artifacts.” Along with Juhani, I agree
that artifacts must be rigorously and thoroughly tested in laboratory and exper-
imental situations before releasing the artifact into field testing along the rele-
vance cycle. This calls for multiple iterations of the design cycle in design
science research before contributions are output into the relevance cycle and
the rigor cycle.
5 Design as a Pragmatic Science
Let me conclude this brief commentary with a claim for the pragmatic nature
of design science. Juhani states that prior research papers (Hevner et al. 2004;
March and Smith 1995) associate design science with a pragmatic philosophy.
Pragmatism is a school of thought that considers practical consequences or
real effects to be vital components of both meaning and truth. Along these
lines I contend that design science research is essentially pragmatic in nature
due to its emphasis on relevance; making a clear contribution into the applica-
tion environment. However, practical utility alone does not define good design
science research. It is the synergy between relevance and rigor and the contri-
butions along both the relevance cycle and the rigor cycle that define good
design science research.
In my current assignment at the U.S. National Science Foundation (NSF) I
work with research proposals in the directorate of Computer and Information
Science and Engineering. A majority of these research projects use a design
science research paradigm. Since its beginnings in 1953, the NSF has strug-
gled with distinctions between basic science and applied science in its award-
ing of research funds1 to academic researchers. Does the practical utility of a
result necessarily make the research project applied science? Can a research
project effectively balance goals of fundamental scientific understanding with
92 • A. R. Hevner
considerations of the usefulness of the resulting artifacts? These are impor-
tance issues for us in Information Systems to address as we strive to better
understand how to perform rigorous and relevant design science research and
how to attract external funding to our research.
Notes
1. I highly recommend Stokes (1997) for an in-depth discussion of the history
and current implications of the debates over the funding of basic and applied
research at NSF and in the U.S. government.
References
Csikszentmihalyi, M., Creativity: Flow and Psychology of Discovery and
Invention, HarperCollins, New York, 1996.
Cole, R., Purao, S., Rossi, M. and Sein, M.K., “Being Proactive: Where
Action Research Meets Design Research,” Proceedings of the Twenty-
Sixth International Conference on Information Systems, Las Vegas,
2005, pp. 325-336.
Hevner, A.R., March, S.T., Park, J. and Ram, S., “Design Science in Informa-
tion Systems Research, MIS Quarterly, 28(1), 2004, pp. 75-105.
Iivari, J., “A Paradigmatic Analysis of Information Systems as a Design Sci-
ence, Scandinavian Journal of Information Systems, 19(2), 2007.
Jarvinen, P., “Action Research is Similar to Design Science, Quality & Quan-
tity, 41, Springer, 2007, pp. 37-54.
March, S.T. and Smith, G.F., “Design and Natural Science Research on
Information Technology, Decision Support Systems, 15, 1995, pp. 251-
266.
Simon, H., The Sciences of Artificial, 3rd Edition, MIT Press, Cambridge, MA,
1996.
Stokes, D., Pasteur’s Quadrant: Basic Science and Technological Innovation,
Brookings Institution Press, Washington D.C., 1997.
... In summary, this paper describes the process of adapting iConquerFear into TG-iConquerFear targeting survivors of CRC. We report using the Information System research framework [42] to integrate recommended improvements from the original Australian development study [26] and pilot study [28] with end user feedback from field testing with oversight by a multidisciplinary research team as a template for other researchers seeking to make similar adaptations. ...
... A participatory design approach, guided by the Information System research framework [42], was used in the adaptation process. The Information System research framework urges end users' inclusion and active engagement in designing and evaluating information systems. ...
... The Information System research framework urges end users' inclusion and active engagement in designing and evaluating information systems. The framework consists of 3 overarching user participatory design cycles: The relevance cycle determines end user requirements; the design cycle involves prototype development and evaluation; the rigor cycle focuses on assessing "past knowledge" from the knowledge base (KB) and underpinning theories ( Figure 1) [42]. ...
Article
Therapist-guided eHealth interventions have been shown to engage users more effectively and achieve better outcomes than self-guided interventions when addressing psychological symptoms. Building on this evidence, this viewpoint aimed to describe the adaptation of iConquerFear, a self-guided eHealth intervention targeting fear of cancer recurrence, into a therapist-guided version (TG-iConquerFear) tailored specifically for survivors of colorectal cancer (CRC). The goal was to optimize patient outcomes while minimizing the need for extensive resources. The adaptation process followed the Information System research framework, which facilitated a systematic integration of knowledge and iterative testing. Drawing on insights from the original iConquerFear development, as well as feedback from end users, oncologists, and therapists, we began by identifying areas for improvement. These insights formed the foundation for the first design cycle. Initial internal testing revealed the need for several adjustments to enhance the intervention. While the core concept of iConquerFear remained unchanged, we made significant modifications to improve access by optimizing the platform for mobile devices, to support adherence by expanding the exercises, and to equip therapists with tools such as reflective questions and a monitoring control panel. External field testing with 5 survivors of CRC provided further validation. Participants reported a high level of acceptability, and their feedback guided additional minor points to consider incorporating in future versions. This study illustrates how a self-guided eHealth intervention can be successfully adapted into a therapist-guided format for fear of cancer recurrence, tailored to meet the needs of survivors of CRC. The described approach serves as a valuable framework for integrating therapist guidance into similar interventions, ensuring their relevance and effectiveness for targeted populations.
... To address the question of how companies can approach dual transformation, we develop a reference model capturing all relevant organizational aspects and fields of action as well as their interdependencies. Our conceptual work (Fig. 2) is grounded in the paradigm of Design Science Research (DSR), as we strive to create a framework based on both, scientific information and expert knowledge about the relevant problems and the usage of the reference model [31], [32]. Therefore, we integrate and iterate the methods of literature review, expert interviews, and workshops with both scientists and practitioners. ...
Conference Paper
Full-text available
Sustainability and digitalization represent two megatrends that profoundly impact companies, particularly those in manufacturing industries, shaping their competitive advantage and long-term market success. While there is a need for companies to converge both megatrends strategically, practitioners and scholars lack a comprehensive framework so far. This study grasps this urgent call by addressing the question of how sustainability and digitalization can be strategically integrated into the dual transformation of manufacturing corporations. Therefore, we adopt the Design Science Research (DSR) approach and collect data from a literature review and semi-structured interviews with expert practitioners. Grounded in a holistic understanding of sustainability, we derive a reference model for the dual transformation permeating all facets of business operations that includes the interdependence and strategic integration of sustainable digitalization and sustainability by digitalization. By leveraging this model, scholars and practitioners can navigate the complexities of dual transformation.
... The user-centered and cocreative approach used in this study integrates 3 cycles (Figure 1) that incorporate the realities of end users (relevance cycle) and the scientific knowledge base (rigor cycle) into the development of technical products (design cycle) [42][43][44][45]. With this chosen approach, it is better possible to theorize, collect, and ultimately practically map the requirements for the technologies used in the study in the sense of determining needs. ...
Article
Full-text available
With the expected increase in the number of people needing care and the increasing shortage of skilled care workers, new care concepts are required. Therefore, digital assistive technologies (DATs), especially robotics, can improve the situation of people with different needs and create opportunities for participation. For a human-technology interaction to have a high level of usability, DAT’s meaningfulness and effectiveness must be accessible to end users. Significant barriers to the use of DATs in health care are the lack of controllability and adaptivity, as well as control functions that are too complex. Objective: The objective of this paper is to develop an interaction and control platform that is understandable to a layperson and has a programming interface for DAT interactions. The innovation consists of the expansion of usage and interaction options for carers of existing DAT in a more individual manner. This is to be achieved by combining modern interactive media, a modular software architecture, and already available DAT. Methods: The project is planned as a mixed methods study with a longitudinal design, with multiple user involvements and measurement times in collaboration with 3 care facilities in Germany. When assessing technologies, the satisfaction of the basic human needs of competence, connection, and autonomy plays an important role in the actual use of the technology. These needs can be measured in the form of usability (System Usability Scale), intention to use (Technology Usage Inventory), and satisfaction with the carers’ needs (Technology-Based Experience of Need Satisfaction). In the qualitative assessment, user experience is recorded using the think-aloud method and focus groups in order to obtain information about potential improvements of the platform. Results: The EduXBot (Educational Exploration Robot Application Platform) project was initiated in January 2023 and is scheduled to conclude in December 2025, at which point the project’s final results are expected to be available. The initial results were attained in the summer of 2024 when the final concept for the platform prototype was developed. In November 2024, an initial prototype of a functional platform for the simplified interaction and control of DAT was evaluated. Conclusions: It is expected that the open DAT system architecture enables caregivers without any previous technical knowledge to assemble their individual DAT functional portfolio. The results of the project will provide low-threshold access to interaction options for existing DAT as well as expand the usage of such technologies in an individual and patient-centered way.
... Our research followed the structured DSR methodology (Peffers et al.,2007), encompassing six primary activities: problem identification and motivation, definition of solution objectives, design and development, demonstration, evaluation, and communication. We extended this approach with the cyclical perspective advocated by Hevner (2007), conducting multiple design cycles that progressively refined our understanding of both the problem space and potential solutions. ...
Article
Full-text available
This working paper presents a design science research (DSR) investigation into the development and evaluation of an innovative real-time, adaptive AI-driven business simulation platform. Traditional business simulations typically operate with static scenarios and predefined parameters that fail to capture the dynamic complexity of contemporary business environments. Using a rigorous DSR methodology spanning four design cycles over twenty-four months, we developed and refined a prototype system that integrates machine learning algorithms, natural language processing, and knowledge graph technologies to create dynamically evolving simulation scenarios. The platform was evaluated across diverse contexts including MBA education programmes, corporate strategy training, and entrepreneurial incubators, involving 287 participants across multiple evaluation phases. Our findings demonstrate the system's efficacy in enhancing strategic decision-making capabilities, improving knowledge transfer, and fostering adaptive reasoning skills among users. The paper lays the groundwork for next-generation business education and strategy testing environments that more authentically reflect the complex, evolving nature of real-world business ecosystems.
Chapter
The question ‘What is design science methodology?’ is important in this chapter that will be addressed. To elaborate a field problem, which is at the start of DSM, in a rigorous way, several design science cycles are discussed. As a design science cycle consists of several steps, especially when dealing with design science, it can be necessary to go back and forth between these steps, for which the construct of iterations is discussed. Design science research knowledge, as we already discussed to some extent in Sect. 2.4.4, will be looked at more carefully, by elaborating the CAMO logic and explaining how a design science theory can become a grand theory.
Chapter
In this chapter, we focus on the implementation of the artefact into the organization or another context where the field problem is detected. Concerning the implementation, the field of change management can be important. We describe the theory of Lewin concerning unfreezing-moving-freezing and the technical political cultural (TPC) framework in organizational change. In the end, we present the iterative design science process, loosely based on the work of Hevner (Scandinavian Journal of Information Systems 19:4, 2007).
Conference Paper
Full-text available
IS research has been criticized for having little influence on practice. One approach to achieving more relevance is to conduct research using appropriate research methods that balance the interests of both researchers and practitioners. This paper examines the similarities between two methods that address this mandate by adopting a proactive stance to investigating information systems in organizations. These two approaches, action research and design research, both directly intervene in "real world" domains and effect changes in these domains. We investigate these similarities by examining exemplars of each type of research according to the criteria of the other. Our analysis reveals interesting parallels and similarities between the two suggesting that the two approaches have much to learn from each other. Based on our analysis, we propose ways to facilitate cross-fertilization between the two approaches that we believe will be useful for both and for IS research in general.
Article
Full-text available
The present essay discusses the ontology, epistemology, methodology and ethics of design science. It suggests that Information Systems as a design science should be based on a sound ontology, including an ontology of IT artifacts. In the case of epistemology, the essay emphasises the irreducibility of the prescriptive knowledge of IT artifacts to theoretical descriptive knowledge. It also expresses a need for constructive research methods, which allow disciplined, rigorous and transparent building of IT artefacts as outcomes of design science research. The relationship between action research and design science research is also briefly discussed. In the case of ethics, the essay points out that Information Systems as design science cannot be value free.
Article
Full-text available
Two paradigms characterize much of the research in the Information Systems discipline: behavioral science and design science. The behavioral-science paradigm seeks to develop and verify theories that explain or predict human or organizational behavior. The design-science paradigm seeks to extend the boundaries of human and organizational capabilities by creating new and innovative artifacts. Both paradigms are foundational to the IS discipline, positioned as it is at the confluence of people, organizations, and technology. Our objective is to describe the performance of design-science research in Information Systems via a concise conceptual framework and clear guidelines for understanding, executing, and evaluating the research. In the design-science paradigm, knowledge and understanding of a problem domain and its solution are achieved in the building and application of the designed artifact. Three recent exemplars in the research literature are used to demonstrate the application of these guidelines. We conclude with an analysis of the challenges of performing high-quality design-science research in the context of the broader IS community.
Data
Two paradigms characterize much of the research in the Information Systems discipline: behavioral science and design science. The behavioral-science paradigm seeks to develop and verify theories that explain or predict human or organizational behavior. The design-science paradigm seeks to extend the boundaries of human and organizational capabilities by creating new and innovative artifacts. Both paradigms are foundational to the IS discipline, positioned as it is at the confluence of people, organizations, and technology. Our objective is to describe the performance of design-science research in Information Systems via a concise conceptual framework and clear guidelines for understanding, executing, and evaluating the research. In the design-science paradigm, knowledge and understanding of a problem domain and its solution are achieved in the building and application of the designed artifact. Three recent exemplars in the research literature are used to demonstrate the application of these guidelines. We conclude with an analysis of the challenges of performing high-quality design-science research in the context of the broader IS community.
Article
Research in IT must address the design tasks faced by practitioners. Real problems must be properly conceptualized and represented, appropriate techniques for their solution must be constructed, and solutions must be implemented and evaluated using appropriate criteria. If significant progress is to be made, IT research must also develop an understanding of how and why IT systems work or do not work. Such an understanding must tie together natural laws governing IT systems with natural laws governing the environments in which they operate. This paper presents a two dimensional framework for research in information technology. The first dimension is based on broad types of design and natural science research activities: build, evaluate, theorize, and justify. The second dimension is based on broad types of outputs produced by design research: representational constructs, models, methods, and instantiations. We argue that both design science and natural science activities are needed to insure that IT research is both relevant and effective.
Article
Continuing his exploration of the organization of complexity and the science of design, this new edition of Herbert Simon's classic work on artificial intelligence adds a chapter that sorts out the current themes and tools -- chaos, adaptive systems, genetic algorithms -- for analyzing complexity and complex systems. There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems.
Book
Continuing his exploration of the organization of complexity and the science of design, this new edition of Herbert Simon's classic work on artificial intelligence adds a chapter that sorts out the current themes and tools—chaos, adaptive systems, genetic algorithms—for analyzing complexity and complex systems. There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems.