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- A method for selecting processes for automation with AHP and TOPSISPublication . Costa, Diogo Silva; São Mamede, Henrique; Silva, Miguel Mira daOrganizations are more frequently turning towards robotic process automation (RPA) as a solution for employees to focus on higher complexity and more valuable tasks while delegating routine, monotonous and rule-based tasks to their digital colleagues. These software robots can handle various rule-based, digital, repetitive tasks. However, currently available process identification methods must be qualified to select suitable automation processes accurately. Wrong process selection and failed attempts are often the origin of process automation's bad reputation within organizations and often result in the avoidance of this technology. As a result, in this research, a method for selecting processes for automation combining two multi-criteria decision-making techniques, Analytical Hierarchy Process (AHP) and Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS), will be proposed, demonstrated, and evaluated. This study follows the Design Science Research Methodology (DSRM) and applies the proposed method for selecting processes for automation to a real-life scenario. The result will be a method to support the proper selection of business processes for automation, increasing the success of implementing RPA tools in an organization.
- Design thinking for training with serious games: a systematic literature reviewPublication . Rosal, Tatianna; São Mamede, Henrique; Silva, Miguel Mira daSerious Games use game strategies to encourage participants to make decisions and face challenges in a training environment; the more interactive the game, the more engaged the participants are with the content. Moreover, the best way to train is to simulate and identify scenarios for decision making, recreating situations, and strategies for learning. The Serious Games for training have this purpose. A Serious Game for Training can be refined with a game narrative, a methodology centered on the player to present independent and straightforward scenarios, giving solutions through the game story. The challenge is to rethink a unique narrative according to the individual player's experience. The present systematic literature review aims to answer which are the benefits of using Design Thinking for serious game narratives; the benefits of learning theories; the Design Thinking benefits for innovative solutions; and how game design elements can create an engaging Serious Game experience.
- Enabling distributed SMEPublication . Trovao, Hugo; São Mamede, Henrique; Silva, Miguel Mira daIn some industries, recruiting qualified resources can be a problem for SMEs, one option is to start a transformation process, and move from a traditional team to a distributed team, gaining access to a much larger base of possible human resources and business opportunities. Digital transformation can be used to help SMEs in taking the steps needed to become distributed companies. This paper shows how applying a lightweight TOGAF-based methodology to an ongoing digital transformation process, specifically targeting a SME information system, can create opportunities for the company.
- A personalized narrative method to improve serious gamesPublication . Rosal, Tatianna; São Mamede, Henrique; Silva, Miguel Mira daSerious Games apply game strategies to a training environment to encourage participants to make decisions and face challenges - the more interactive, the greater the participants’ involvement with the content. Moreover, the best way to train is to simulate and identify scenarios for decision making, recreating situations, and strategies for learning. The Serious Games for training have this purpose. A Serious Game for training can be refined with a game narrative, a methodology centered on group experience defining problems and giving solutions through the game story. The challenge is how to diversify a unique narrative according to the individual player’s experience. The present study aims to answer, using Design Science Research, whether a personalized narrative can improve the design of serious games for training. The specific goal is to design, develop and evaluate an artifact based on Design Thinking to design a personalized narrative method for Serious Games.
- Robotic Process Automation (RPA) adoption: a systematic literature reviewPublication . Costa, Diogo; São Mamede, Henrique; Silva, Miguel Mira daRobotic Process Automation (RPA) is a recent technology that has recently become increasingly adopted by companies as a solution for employees to focus on higher complexity and more valuable tasks while delegating routine, monotonous and rule-based tasks to their digital colleagues. The increased interest, joint with the increased number of articles regarding approaches and test cases, has triggered the necessity for a summary that could extract the more generalizable ideas and concepts about these software robots. In this paper, a Systematic Literature Review (SLR) approach was used to find and synthesize information through the obtained articles on this subject. This research identified the most general implementation features of successful RPA adoption cases, observed benefits, challenges commonly faced by organizations, characteristics that make processes more suitable for RPA, and research gaps in the current literature. The findings present in this paper have two purposes. The first is to provide a way for companies and organizations to become more familiar with good practices regarding robotic process automation adoption. The other is to foster further research on the subject by complementing the current knowledge and proposing new paths for research.
- A lean approach to robotic process automation in bankingPublication . São Mamede, Henrique; Martins, Carina Maria Gonçalves; Silva, Miguel Mira daAutomation is a concept that has been previously introduced in organizations as a means to improve their processes. However, Robotic Process Automation (RPA) is an emerging method to automate processes with software, which the industry calls robots. These robots perform repetitive and low-complexity tasks previously performed by humans in front of a computer which as is known is the most commonly used feature in a company nowadays. Using the Design Science Research methodology to build up this article, it is argued that RPA is being used idly compared to its full potential which would entail using process improvement techniques before applying the automation itself. Thus, this article proposes a new approach to RPA through the use of Lean techniques. This article assesses two market leaders in RPA. It suggests a framework of activities for organizations that are investing in RPA and that want to take advantage of the capabilities currently offered by this technology. The majority of the demonstration proposal was carried out in a Portuguese private bank in three processes. Depending on the different cases, it had an overall positive evaluation in the field or simulations. Comparing RPA and Lean RPA projects in the number of resources (time, FTE) needed to carry out business processes, the latter approach presented values that were significantly lower and, consequently, satisfactory.