Promoting Collaboration and Creativity in Process Improvement:
A Proposal based on Design Thinking and Gamification
Caroline Tavares Picanço
1a
and Simone C. dos Santos
2b
1
Instituto Federal do Amazonas, Manaus, Amazonas, Brazil
2
Centro de Informática, Universidade Federal de Pernambuco, Recife, Brazil
Keywords: 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 involve 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.
1 INTRODUCTION
Organizations typically face challenges when trying
to implement initiatives to change their business. The
market scenario is continuously changing, and it is
highly competitive. So, companies should be up-to-
date in all business areas, considering that
Information Technology (IT) is not enough to
leverage their business if they do not invest in
innovation (Trkman, 2010). For public organizations,
the main objective is to provide services to the
population, aiming at efficiency in attendance with
the least possible resource, transparency in the
institution's business, and better use of the
technologies involved in the processes. The main
concern for private organizations is to generate profit,
increase the market, and consolidate the brand
(Santos, 2015) (Rusa and Rusub, 2015).
Independently of public or private institutions,
one of the situations that organizations face daily is
the difficulty in engaging part of the collaborators
a
https://orcid.org/0000-0001-9942-5196
b
https://orcid.org/0000-0002-7903-9981
(users and managers) in the process improvement
stages. Often, these collaborators do not have enough
time and dedication to propose improvements, which
require an in-depth understanding of business
processes. As a result, incomplete, incorrect, or
unfeasible process models for the company's reality
can be generated, almost always designed by a
process analyst without the users' and managers'
evaluation (Picanço, 2017).
From a practical point of view, Rosemann (2015)
states that BPM, as a management discipline, appears
insufficient to exploit innovative opportunities in an
organizational environment. One reason is that
current BPM methodologies and techniques usually
follow an inside-out pattern, also called analytical
thinking. Process improvement approaches like Total
Quality Management (TQM), Six-sigma, and Lean
have tools and techniques for analyzing
organizational problems in this standard. In contrast,
Kohlborn (2014) pointed out that a compliment to the
BPM approach is necessary with the outside-in
418
Picanço, C. and Santos, S.
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification.
DOI: 10.5220/0011031500003179
In Proceedings of the 24th International Conference on Enterprise Information Systems (ICEIS 2022) - Volume 2, pages 418-429
ISBN: 978-989-758-569-2; ISSN: 2184-4992
Copyright
c
2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
paradigm. In this way, external opportunities will
become more relevant, being evaluated and
implemented quickly (Martin, 2009). In general,
these opportunities come from users' and clients'
demands that need to be translated into process
improvements. Regardless of the BPM approach,
process improvement involves a certain amount of
collaborations, creativity, and reflection, and that soft
skills usually need to be stimulated among the
participants in the process, their stakeholders
(Gregor, 2013).
Thus, with focus on human soft skills of process
improvements, this study proposes investigating the
following research question (RQ): How to promote
collaboration and creativity among stakeholders in
improving business processes? To answer that
question, we discuss a method based on Design
Thinking (DT), called Boomerang. This method
proposes structuring the improvement process
aligned to the five stages of the design process
described in (D.School, 2017): empathize, define,
ideate, prototype, and test. Boomerang intends to
systematize this activity and stimulate the
engagement and collaboration of the business process
stakeholders (users, owners, analyst). The method
also includes an interactive game for the ideation
stage to promote creativity and interactivity among
participants. Notably, this research focuses on the
human aspect in business process improvement
activities, regardless of the type of improvement
(processes redesign or process innovation). We used
the DSR (Design Science Research) method
(Hevner, 2004) to conduct this research in three
design cycles, and a case study to evaluate the
applicability of this method.
This paper is organized into seven sections. After
this brief introduction, Section 2 and 3 describes this
study's theoretical basis and discusses some related
studies, respectively. Section 4 presents the research
method. Sections 5 and 6 describe the proposed
method and a case study, respectively. Finally,
Section 7 discusses the conclusions and future work.
2 THEORETICAL
BACKGROUND
In a competitive and ever-changing world where
customers dictate the rules, organizations need to
continuously seek new solutions to their business
problems (Harmon 2016). These solutions have been
reached in many successful organizations around the
world through Business Process Improvement (BPI)
(Gregor, 2013), (Dülgerler, 2015).
Traditionally, business process professionals
focus on designing robust business processes that can
stand today's world's rapid changes. Besides,
technological innovation through mobile
technologies and social networks forces teams to
rethink business and processes from an external
perspective (Richardson et al., 2013). In this context,
two main ways of thinking when analyzing business
processes can make a difference in your
improvements' effectiveness. On the one hand, we
have analytical thinkers predominantly focused on
the business world. These thinkers aim to achieve the
expected results in the planned timeframe and
minimize risks. In this context, techniques based on
workshops involving the main stakeholders of the
process, supported or not by technologies, can be
used and combined in favor of collaboration (Muras
and Hovell, 2014). On the other hand, we see the
artistic thinkers who aspire to do something new,
different, making an impact by surprising the people
involved (Dülgerler 2015). But, how to stimulate the
creativity and engagement of these same
stakeholders?
Considering these two ways of thinking, the
Design Thinking (DT) approaches bring integrative
and original thinking that principles, processes, and
tools can work innovatively and effectively (Brown
2008; Brooks, 2010). From a general point of view,
DT's purpose is to get professionals from diverse
areas to use the designers' thinking model when
creating solutions and identifying innovation
opportunities (Volkova and Jokobsone, 2016). Brown
(2009) emphasizes, "Design thinking converts need
into demand. It is a human centered approach to
problem solving that helps people and organizations
become more innovative and more creative."
Considering the analytics perspective, DT has
identified a new paradigm to deal with problems in
many professions, most notably in Information
Technology (Brooks 2010). Regarding this aspect,
the Boomerang method includes a five-stage model
proposed by the Hasso-Plattner Institute of Design at
Stanford (D.School, 2017). The five stages of the DT,
according to D.School, are as follows: Empathize,
Define (problem), Ideate, Prototype, and Test. The
first stage seeks an empathic understanding of the
problem and the target audience (end-users and
clients) (Dam, 2017). The definition stage analyses
the observations and synthesizes them to define the
main problems. The potential solutions are proposed
and discussed in the ideate stage (Sampaio et al.,
2014). The chosen solution is prototyped in simple
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
419
versions such as sketches or mockups, and finally,
evaluated in the test stage (Chasanidou et al., 2015).
Moreover, the Design Thinking approach stages are
not linear but iterative and dynamic, supporting
creativity and innovation (Chasanidou, 2015).
From an artistic perspective, the DT approach
aims to inspire the essential element of creativity, get
an abstract idea, and create something with it
(Liedtka, 2011). In particular, the ideate stage of the
DT process can use different strategies to promote
creativity among process stakeholders, among them,
the gamification strategy (Medina, 2013; Busarello,
2014).
During a workshop at D.School (2017), it has
carried out a series of RPG (Role-Playing Game)
activities where diverse characters developed through
joint brainstorming sessions. These role-playing
games allowed rapid ideation (idea generation) to
visualize and adapt the results near-real-time (Cohen
2014). Dicheva et al. (2015) verified that games have
remarkable motivational power in this context. Also,
gamification uses several gaming mechanisms to
encourage people to engage with them, often without
any reward, just for the joy of playing and the
possibility of winning, creating a highly engaging
environment (Gartner, 2014).
So, the Boomerang method combined
gamification with the DT approach to stimulate
member engagement by promoting more ideas for
solving companies' problems with focus on process
improvements.
3 RELATED WORKS
Despite the DT's potential in the improvement of
processes initiatives, engaging stakeholders is not
always an easy task.
According to Rosemann (2015), the biggest
challenge today is to get teams to adopt emerging
strategies and practices to integrate the principles of
DT into their BPM initiatives. Rosemann, also exalt
this approach, proposing future research and
development orientations in BPM. The author states
that DT-oriented BPM focuses on desired outcomes,
inspired by design on external stakeholders'
experiences rather than on the available BPM
methods.
Another study discusses the use of DT in the
improvement of processes context. Cereja et al.
(2018) describe the application of the DT approach in
a security company in Brazil. After correlating the DT
approach with the BPM stages, the company
promoted various workshops to apply various DT
tools. It was led by representatives of all company
departments that handle the procurement process and
a team of information technology professionals. From
this experience, Cereja et al. (2018) stated that the DT
approach facilitated: the formalization of employees'
perceptions of the existing procurement process; the
modeling of a process for the purchase of material
that all interested parties have approved; and the
formalization of requirements for the new
information system to manage the material purchase
process. The case study demonstrated the DT
approach's value to the redesign and improvement
process, adding useful BPM analysis tools.
According to the authors, the BPM cycle stages
correspond to the steps of DT as the DT techniques
combine with the point of view of the social
construction of BPM.
Santos et al. (2016) propose the A2PN (Business
Process Ambidextrous Analysis) method, which
systematizes the business process analysis stage and
allows incremental improvements and process
innovations. As a scientific contribution, this research
presents conceptual models identified in the
literature, the relationship between the principles of
Organizational Ambidexterity and DT practices in the
analysis stage of Business Process Management.
Concerning the practical contribution, the researcher
developed the previously mentioned method (A2PN),
proposing that organizations can continuously
improve their business processes through an analysis
that considers analytical and creative thinking. The
method has been evaluated by specialists through a
semi-structured questionnaire and applied in an
organization. The evaluation demonstrated that the
method had been considered easy to use and suitable
to foster the balance between rational and intuitive
thoughts. The researcher showed that even the
organization was conservative and accustomed to
analytical techniques, it was possible to apply
creative techniques and identify opportunities outside
its frontier generating specific results for clients.
These studies discussed experiences of using DT
to improve processes with very positive results.
However, no details are presented about the difficulty
of engaging process stakeholders in these analyses, as
mentioned by Rosemann (2015), justifying the
proposition of a study with this objective.
4 RESEARCH METHODOLOGY
To develop research with high methodological rigor,
some procedures and methods were used to ensure the
ICEIS 2022 - 24th International Conference on Enterprise Information Systems
420
reliability of the scientific research process. Figure 1
shows the methodological scheme.
The research was initiated with the awareness of
the problem. The main motivation originated from
the first author of this paper in her work environment.
A non-systematic review of the literature was carried
out to understand the problem better, searching for
existing concepts, approaches, and tools on people's
engagement and process improvement.
Figure 1: Methodology schema.
This review was supported by electronic reference
databases, resulting in journals, scientific articles,
dissertations, and academic thesis, which helped to
elucidate the subject and validate the research topics
like Design Thinking (DT) and Business Process
Improvement, as discussed in Section 2. In addition
to the bibliographical research, informal interviews
were conducted with 10 coworkers to investigate
behaviours related to their activities: motivation,
understanding of the processes performed by them,
commitment, and time available for innovation. The
interviewees' profiles were strategic management
experts, internal control assistant, IT governance
manager, process manager, process owners, and
process users. The interviews focused on business
process improvement and innovation within the
context of the respondents' expertise. The results of
the informal interviews (Figure 2) were used to
complement the literature review, supporting the
process of developing the proposed method.
From this preliminary study, it was possible to
obtain answers to initial questions about
characteristics, purpose, and initial planning for the
conception of the proposed method. Proposing the
construction of artifacts that would support the
business processes improvement, the DSR method
was adopted in this research (Hevner, 2004). In this
context, three design cycles were performed.
Figure 2: Interviews with stakeholders.
Regarding the first design cycle, after the
awareness of the problem and delimitation of the
research, the conception of the development of a
method was initiated, using activities and tools of the
DT approach directed to the improvement of business
processes. For this, we carried out new studies and
analysis of articles and journals from companies that
work with design for innovation and process
improvement (such as IDEO, Capital One, MJV) to
check which techniques are used for these
organizations and for which objectives. Among these
techniques, we highlight exploratory research, to
obtain an overview of the problem to be addressed
(IDEO.org, 2015); identification of insights, to
understand the desire of consumers (Newton, 2017);
gamestorming, to create commitment among
employees (MJV, 2020); 5W2H (what, why, who,
where, when, how, how much) technique, to
determine activities that need to be clearly developed
(Keathley and Owens, 2010). Despite these
references, the first method prototype created was
confusing, not very visual, and tied to a process
composed of mandatory sequential activities. To
evaluate this prototype, a focus group with two
process analysts and a BPM specialist was conducted.
With this feedback it was possible to work on a new
proposal that would highlight the interactivity among
the improvement process stages. That would give
them the freedom to correct errors from previous
steps until a better solution is found. With the updates
made, the proposal was called Boomerang Method,
alluding to the object created to return to the thrower's
hand when not reaching a target. This reference is
because the proposed method has an iterative
characteristic and should be restarted whenever a
target is not completed.
The second design cycle aimed at developing an
artifact to support the Boomerang method. The
purpose of the support artifact is to support the
concepts of Design Thinking, proposing greater
engagement between people and between people and
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
421
problems, transforming the method developed into
something fun and stimulating, and helping improve
processes by facilitating a change in behaviour of the
users of the process. Through exploratory research, it
was possible to study possible ways to engage people,
highlighting the gamification technique to use
elements of a game for an organizational reality to
solve real problems. From this study, research was
carried out on existing games dealing with idea
generation. Among them, a game was found that was
promoted and built by Bel Pesce (2015) together with
COPAG. However, our research group noted that this
game had many rules, increasing the level of learning
difficulty and "wasting" precious time that
organizations claim not to have. Therefore, this
research proposal included the creation of a new
game, based on this reference, promoting
modifications to facilitate the players' understanding
in a faster way, besides opening more space to
generate ideas. That game was called the “Creative
Thinking Planning" game. For the conception of this
game, a team composed of three members was
gathered. The participants were students of Design,
Computer Science, and the first author of this study.
The evaluation approach used for this artifact was
through the focus group technique through
brainstorming. This technique was used both to
support the development and evaluation of the
artifact. It is worth noting that the focus group
technique, in this case, ensured a deeper and more
collaborative discussion regarding the game created.
Comments about the Creative Thinking Planning
game and its dynamics are presented in the Case
Study section.
In the third and last design cycle, Boomerang was
evaluated under utility and usability aspects through
a case study in a real process improvement context at
an educational institution. Besides, it aimed to
evaluate the benefits of using the method to improve
business processes. Details of the last cycle are
discussed in the Case Study section.
5 BOOMERANG METHOD
Boomerang method aims to guide the process analyst
or any manager in activities to redesign business
processes. As specific objectives, the following stand
out: 1) Propose a sequence of appropriate activities;
2) Specify the expected result for each stage; 3) Guide
how each stage can be conducted and; 4) Suggest
artifacts and tools support the stages.
Boomerang was designed to be an engaging
method that would assist any manager in facilitating
the business process improvement team. For this, the
method has four primary characteristics:
Innovation & creativity: aims to bring people
together to collaborate for problem-solving in
exchange for recognition, offering new
experiences to improve processes.
Engagement: looks for mechanisms of
engagement, with particular use of gamification,
because it understands that business results are
closely linked to the involvement and
motivation of people.
Agility: prioritize the user experience through
the five stages. It focuses on understanding
people's desires, experiencing new points of
view, and having agility in producing ideas,
learning from mistakes, and evolving rapidly.
Adaptability: It can be applied and adapted to
different contexts and organizations.
As requirements to the method use, it is worth to
emphasize: the knowledge of the current process (As-
Is); availability of participants; correct application of
the game; understanding of BPM and DT concepts;
impartiality of the facilitator and to keep an open
mind among all participants and facilitator. The basic
Boomerang method structure is composed of 5 stages,
as shown in Figure 3.
Figure 3: Boomerang activities.
Each stage has 3 activities, acting sequentially. By
the way, the name of the Boomerang method was
given by analogy to the toy where after being thrown,
it returns to the player's hand, in case it has not
reached the goal. At the end of each stage, an artifact
is generated.
The Empathize stage is concerned with ensuring
empathy, retrieving people's history and observations
about the community members being surveyed, and
beginning to understand the problem to be solved.
This stage has the following activities: build a team,
exploratory research, and conversation starters.
The Define stage expects a deep understanding of
the needs, barriers, and restraints of the challenges to
be addressed. This stage has the following activities:
ICEIS 2022 - 24th International Conference on Enterprise Information Systems
422
view the current scenario, create insight statement,
and identify guiding rules.
The Ideate stage aims to create new opportunities
and solutions for the proposed challenge. This stage
has the following activities: gamestorming Session,
Combine best solutions, and View solutions. The
gamestorming activity is supported by the game
(Creative Thinking Planning) developed in the
second design cycle of the research methodology.
More details about this game will be presented in the
case study section.
The Prototype stage results in the realization of
the ideas generated in the previous stage, through a
new design of the suggested process (to be), in
addition to analyzing the feasibility of the proposed
solution. This stage has the following activities:
define prototype, draw draft (To-Be process), and
capabilities quick sheet.
The Test stage supports the feedback of those
involved more broadly, considering the sharing of
overlapping information boundaries. This stage has
the following activities: Evaluate Solutions, Get
Feedback, and Create a Pitch.
These proposed sub-activities have been based on
the Design literature and serve as a guide to get the
client to the expected result.
6 CASE STUDY
The case study was developed in university, a public
higher education organization. Three crucial factors
drove the case study's chosen organization: it is part
of the public sector, its complexity, and having a
process automation project in the initial phase. In the
organization studied, the level of maturity in BPM is
in stage 1 (initial state), according to Harmon's
concepts (2013). The institution uses various
methodological approaches, tools, and techniques not
consolidated and has a high level of manual
intervention and iron out problems. Besides, there are
a few documented processes, although BPM's
importance and increased involvement of managers
and top management are recognized.
The Boomerang method suggests that it is
necessary to understand the current problem and then
propose new solutions. For this, the monitor’s
enrollment process was analyzed, defining the current
situation of this process. The monitor’s enrollment
process consists of the enrollment and selection of
students to perform the role of assistant teachers in
specific subjects of a curriculum. The university
where the method was applied has published the rules
to standardize candidates' eligibility for monitoring
activity. However, in practice, many standards have
disregarded. It has been observed that some courses
conduct the selection process using public notice;
others use the only interview between teacher and
student. The publication of the selection process also
happens in different ways: some use email to present
the results, others publish on the college website.
Some colleges prefer file-sharing software in the
cloud as a tool for publicizing the monitor’s
enrollment process. These questions have been
verified through informal interviews with process
managers and news published on the institution's
website. To better understand a part of this process,
the Boomerang method was used and suggestions for
improvements
6.1 Applying the Boomerang Method
The following subsections describe the activities
carried out in each of the five steps of the Boomerang
method, as shown in Figure 3.
6.1.1 Empathize Stage
The Empathize stage started with the "Build a Team"
activity. In the first activity, the facilitator defined the
design team, 28 participants with
qualification/expertise in subjects related to the
process studied. The objective was to obtain
information from many people about their feelings
regarding the current process model.
The activity "Exploratory Research" addressed
the intention of investigating the subject, exploring
the news, recent documents in the field of study. For
this, the facilitator interviewed these participants
through two questionnaires to know about the
challenge's context and their experience regarding the
challenge has solved. These questionnaires have been
sent to 28 respondents and two profiles process
owners and process users. These respondents have
been invited to participate freely in the semi-
structured, and previously scheduled interviews, been
carried out individually. The first questionnaire
gathered details about the monitor’s enrollment
process. The second questionnaire was sympathy
research, where it was intended to know the users'
perception of the process concerning the process
approached.
With more detailed information about the
monitoring process, the facilitator invited only six (6)
participants from the 28 previously classified: three
female participants and three male participants,
between 20 and 24. These participants were chosen
because they had already participated in the
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
423
monitoring program and were free to attend the
workshop. There were no specific criteria, however,
people were sought who had already experienced the
routine that should be improved within the university.
The objective was to participate in the workshop,
initiated through the “Conversation starters” activity,
where the facilitator introduced topics to the
participants.
Initially, concepts have presented about DT,
BPM, Process improvement, the Boomerang
method's objectives, and the main challenge related to
the monitor’s enrollment process. At the end of
explaining these concepts, the facilitator stimulates
reactions to the participants by asking several
questions related to the subject addressed, for
example: “what would be the ideal for you?" and
"what is the greatest difficulty today?”. During this
meeting, an interview has made through a
questionnaire to know the current monitor’s
enrollment process (As-Is). The researcher of this
study (as facilitator) provided the mapping of this
process, based on the information gathered.
Therefore, it was possible to start the application of
the Boomerang method. Besides, to assist in
developing the case study, the facilitator used the
5W2H technique to summarize, organize, and plan
the necessary actions for the case study, making the
implementation clearer and helping in the choice of
the team.
6.1.2 Define Stage
Starting the Define stage, the activity "View Current
Scenario" presented the participants with the current
process map. There was a greater discussion about the
process since its visualization was of extreme
importance, so that the participants became more
involved in the scenario studied. Figure 4 illustrates
part of that moment (left side).
Participants identified problems related to the
enrollment of monitors, such as the current process
was not computerized. Also, there was no efficient
control of scholarship holders' registration, with
duplicate payments to them. The next activities
performed, “Identifying insights" and “Identifying
guiding rules”, created declarations of participants'
intuitions through short phrases, where they gathered
reflections based on information from the exploratory
research. This information has turned into insight
cards to facilitate quick consultation in the following
stages. The activity to identify criteria was
indispensable to indicate the limits of the proposals
for improvements, concerning what the business rules
allow or limit.
Figure 4: Workshop dynamics and To-Be process
modeling.
6.1.3 Ideate Stage
Regarding the Ideate stage, the "Gamestorming
Session" activity has been carried out with the
application of the Creative Thinking Planning game.
It was intended to promote a storm of ideas among the
participants and propose improvements to the
addressed challenge. Figure 5 illustrates the dynamics
of the game.
Figure 5: Game dynamics.
The round starts with any player willing to be the
first, or the facilitator can choose by the lot. The
facilitator should read the challenge card and guiding
criteria card aloud. The player must think of an idea
that can solve the problem, choose a pre-existing
ICEIS 2022 - 24th International Conference on Enterprise Information Systems
424
resource card, or create a resource card representing
the idea to complete the card on the table.
Other players must validate the idea through the
respective cards approved or disapproved. If the idea
is disapproved, it should be returned to the resource
card group. The facilitator should score the result on
the score sheet.
The game can finish from the third complete
round or when it reaches 15 valid ideas. There are two
types of winners through two criteria: contribution of
ideas and validity of ideas. It will return the biggest
idea generator and the best idea generator.
By the end of the game, participants had produced
a string of keywords linked to one of three themes
related to the core of Design Thinking, as shown in
Figure 6 (People, Business, and Technology). These
keywords highlight the solutions given by the
participants to the challenge studied.
Figure 6: Keywords from the gamestorming.
After the end of the gamestorming, the
participants were able to follow the activities "Bundle
ideas" and “Visualizing solutions”, where they were
able to gather the best solutions considering the
guiding criteria, and finally to visualize the best-
proposed solutions through the construction of a
menu of ideas.
6.1.4 Prototype Stage
In the Prototype stage, the participants defined how
the process has improved. It is essential to point out
that the proposed improvement was based on these
users' vision, participants of the workshop.
After the "Define Prototype" activity, the team
and the facilitator began designing an ideal monitor
enrolment process for the student community. The
"Draw Draft" activity generated a new design of the
improved process using cards with some BPMN easy
to understand notations.
It is worth highlighting that activity represents
Boomerang's main result/output: the sketch of the
improved process (Figure 4, right side), which has
been evaluated in the next stage of the Boomerang.
So, important problems were identified: the lack of
transparency related to the monitor's selection
process, the proposal of solutions for registration, and
publication of the monitor's selection process through
the university´s website.
The improvements identified were crucial in
making process information more accessible and
transparent to its users. It is important to note that the
workshop participants had little knowledge of BPMN
but did not have any difficulties in using the notation.
Also, the 5W2H technique has been used again for the
team to create a second visualization map of the
problem's solution proposals.
In the "Capabilities quick sheet" activity, the
participants debated the possibilities of
implementation, considering contributing to
innovative solutions and putting it into practice. This
moment was an exchange of experiences among the
participants. The result was enlightening, in the sense
that the team felt the need for senior management
people to understand better what was possible.
6.1.5 Test Stage
Finally, in the Test stage, the activities "Evaluate
Solutions”, "Get Feedback”, and "Create a Pitch"
has been carried out. These activities require more
time and involve the availability of high
management.
The "Evaluate Solutions" activity aimed to
investigate the impacts generated by the new design
of the improved process, as well as its feasibility of
implementation and capacity for improvement. The
objective was to verify the alignment of the proposed
solution with the needs of the users of the process. To
perform this activity, four people (process users) has
invited to evaluate the prototype generated in the case
study: one teacher assistant, one teacher, one
monitoring coordinator in the department, and one
monitoring manager participated. In this way, all one
knew the realities of the process from different
perspectives, stating if the proposed prototype met
their needs.
Table 1 presents the aspects and questions of this
evaluation by the process improvement team with 10
assertions.
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
425
Table 1: Evaluated aspects and assertive.
As
p
ects Assertive
Possibilities of
Implementation
Q1 - The suggested proposals have great
potential for implementation;
Q2 - Need for training to use the process;
Troubleshoot
Q3 - The suggested prototype can solve the
existing problems;
Q4 - The proposed solution should
optimize the current process;
Q5 - Compared to the current process, the
new solution will reduce delays;
Acceptance
Q6 - Top management will accept the
prototype as a possible solution;
Q7 - The process improvement is in line
with the objectives of the institution;
Q8 - The implementation of the improved
process will meet the current needs of
users;
Q9 - This research was timely for the
institution;
Automation
Q10 - The proposed solution has
automated.
The data collection has done with the aid of a
questionnaire, in which the invitees filled a form with
closed questions. Figure 7 shows the results obtained
with this evaluation. A Likert-based scale was used:
Totally disagree (TD), partially disagree (PD), neutral
(N), partially agree (PA) and totally agree (TA).
Figure 7: Results from prototype evaluation.
Regarding the “possibilities of implementation"
of the new ideas, 80% agreed that it would be possible
to implement. When we ask why not, the answer was
that top management has difficulty accepting
changes; concerning the solving-problem aspect,
100% of the interviewees said the new solutions
could solve them. The graph also shows information
about "acceptance," where 100% of the interviewees
think that there will be acceptance of the process's
changes. Ultimately, the bar chart illustrates the
automation aspect; 100% of the participants
recommended automation of the new business
process model.
6.2 Assessment & Analysis
To evaluate the Boomerang method, we conducted
interviews, where the participants filled a form with
open and objective questions, following a script
developed by the researchers.
To organize the collected data, we identified the
following evaluation criteria: proposed challenge;
facilitator (who conducted the case); information
provided to carry out the activities; team building for
the experiment; how the activity was performed;
activities adopted during the workshop; the method
adopted for the workshop and participant motivation.
These criteria had as reference the theoretical
background discussed in the second section of this
paper. Figure 8 shows the results.
Figure 8: General results.
Analyzing Figure 8, regarding the Proposed
Challenge, more than 90% of the interviewees were
enthusiastic in proposing solutions to the challenge
and stating that the challenge has a high potential for
impact on their community. Regarding the
experiment's conduct, 90% stated that the facilitator
conducted the activities well, demonstrated
knowledge, had mastery in applying the activities,
and chose an appropriate environment for the
workshop. 100% of the participants stated that the
"information provided" was clear, relevant, and
sufficient to carry out the activities. Respondents also
understood the reason for their participation (team
building), and more than 60% reported that the team
showed commitment and engagement during the
event. Regarding the "how it was done" aspect, 100%
of the interviewees stated that the activity helped
improve the current process and participate in the
activity again. More than 80% of the participants
reported that it was clear to use the gamestorming
technique, feeling confident in the performed
activities. Some participants stated that the support of
a specialist will always be necessary to use the
approach. Finally, the evaluation of the method's
phases showed that 80% of the interviewees
understood the proposed activities.
ICEIS 2022 - 24th International Conference on Enterprise Information Systems
426
6.3 Discussion: Lessons Learned and
Limitations
Afterward identifying some problems in the current
model of the process, the participants were able to
propose improvements that emerged during the
Boomerang method application. Lack of control over
monitor’s enrollment process in university programs
was one of the problems encountered. During the
workshop, the participants proposed to automate the
new process, as the As-Is process was still manual.
Another problem identified in the As-Is model
was that each department or each teacher had their
own hiring way. After applying the Boomerang
method, there was a crucial need to standardize the
monitor enrolment process in all university
departments, following rules and guidelines proposed
by the top management. One of the points addressed
is that the significant majority (over 80%) of
respondents consider BPM a tool to improve business
processes according to the proposed assessments.
The case study demonstrated that the method
proposal serves as an analysis support tool to
managers while designing business processes. This
research design allows us to explore the key
characteristics, meanings, and implications of the
case. Outcomes can lead to an in-depth understanding
of behaviours, processes, practices, and relationships
in the context applied.
As the main lessons learned, it is possible to
emphasize:
The empathy stage brought the people involved
in the process closer, making everyone feel
process owner and responsible for its
improvement.
The users' experience of the process and the
focus on the desired results attended to improve
the business process addressed.
Immersion and investigation of the process
stakeholders were crucial for understanding the
problem and the vision of the outsiders.
The use of gamification techniques allowed us
to engage the team and to make the environment
more appropriate to the exchange of
experiences.
The gamification activity provided some
expected benefits: generated innovative ideas;
obtained insights from participants without
being tedious; encouraged debate in an
organized way; enabled people to produce ideas
with few resources.
Institutional collaboration is essential. So, the
organization must release its collaborators for
the improvements meeting, besides providing an
appropriate environment for applying the game.
Special care is needed with the game's duration,
timing each stage, thus maintaining control over
the results and preventing the game from
extending beyond the planned time.
As a game is usually fun, some people can be
resistant initially, especially those in managerial
positions, thinking that it will not have serious
results. It is essential to clarify the objectives of
the expected results from the beginning,
highlighting the benefits of this collaboration
model.
It is essential that the facilitator has a good
knowledge of BPM to guide the workshop
participants in the design of the process
improvement sketch.
About research limitations and threats, it is
important to emphasize that the participants of this
experiment were not very heterogeneous. In the face
of this, there were widespread thoughts and feelings
about the problems addressed.
Concerning the applicability characteristics and
limits of the method in the external environment, it
was not possible a general conclusion about this
criterion since the research was applied in a single
organization. However, it has noted that the
knowledge generated in the development stage has
been used for the design and construction of new
artifacts or the redesign of the artifact, in case the
environmental contingencies change, since the
Boomerang method has characteristics of
adaptability. Although the organization of the case
study is part of the public sector, we did not see any
limitation in using this method in the private sector.
7 CONCLUSIONS
The DT approach enabled the creation of the method
called Boomerang, which proposes to define a
sequence of activities to improve business processes,
to ensure that the user experience of the process has
been considered. Besides, Boomerang method was
also concerned with using game mechanics to ensure
the team's engagement during insight generation and
new ideas for process improvements. Thus, we built
a "Creative Thinking Planning" game to support the
ideate stage of the method that can also be used in
different contexts as a brainstorming tool.
Evaluations and the case study in real context
showed that the work's objective was achieved,
highlighting the importance of involving process
stakeholders, bridging the gap between analyst and
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
427
user, and following a structured roadmap of possible
activities to improve business processes.
Although this work has contributed to business
process improvement and can serve as a reference for
organizations in organizational innovation, the study
researchers conclude that we need much more. This
work is just beginning, and based on these results, the
following steps would be to build a more robust
overall evidence base. Another future step could be
automating the method as a guideline, remotely
running sessions, and promoting broad brainstorming
to solve many problems.
REFERENCES
Brocke, J. V., Rosemann, M. 2015. “Business Process
Management”.
Brooks, F. P. 2010. “The design of design: Essays from a
computer scientist”. 1. ed. [S.l]: Addison-Wesley
Professional. ISBN 978-0201362985.
Brown, T. 2008. “Design thinking”. In Harvard Business
Review, v. 86, n. 6, p. 84-95.
Brown, T. 2009. “Change by design: how design thinking
transforms organizations and inspires innovation”. New
York: Harper Business.
Brown, T. 2010. “Design Thinking: Uma metodologia
poderosa para decretar o fim das velhas ideias”.
Elsevier Editora.
Busarello, R. I. 2016. “Gamification: princípios e
estratégias”(Gamification: Principles and Strategies).
[S.l.]: Pimenta Cultural, 126g. São Paulo.
Cereja J.R., Santoro F.M., Gorbacheva E., Matzner M.
2018. “Application of the Design Thinking Approach
to Process Redesign at an Insurance Company in
Brazil”. In: vom Brocke J., Mendling J. (eds) Business
Process Management Cases. Management for
Professionals. Springer, Cham.
Chasanidou, D. et al. 2015. Design Thinking Methods and
Tools for Innovation”. In: HCI International [s.n.].
Cohen, R. 2014. “Design Thinking: A Unified Framework
for Innovation”. Forbes.
D.School. 2017. “A Virtual Crash Course in Design
Thinking”. Hasso Plattner Institute of Design at
Stanford University.
Dam, R. F., Siang, T. Y. 2017. “5 Stages in the Design
Thinking Process. The Interaction Design Foundation”.
Darejeh, Ali & Salim, Siti Salwah. (2016). “Gamification
Solutions to Enhance Software User Engagement”. A
Systematic Review. International Journal of Human-
Computer Interaction. 10.1080/10447318.
Dicheva, D., Dichev C., Agre G., & Angelova G. 2015.
“Gamification in Education: A Systematic Mapping
Study”. Educational Technology & Society, 18 (3), 75–
88.
Dülgerler, M. 2015. “Making better, more responsive
organizations”. Paper presented at PMI Global
Congress 2015—EMEA, London, England. Newtown
Square, PA: Project Management Institute.
Gartner. 2014. “Gamify: how gamification motivates
people to do extraordinary things”.1. ed. Brookline:
Bibliomotion.
Geissdoerfer, M., Bocken, N.M.P., Hultink, E. J. 2016.
“Design thinking to enhance the sustainable business
modelling process. A workshop based on a value
mapping process, Journal of Cleaner Production,
Volume 135, 2016, Pages 1218-1232,
Gregor Z. 2013. Towards a framework for identifying
business process redesign patterns. Business Process
Management Journal, v. 19, n. 4, p. 600 – 623.
Hall, J. M., Johnson, E. M. 2009. When Shoud a Process Be
Art, Not Science? Harvard Business Review. March
2009 Issue.
Harmon, P., Wolf, C. 2016. “The State of Business Process
Management”. A BPTrends Report.
Harrison, Helena; Birks, Melanie; Franklin, Richard &
Mills, Jane. 2017. Case Study Research: Foundations
and Methodological Orientations [34 paragraphs].
Forum Qualitative Sozialforschung / Forum:
Qualitative Social Research, 18(1), Art. 19,
Hevner, A. R., March, S.T., Park, J., Ram, S. 2004. Design
Science In Information Systems Research., MIS
Quarterly, vol. 28, pp. 75-105.
IDEO.org. 2015. The Field Guide to Human-Centered
Design. 1st Edition. ISBN: 978-0-9914063-1-9.
K. Macedo, M. Marinho and S. Santos, S. 2019.
Uncertainty Management in Software Projects: A Case
Study in a Public Company. “Journal of Convergence
Information Technology”. Vol. 14, No. 1, pp. 61- 67.
Kathrin, F., Jan R. 2016. “Process innovation as creative
problem solving: An experimental study of textual
descriptions and diagrams, Information &
Management”, Volume 53, Issue 6, p. 767-786.
Keathley, J. and Owens, T., 2010. Putting Quality Tools to
Work for Innovation. URL: https://inlac.org.ve/wp-
content/uploads/2020/08/putting-quality-tools-to-
work-for-innovation.pdf
Kohlborn, T., Mueller, O., Poeppelbuss, J. and Roeglinger,
M. 2014. “Interview with Michael Rosemann on
Ambidextrous business process management”. In
Business Process Management Journal, vol. 20, no. 4,
p. 634-638.
Liedtka, J. 2011 “Learning to use design thinking tools for
successful innovation. Strategy & Leadership”, v. 39, n.
5, p. 13 – 19. ISSN 1087-8572.
Luebbe A., Weske M. 2011. “Bringing Design Thinking to
Business Process Modeling”. In: Meinel C., Leifer L.,
Plattner H. (eds) Design Thinking. Understanding
Innovation. Springer, Berlin, Heidelberg.
March, S.T., Smith, G.F. 1995. Design and natural science
research on information technology. Decision Support
Systems, vol. 15, pp. 251-266.
Martin, R. 2009. “The design of business: Why design
thinking is the next competitive advantage”, 3rd
edition, Boston: Harvard Business Review.
Martin, R. 2012. “Design Thinking: An Interview with
Roger Martin: Roger Martin Talks with Jim Euchner
ICEIS 2022 - 24th International Conference on Enterprise Information Systems
428
about the Need to Include Intuitive Thinking in the
Innovation Process”. Research Techonolgy
Management, p. 11 – 14.
Medina, B. 2013. “Gamificação aplicada ao contexto de
negócios”. Rio de Janeiro: [s.n.].
Merriam, S. B., Tisdell, E. J. 2015. “Qualitative research: A
guide to design and implementation”. John Wiley &
Sons.
MJV, Team. 2020. “Gamificação gera engajamento em
treinamentos corporativos. Gamification generates
engagement in corporate training”.
https://www.mjvinnovation.com/pt-br/blog.
Muras, A. and Hovell, J. 2014. “Continuous Improvement
Through Collaboration, Social Learning, and
Knowledge Management”. The Journal of Corporate
Accounting and Finance, Vol. 25, Issue 3, Pages 51-59.
Newton, J. 2017. “Capital One: Embracing Design
Thinking And Putting Customers First.” Forbes.com.
Picanço, C. T. 2017. Uma Metodologia para Melhoria de
Processos Baseada em Design Thinking (A
Methodology for Process Improvement Based on
Design Thinking). Master Dissertation, Centro de
Informática, UFPE, Brazil.
Richardson, C., Leaver, S., Cullen, A., Keenan, J. 2013.
“Design for Disruption: Take an Outside-In Approach
to BPM”. Cambridge: Forrester Research.
Rosemann, M. 2015. “Proposals for future BPM research
directions”. 2nd Asia Pacific Business Process
Management Conference, Brisbane, p. 1-15.
Runeson, P. and Host, M. 2009. “Guidelines for conducting
and reporting case study research in software
engineering,” Empirical software engineering, vol. 14,
no. 2, p. 131.
Rusa, M. and Rusub, D. O. 2015. The Organizational
Culture in Public and Private Institutions. Procedia -
Social and Behavioral Sciences 187, 565 – 569.
Sampaio, I. C. B. Santanna, J.F. Pimenta, R.B. Soriano-
Sierra, E. 2014. “Design Thinking como ferramenta
para melhoria em processos de negócios”. Espacios, v.
35, n. 6, p. 19.
Santos, H. R. M.; Alves, C.F. 2016. “Explorando a
Ambidestria Organizacional e Design Thinking na
Análise de Processos de Negócio iSys”. Revista
Brasileira de Sistema de Informação, Rio de Janeiro,
vol. 9, No. 4, p. 101-138.
Santos, H., Valença, G., Alvez, 2015. Strategies for
managing critical success factors of BPM initiatives in
Brazilian Public Organizations: A qualitative empirical
study. In iSys Revista Brasileira de Sistemas de
Informação, Rio de Janeiro, Brazil, vol. 8, No. 1, p. 42-
64.
Schuetzenmeister, F. 2010. “University research
management: An exploratory literature review”.
Seethamraju, r.; Marjanovic, O. 2009. “Role of process
knowledge in business process improvement
methodology: a case study”. Business Process
Management Journal, v. 15, n. 6, p. 920 936. ISSN
1463-7154.
Trkman, P. 2010. “The critical success factors of business
process management”. In International Journal of
Information Management, vol. 30, no. 2, 125-134.
Venable, John, Pries-Heje, Jan, & Baskerville, Richard.
(2012). A Comprehensive Framework for Evaluation in
Design Science Research. In K. Peffers, M.
Rothenberger & B. Kuechler (Eds.), Design Science
Research in Information Systems. Advances in Theory
and Practice (Vol. 7286, pp. 423-438). Berlin /
Heidelberg: Springer.
Volkova, T., Jākobsone, I. 2016. “Design thinking as a
business tool to ensure continuous value generation”
Intellectual Economics, Volume 10, Issue 1, Pages 63-
69, ISSN 1822-8011.
Welbers, Kasper & Konijn, Elly & Burgers, Christian & Bij
de Vaate, Nadia & Eden, Allison & Brugman, Britta.
(2019). Gamification as a tool for engaging student
learning: A field experiment with a gamified app. E-
Learning and Digital Media. 16. 92-109.
10.1177/2042753018818342.
Yin, Robert K. (2014). Case study research: Design and
methods. Los Angeles, CA: Sage.
Promoting Collaboration and Creativity in Process Improvement: A Proposal based on Design Thinking and Gamification
429