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Publications

Publications by HumanISE

2022

E-GovSTP: An E-Government Model for a Small Island State, the Case of Sao Tome and Principe

Authors
Vaz, DN; Sousa, B; Mamede, H;

Publication
INFORMATION SYSTEMS (EMCIS 2021)

Abstract
Literature posits that most data and research on E-Government dominantly focuses on large economies where social, political, organizational and economic aspects of these local contexts significantly differ from other parts of the world. One such part is the group of island states specifically referred to as Small Islands Developing States (SIDS), sharing common challenges of reduced size, diseconomies of scale, impact of climate changes and other challenges. E-Government models should be adapted to local context, and for SIDS this entails understanding the local context so as to formulate a sustainable model. Even though we find studies and models for SIDS, significant differences exists among SIDS that warrant individual approaches. An example of a SIDS is Sao Tome and Principe, where the government is involved in E-Government initiatives. This is visible at the Ministry of Finance where different interacting Departments have developed systems and software tools to manage business processes. These systems and tools are used for interactions internally and with public and private sectors. However, for implementation, there is a lack of a centralized, interoperable vision or directive. Consequences are high total cost of ownership, subsequent costs with interoperability and maintenance, and, in the end, deficient long-term sustainability. Considering the impact of costs of information technology initiatives to the public budget, financed in its majority by development and bilateral assistance, there is a need for an E-Government model that prescribes directives for a sound, interoperable and sustainable E-Government implementation. We propose the development of E-GovSTP, a framework/model that intends to combine technical considerations and aspects of the local context to formulate guidelines for E-Government implementations in the Ministry of Finance. This artifact shall be developed through sound theoretical foundation, application of established standards and guidelines to areas of privacy and security, interoperability and system and communications. Additionally, the fundamental aspects of the local context (political, social and organizational) shall be factored into the model in order to guarantee the sustainability having in mind existing technical, material and financial constrains the country faces.

2022

A Virtual Community Model Proposal: The Gentleman's Club

Authors
Malta, P; Mamede, H; Santos, C; Santos, V;

Publication
MARKETING AND SMART TECHNOLOGIES, ICMARKTECH 2021, VOL 2

Abstract
In this article, we address the problem of virtual communities, proposing a basket of products' self-determination model, where the community determines what it is interested to buy and, in some situations, when. In this way, instead of letting a brand or product create the need or desire of the users in the community to buy, it will be the community, through a network effect, to self-influence the user, in order to define what intends to buy reaffirming, also, in this way its identity. This article proposes a conceptual model to be implemented toward a future Case Study research, with a structure within a network capable of influencing itself where members, who share the same interests, can define a basket of products and services and thus reaffirm and evolve their identity.

2022

A Personalized Narrative Method to Improve Serious Games

Authors
Rosal, T; Mamede, HS; da Silva, MM;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2

Abstract
Serious 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.

2022

Information Security Threat Assessment Using Social Engineering in the Organizational Context - Literature Review

Authors
Lopes, A; Reis, L; Mamede, HS; Santos, A;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2

Abstract
Due to the value and diversity of data that organizations use and produce in their activity, it is extremely important to protect this asset. Security flaws can arise due to several factors and whenever it is difficult to access the desired information because of technological barriers. In this case, attacks are redirected to the exploitation of human beings vulnerabilities through various techniques. The objective of this work focuses on literature review, studying the underlying theme of Social Engineering, as it uses human trust, convincing someone of something fake, using various interactions and different vectors to gain access to private information. Design Science Research will support the research work due to the possibility of construction, evaluation, and subsequent validation of the artefact. The contribution of a framework proposal for preventing social engineering attacks in organizations and providing the best recommendations, guiding, and supporting the stakeholders in the selection and definition of controls that guarantee the security of organizational information and avoid possible attacks by Social Engineering. It is expected that the practical effects of the future work will result in a reduction in the number of attacks using Social Engineering, greater individual and collective preparation to deal with this problem and, over time, the incentive to the continued expansion of the adoption of these artefacts at the organizational level.

2022

Risk compliance and master data management in banking - A novel BCBS 239 compliance action-plan proposal

Authors
Martins, J; Mamede, HS; Correia, J;

Publication
HELIYON

Abstract
For some years now, master data has become extremely relevant to business success and continuity in an increasingly competitive and global business environment. The banking sector is one example of how the implementation of well-structured and designed master data management policies and initiatives is crucial for reaching positive results. One of the areas in which banks need to ensure extremely fruitful master data management approaches and data governance procedures is when dealing with risk-related data, as it not only ensures accurate and well-supported management and decision-making, but also because banks are required to do so by imposed regulations, such as the BCBS 239. Drawing on a DSR methodology supported research project, where banking and IS-related expertise was continuously merged with existing theoretical knowledge on MDM and BCBS 239 related topics, and a permanent focus on the technical and functional complexity associated with implementing master data management and well-established data governance procedures that ensure regulatory compliance, we propose a novel, six-phase action plan that will allow banks to ensure compliance with BCBS 239 and, consequently, ensure efficient and effective risk data management and reporting.

2022

The Role of the Digital Economy in Market Disruption: Analyzing a Case Study That Demonstrates the Role of New Digital Base Entrants

Authors
Silva, RP; Mamede, HS;

Publication
Int. J. Innov. Digit. Econ.

Abstract

The role of the digital economy is undoubtful these days, with new digital services and technologies appearing regularly, creating new products, and digitalizing others. With the technology exploring new limits, the growth tendency of this economy is clear, and more incumbents will face serious competition, which can’t be ignored. Several of these startups have untapped markets that are not being addressed, exploring that disruption leads to more innovative solutions that will likely lead to better services for people and organizations. Those startups might, though, move up the ladder and take away the market from those incumbents; with this work, we aim to analyze the role of digital economies in market disruption through the lenses of a case study and understand to what extent that case is looking at disrupt an existing market

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