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Rinnakkaistallenteet Luonnontieteiden ja metsätieteiden tiedekunta

2017

Mobile training in Micro Business:

Design Science Research for frugal innovation

Gomera William Clifford

IEEE

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http://dx.doi.org/10.1109/AFRCON.2017.8095529

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Mobile Training in Micro Business:

Design Science Research for Frugal Innovation

William Clifford Gomera∗‡, George Oreku, Mikko Apiola, Jarkko Suhonen

College of Business Education (CBE) Dar es Salaam, Tanzania, email: c.gomera@cbe.ac.tz

Tanzania Industrial Research Development Organization (TIRDO), email: george.oreku@gmail.com

University of Eastern Finland

School of Computing, email: firstname.lastname@uef.fi

Abstract—The loan relationship between micro finance in- stitutions (MFI) and micro businesses (MB) is crucial for the growth of small and micro businesses in Tanzania. Increase of smartphone ownership has opened possibilities to support small businesses with technology innovation. Our previous research has shown that the training services offered by MFIs to MBs face a number of challenges, for example poor attendace due to time and travel constraints. In this design science research (DSR) study, we engaged a team of a total of 50 MB and MFI owners, together with local software specialists and researchers, and designed a simple mobile application for delivery of learning materials, contextualised for the needs of MFIs and MBs. This paper describes the progress of this project, the developed prototypes, observations gained in each phase of the project, and recommendations for future research.

Keywords—mobile training, micro business, microfinance in- stitutions, design science research, frugal innovation.

I. INTRODUCTION

The mobile revolution in Africa has opened up opportunities for solving local challenges by technology solutions. A number of players, ranging from big telecommunications companies to small grassroots-level initiatives are constantly working on new technology innovations. Common examples of innovation domains include mobile money, agriculture information sys- tems, healthcare, education, and many others (e.g. [1], [2]).

Technology initiatives are often associated with high hopes.

Educational technology, for example, has been portrayed as a cure for educational problems in developing countries [3].

But the reality has been different. While a number of initiatives have succeeded, many have failed, often due to poor under- standing about the context of implementation [3]. Important big questions for all technology initiatives include:Why some technology projects succeed, while some fail? What distin- guishes between success and failure of technology initiatives?

It has become obvious that technology projects need to be geared with solid research methods in order to understand what needs to be implemented, what are the best ways to implement, and to evaluate impact. For this purpose, design science research (DSR) [4], [5] provides a useful framework.

A. Background: Micro Finance and Micro Business

Microfinance institutions (MFI) have become an important part of the economy of small businesses in developing coun- tries [6]. For example, micro businesses (MB) typically do

not have access to formal banking, but are often eligible for financial services offered by MFIs. In Tanzania, micro businesses (MB) form a substantial part of the economic sys- tem, underlining the importance to understand the relationship between MFIs and MBs.

The most important services offered by MFIs are credit loans, and training on credit management. Our previous re- search has identified a number of challenges in the credit relationship between Tanzanian MFIs and MBs, and suggested a number of technology-based ideas as potential solutions for improving the business prospects of MFIs and MBs [6].

B. Research Approach

This study directly addresses the challenges in the MFI’s training services by introducing mobile technology as a plat- form to deliver learning materials. This is estimated to ease the micro business owners’ burden of physical attendance in training sessions, often requiring long hours of travel in traffic.

This research falls under the framework of frugal innovation [7]. Frugal innovation is a durable product or a good-enough service that does not consume a lot of resources in its produc- tion and contains only the bear minimum features to function effectively [7]. Mobile banking solutions in Africa, Nokia’s 1100 cellphone and solar light bulbs are example of products that are considered to be frugal innovations. In essence, frugal engineering refers in developing more with less resources.

The team for implementing this project included one under- graduate computer engineering student from Dar es Salaam Institute of Technology (DIT), one primary researcher who is a lecturer at College of Business Education (CBE), Tanzania and a PhD student at the University of Eastern Finland’s (UEF) School of Computing, 20 MFI officers, and 30 MB owners as informants and participators in co-design activities.

The main research question of this study is:

How can a team of researchers and technologists with small resources build a solution for mobile-based delivery of learning materials between Tanzanian MFIs and MBs by following the principles of DSR?

II. RELATEDSTUDIES

A number of initiatives are working on technology inno- vation for African countries. The mainstream domains for

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Fig. 1: Identified challenges in the MFI-MB relationship from our previous research [6]. The blue rectangle highlights findings that are relevant for this study.

technology development include mobile money, technology for agriculture, eHealth, eGovernment, educational technology, among many others [1], [2]. Perhaps not so well known are initiatives that target the informal workforce, such as street vendors, with technology innovation. Informal workers form a major part of workforce in many developing countries, and are thus a significant user group for future technologies [8].

Related grassroots-level projects include online shopping [9], [10], mobile procurement [11], [12], mAgriculture [13], business education [14], financial literacy applications [15], and educational applications [14]. One project used DSR to design mobile bookkeeping for Tanzanian street vendors [16].

An important recommendation shared by many projects is the need for close interaction between designers, researchers, and project participants (e.g. [16]). This is a common guideline in inclusive innovation and participatory design. The own- ership of technology projects should be local: local African technology solutions are designed for local African problems.

III. RESEARCHDESIGN

A. Design Science Research

Design science research (DSR) is a systematic study of developing solutions to practical problems emerging from real- life settings and situations [5], [4], [17]. A practical problem is an undesirable state of affairs, or a gap between the current state and a desirable state [4]. The practical problem can be a

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

Cycle 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)  Environment

2 Scandinavian Journal of Information Systems, Vol. 19 [2007], Iss. 2, Art. 4

http://aisel.aisnet.org/sjis/vol19/iss2/4

Fig. 2: Design Science Research Cycles [5].

exposure leads to the fear of systemic and huge losses for cyber-insurance providers. The notion of making no profits (or facing huge losses) in the future leads to dissatisfaction in cyber-insurance providers.

Thus, in absence of adequate market mechanisms for risk acceptance, the interest of entities who wish to transfer their risks and those who are willing to accept the risk by means of pooling and necessary expertise, are reduced [15].

Objective: To develop a financial instrument to address the problem of misaligned incentives and incentivize the stakeholders in making coordinated efforts in improving the information security ecosystem.

Contributions:

1) Developed a novel financial instrument called In- formation Security Financial Instrument (ISFI) to incentivize coordinated efforts of information security stakeholders (investors) in improving the information security ecosystem in a time bound manner.

2) Demonstrated the application of the financial in- strument to improve the performance of a specific firewall.

3) Analyzed and explained the usefulness of the in- formation security financial instruments in dealing with the problem of information asymmetry, negative externality and free riding in the information security domain. Furthermore, we analyzed the usefulness of the instrument as a risk management tool.

4) Contributed to the knowledge base of interdisci- plinary research on information security economics.

The remainder of the paper is structured as follows: Section 2 presents an overview of the research method followed for the article. Section 3 presents an overview of the background work.

Section 4 identifies the requirements for information security financial instruments. Section 5 describes the proposed infor- mation security financial instrument. Section 6 demonstrates the application of the proposed information security financial instrument. Section 7 presents an evaluation of the information security financial instruments. Section 8 concludes the article with conclusion and directions for future research.

II. RESEARCHMETHOD

The research follows the Design Science Research Ap- proach (DSRA). DSRA is useful when innovations and ideas are created for the development of technical capabilities and products that will be instrumental in effective and efficient process development for artifacts [16]. A process flow model for DSRA is shown in Figure 1.

A. Explicate Problem

The first step is to formulate the initial problem, justify its importance and investigate the underlying causes [16].

To explicate the problem we started with examining the literature on information security investment models, and cur- rently available market methods and financial instruments for the management of information security risks. This enabled us in identifying the gaps in existing methods of (financial) risk management in information security domain. The identified problem is given as the problem statement in Section 1, and we have explained the background issues in Section 3.

Figure 1. Process Flow Model for Design Science Research Approach [16].

B. Define Requirements

The second step is to identify and outline an artifact to address the explicated problem and to elicit requirements for the artifact [16]. A requirement is the property of the artifact that is desired by stakeholders in practice and is used for design and development of the artifact. A requirement can be functional, structural, or environmental in nature. The requirements for the artifact to address the problems identified in the previous step are given in Section 4.

C. Design and Development of the Artifact

The third step leads to the creation of an artifact that fulfills the requirements identified in the previous (second) step. This includes designing the functionality and structure of the artifact [16]. The functionality and structure of the artifact are explained in Section 5.

D. Demonstration of the Artifact

The fourth step proves the feasibility of the artifact by demonstrating its use in one case. Primarily, it consists of descriptive knowledge explaining the working of the artifact in one situation [16]. The demonstration shows that the artifact can, in fact, solve the problem (or some aspects of it) in the illustrative case. This demonstration can be considered as a weak form of evaluation. It indicates that if the artifact can address the problem in one situation; then it might be able to address the problem in other situations as well [16]. We have demonstrated the use of the artifact in Section 6.

E. Evaluation of the Artifact

The fifth step is to evaluate the artifact. This determines the extent to which the artifact can solve the explicated problem and its requirements [16]. An evaluation strategy can be an ex- ante or ex-post on the one hand and naturalistic or artificial on the other [16]. An ex-post evaluation implies that the artifact is evaluated without being fully developed or used. An ex-post evaluation implies that the artifact is evaluated after it has been implemented. A naturalistic evaluation implies that the artifact is evaluated in practice for which it is developed. An artificial evaluation implies that the artifact is evaluated in an artificial and contrived setting.

We have evaluated our artifact in Section 7 against the explicated problem and its requirements. We have used the

’informed argument’ form of evaluation. Informed argument

167 Copyright (c) IARIA, 2015. ISBN: 978-1-61208-427-5

SECURWARE 2015 : The Ninth International Conference on Emerging Security Information, Systems and Technologies

Fig. 3: The method framework for design science research [4, page 77].

puzzling question, or an unexpected circumstance, or an identi- fied need for a change or improvement. DSR is fundamentally a problem-oriented approach in order to improve the world [18]. DSR is also used to connect theory to practice in order to study scientific questions in the real world rather than in the laboratory [19], [20].

DSR produces two types of research outputs. First, a novel solution (intervention, application, product) is created to solve the identified problem [4]. Second, the process of creating the novel solution expands the current knowledge-base related to the problem domain, design process or even the design science research approach itself [5]. Education-oriented design research is design research that is targeted to educational problems [21], [22].

DSR can be conceptualised by three interconnected cycles:

the relevance cycle,the design cycle, andthe rigour cycle(see Figure 2). The relevance cycle contributes to the identification of the research problem, requirements, and acceptance criteria for a solution’s utility. The design cycle supports the design, development and evaluation of the solution. The rigour cycle connects the solution and the DSR process to the existing knowledge base to expand the scientific, academic and tech- nical knowledge. Each cycle in a DSR project has a strong research component, where both qualitative and quantitative methods can be used to form a deeper understanding about the ongoing process.

Our previous qualitative research identified a number of opportunities for technology innovation in relation to the

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TABLE I: Research Design per DSR stages

DSR Stage Activity Outcomes Section

Problem explication Covered by our prev. research [6] IV-A Requirement definition Workshops Requirement list IV-B

Prototypes Observations

Design & Development Prototype Prototype I IV-C Video production Videos

Preparing Instructions for instructions video production Demo & Evaluation Usability tests Evaluation data IV-D

Improvement list

relationship between MFIs and MBs [6]. Figure 1 shows an overview of those results, and highlights results that are relevant for this study.

B. Approach

DSR projects typically start by providing requirements for research (e.g. what is the problem to be addressed with tech- nology), and then proceeds to design, construct, and evaluate suitable technological solutions [5]. A guiding framework for a DSR project (Figure 3) defines the DSR stages as: problem explication, requirement definition, design & development, demonstration, andevaluation[4, page 77].

Participatory design and agile development approaches with quick development cycles are applied to transform require- ments into specifications, prototypes and to fully functional products. In the demonstration and evaluation activity, the developed solution will be tested and evaluated in real-life settings. Mixed methods approaches can be used to integrate scientific principles of knowledge creation (controlled experi- ments and quantitative analysis) with approaches to understand and analyse human experience (qualitative methods) [23].

Table I summarizes the activities, outcomes, and collected data of our DSR study about mobile training in micro business.

Each of these phases are covered in detail in the respective forthcoming sections, listed in the Section-column of Table I.

IV. RESULTS

This section presents the results of this DSR study.

A. Problem Explication

Our previous qualitative research [6] identified several chal- lenges in the training relationship. These challenges includes weak continuity, time constraints, pedagogy and curriculum, and learning material preparation and delivery. The following outlines the basic characteristics of the training relationship and services offered by MFIs to MBs.

The training services are an important part of the loan relationship. The training takes place after MBs apply for a loan, and after loan disbursement. The pre-loan training is conducted in the MFIs premises, where loan officers orient the customers who are taking loans on how to make repayments and fulfill other procedures. Loan officers are the ones who

are preparing the learning materials, providing the training venue, registering the trainees, setting the training timetables, and designing the model of the training. The specific learning objectives in the training are:

1) To orient MBs to loan service and payment schedule 2) To separate business resources and personal resources 3) To estimate customers’ loan payment ability

4) To equip customers on business skills (e.g. time man- agement, financial management, determination of profit after loan repayment)

The typical duration of a training is two full business days.

The teachers in the courses are the loan officers. A major challenge in the training courses is the long travel times and necessity for physical attendance. In this regard, mobile-based learning, if implemented well, would potentially be a big improvement for the training services.

B. Requirements Definition

The requirement definition phase includedparticipatory de- sign meetingswhich included executives of MFIs, MB owners, and the project implementation team. Two meetings in total were held. The main themes for the meetings were to reach a common understanding about the main challenges related to training activities. During the meetings, the preliminary concept for the application was presented to all participants, and the idea was discussed. Also, the project participants shared their experience, attitudes, opinions and specific wishes for the application.

The phase resulted in the following specific requirements for the first prototype.

1) The main format for learning materials should be videos.

Other supported formats should include audio and slides.

2) The files should be lightweight for easy transfer 3) Minimal UI (as simple as possible)

4) There should be a discussion forum 5) All functionalities should work in Kiswahili C. Design & Development

In this phase the requirements and expectations were anal- ysed, and a first prototype of the application was designed. A research on available services was performed. After compar- ison, YouTube1 was selected for video delivery, Archive.org2 was selected for audio delivery, and Google Drive3 was selected for slide-delivery.

The team decided that a menu for the application would be programmed as an Android application by using Android Studio4. In line with frugal innovation, programming was kept to a bare minimum. The application menu was programmed to include three buttons, one for each respective service (video, audio, slides). The ruling guideline for the project was to keep the project as simple as possible, and to avoid “reinventing the wheel”.

1http://www.youtube.com

2https://archive.org

3http://drive.google.com

4https://developer.android.com/studio/

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The three screenshots presenting video lecture of three different topics

The following screenshots presented below show different function of an application. The first screenshot presents a lecture of Ujasiriamali ni tegemeo (importance of entrepreneurship) in form of audio. The second screenshot shows comments from trainees whereby they can ask questions on the presented topic.

Fig. 4: Screenshots of Demo-video lectures shown via YouTube-app. The videos are stored into a specific chan- nel MBMF in YouTube. These video lectures were prepared by one lecturer from College of Business Education (CBE), Dar es Salaam Campus, Tan- zania, and one business expert from Blado Trader Co. Limited, Dar es Salaam, Tanzania.

The screenshots of actual operation of MBMF – Application

The Application loading from the company’s website to mobile phone. The first screenshot shows the application is loading from the MFI’s website. The second screenshot shows the training service option, therefore the user will click MAFUNZO (Training) from the application.

However the user can opt to quit from the application by clicking GHAIRI (Quit). The third screenshot show types of multimedia the trainee wishes to use in receiving training will click an appropriate button for specific kind of multimedia. Here the trainee will click MAFUNZO KWA VIDEO if want video player to receive training, MAFUNZO KWA SAUTI if wishes to receive training through audio or MAFUNZO KWA KUSOMA if wishes to receive training through document reading. However, user can go back to screen two by clicking RUDI NYUMA.

Three screenshots that shows stages on accessing training on the MBMF-App After selection of the multimedia then the selected multimedia will load in with different types of topics of studies. Here the trainee will select topic of his/her interest. Example the screenshots below show video training in the following topics

Umuhimu wa mikopo katika biashara (importance of loan in business)

Usimamizi wa biashara (business management)

Ujasiriamali ni tegemeo (Importance of Entrepreneurship)

Fig. 5: The main in- terface of the appli- cation. Three buttons for learning materi- als: Video materials, Audio materials, and Slides.

It was decided that the first prototype of the application would include the following functionalities: a main menu, video-delivery, audio-delivery, and slide-delivery. The main menu of the implemented application is shown in Figure 5.

In main menu, pressing the first button activates YouTube with the MFMI channel. Pressing the second button activates a specific area on Archive.org. Pressing the third button activates a dedicated area for slides in Google Drive.

In the design and development phase, several video lectures were prepared as example materials to the system. The videos are training videos, which were filmed at the College of Business Education (CBE) campus. These short lectures are given by lecturers of CBE.

This phase resulted in:

A prototype of the application, using YouTube as the video engine, using Archive.org as the audio engine, and using Google Drive as the slides-engine

Three video lectures prepared for the testing phase

Instructions on how to prepare and upload materials to the system

For discussion and commentary, it was decided that youtube’s comment-section would be used

D. Demo & Evaluation

1) Workshop: The evaluation phase started with a participa- tory design meeting. The agenda for the meeting was to reach a common understanding about the activities to be conducted during the evaluation period. The meeting took place in the MFI’s premises, and was split to two days, one for each of the two participating MFI organizations. Basic usage of the application was explained, and instructions for video, audio, and document preparation were given. The idea was that the participants were then free to experiment with the idea material

production and usage as a part of the training activities. The participants were given four weeks for free experimentation with the preference given to video lectures.

After the application was presented to the participants, MFIs and MBs were given four weeks time to use the application in their natural working environment. During the evaluation period, research team were making supervision to see how the process took place. After the testing period, focus groups of MFIs and MBs participants convened in the MFIs premises to discuss about their experience and give feedback to researcher- developers.

2) Observations: After the evaluation period, a meeting was held to discuss the experiences that the participants had.

Several issues were raised during the meeting. First, video preparation was found to be more challenging than thought.

From the MFI side, only one video-based learning material was successfully developed, and this was done with the help of an external video production company. The MFIs officers commented that the process of video production could be outsourced, or a technical specialist should be employed to take care of learning material development in the future. Thus, in the future, ways to ease the process of video preparation needs to be included in the project.

Second, as video production was found to be challenging, the participants noted that text documents and slides would be a preferable and easy-to-prepare medium that the application should support in the future. These findings show that the support for easy preparation of learning materials is of utmost priority in the next phase of the project.

Third, from the MBs side, the evaluation period was re- stricted to consuming the video materials already available in the system. The participants noted that streaming thru Internet is expensive, and thus local storage of video files is of utmost priority in the future. One possibility for this would be a bluetooth-based interface, where videos could be downloaded for free from the MFI premises at the time when the MBs visit there.

Fourth, the MB officers noted several challenges to effec- tive learning material consumption. These included Internet connectivity and cost, the small size of the mobile screen especially in some particular models, and power consumption and low battery life of smartphones, especially with some particular models.

V. DISCUSSION

The research question of this research asked “How can a team of researchers and technologists with small resources build a solution for mobile-based delivery of learning ma- terials between Tanzanian MFIs and MBs by following the principles of participatory design and DSR?” In order to provide answers, a small team consisting of one computer en- gineering undergraduate student from Dar es Salaam Institute of Technology (DIT), and a lecturer from College of Business Education (CBE), Tanzania formed a team together with MFI and MB owners, and conducted DSR activities contributing

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Select multimedia (i.e. video, audio, image or notes)

Download materials (for MBs) or upload materials (for MFIs)

Online provision of comments and questions.

Fig 4. MFI officers discussing on how to use the mobile training application

Figure 5. Micro Business owners receiving training on how to use the application

B. Evaluation of the training application

After the application was presented to the participants, MFIs and MBs had four weeks’ time to use the application in their natural working environment. During the testing period, research team were making supervision to see how the process took place. After the testing period, focus groups of MFIs and MBs participants convened in the MFIs premises to discuss about their experience and give feedback to

researcher-developers. In the section, we will analyse what kind of feedback we received from the participants.

C. Uses of application and appropriateness of the training materials

According to participants, MBMF – Application was found to be flexible and easy to use between MFIs and MBs to support the offered training. The application could support the MBs -

MFIs interactions in training practices despite the challenging working environments of MBs and their behavior. We envisaged that the MBMF-Application has potential to facilitate MFIs in providing training from their office. Also the participants appreciated that the application enables MBs to receive training whenever it is suitable for them.

Most of MBs responded that video and audio are appropriate multimedia for their training. The main reasons where that the videos were easy to follow up, listened and viewed by those who are not able to read. Most of the MB’s thought that documents were not accurate, because of the size of the mobile phone and time required to read the text.

However, MFIs opinions were opposite, since they preferred documents. They thought that documents were easily to develop Also the documents were easy to upload to the training platform compared to video and audio, which seem to be complicated and expensive for them to develop and use as training materials.

We could detect a clear trade-off between MBs satisfaction on training and MFIs convenience of multimedia selection. Most of the MFIs officers commented that either the specific institution could outsource the process of materials development or employ a specialist of doing those technical activities of recording the materials and post them. The training officers had first developed written materials, but then they had used an outsider to record the materials in video and audio format before the training material was uploaded into the application. We noticed that the training materials developed by MFIs themselves were lower quality in form of pictures, sound and environment. The training materials recorded and edited by an expert were higher quality. The development process of the training materials was discovered to be challenging to MFIs, especially audio and video, since it involved recoding the presentation before posting to the platform.

D. Suitable training environment

MBs were asked to give their view on the most suitable learning environment for training. The participants showed that there were no specific appropriate places of receiving training. However during discussion, we observed that the appropriate training environment depend on kind of business, business location and type of multimedia used as shown in Table 3.

We observed that training environment was determined by working environment. There are some environments that allow training at work, while some do not support training on spot. Also it depends on type of business, since sometimes it is just not possible to undertake training, because of very busy business time. Since the aim of mobile training application is to assist MBs training everywhere anytime then it is possible for every MB owner to receive training at his or her convenient.

(a) Meeting with MB owners

Select multimedia (i.e. video, audio, image or notes)

Download materials (for MBs) or upload materials (for MFIs)

Online provision of comments and questions.

Fig 4. MFI officers discussing on how to use the mobile training application

Figure 5. Micro Business owners receiving training on how to use the application

B. Evaluation of the training application

After the application was presented to the participants, MFIs and MBs had four weeks’ time to use the application in their natural working environment. During the testing period, research team were making supervision to see how the process took place. After the testing period, focus groups of MFIs and MBs participants convened in the MFIs premises to discuss about their experience and give feedback to

researcher-developers. In the section, we will analyse what kind of feedback we received from the participants.

C. Uses of application and appropriateness of the training materials

According to participants, MBMF – Application was found to be flexible and easy to use between MFIs and MBs to support the offered training. The application could support the MBs -

MFIs interactions in training practices despite the challenging working environments of MBs and their behavior. We envisaged that the MBMF-Application has potential to facilitate MFIs in providing training from their office. Also the participants appreciated that the application enables MBs to receive training whenever it is suitable for them.

Most of MBs responded that video and audio are appropriate multimedia for their training. The main reasons where that the videos were easy to follow up, listened and viewed by those who are not able to read. Most of the MB’s thought that documents were not accurate, because of the size of the mobile phone and time required to read the text.

However, MFIs opinions were opposite, since they preferred documents. They thought that documents were easily to develop Also the documents were easy to upload to the training platform compared to video and audio, which seem to be complicated and expensive for them to develop and use as training materials.

We could detect a clear trade-off between MBs satisfaction on training and MFIs convenience of multimedia selection. Most of the MFIs officers commented that either the specific institution could outsource the process of materials development or employ a specialist of doing those technical activities of recording the materials and post them. The training officers had first developed written materials, but then they had used an outsider to record the materials in video and audio format before the training material was uploaded into the application. We noticed that the training materials developed by MFIs themselves were lower quality in form of pictures, sound and environment. The training materials recorded and edited by an expert were higher quality. The development process of the training materials was discovered to be challenging to MFIs, especially audio and video, since it involved recoding the presentation before posting to the platform.

D. Suitable training environment

MBs were asked to give their view on the most suitable learning environment for training. The participants showed that there were no specific appropriate places of receiving training. However during discussion, we observed that the appropriate training environment depend on kind of business, business location and type of multimedia used as shown in Table 3.

We observed that training environment was determined by working environment. There are some environments that allow training at work, while some do not support training on spot. Also it depends on type of business, since sometimes it is just not possible to undertake training, because of very busy business time. Since the aim of mobile training application is to assist MBs training everywhere anytime then it is possible for every MB owner to receive training at his or her convenient.

(b) Meeting with MFI owners

Fig. 6: Participatory design meetings

to one DSR cycle. In regards of each of the DSR stages, the following was found.

First, in regards of therequirement definitionstage, meetings were succesfully conducted between MB and MFI personnel.

The ideas were discussed and common ground was reached as to what would be implemented. A number of ideas and a list of requirements for the first application was reached. In addition to the technical requirements, this stage built trust and empowerment between the project team. This is a cornerstone of co-creation.

Second, in the design & development phase, co-creation activities were continued. Android Studio was used to program a simple main menu. After evaluation of different possibilities, Youtube was selected for video delivery, Archive.org for audio delivery, and Google Drive for slide delivery. Three example videos were produced, and uploaded to a Youtube-channel for testing. Instructions on video, audio and slide preparation and upload were prepared.

Third, in thedemo & evaluationstage, the participants used the prototype-system for four weeks. The phase started with participatory meetings that lasted for two consecutive days.

During the meetings, the application use was introduced and rehearsed. The idea was that the participants would prepare learning materials to the system, and take it into use for their training activities. However, it was found thatvideo production posed a big challenge for the participants, thus only one video was produced. Thus, a valuable set of observations were collected for future development of the project.

To answer the research question, this study has shown that a project team can be easily set up, a DSR project can be implemented with limited resources and programming skills, and by using existing applications, a platform for training material delivery can be implemented. Important challenges were identified, the most important challenge being learning

material development. Empowerment and trust for co-creation was built between senior managers, consultants, and MFI and MB staff members. Although this project is still in its prototype stage, the results show that frugal innovation is possible, and has huge potential for the near future, if implemented well.

A. Limitations

Evaluating a DSR project should answer the questions

“How well does the artefact solve the explicated problem and fulfil the defined requirements?”[4, page 146]. In this project, the evaluation remains somewhere in between evaluating an artefact in real practice, and evaluating in an artificial setting [4, page 147]. In the future, the application must be introduced as part of the actual training activities, and evaluate it’s impact as compared to training without the app. In this regard, education-oriented design research [21], [22] provides many useful recommendations.

This project resulted in a first prototype of the application, and a number of improvement ideas that need to be taken into account for future development of the project. The developed system requires more prototyping and reliable evaluation re- search. This means controlled pretest-posttest setups, where the application is evaluated as a part of the real training. Also, for wider applicability it has to be noted that many MBs still do not have smartphones. However, the smartphone ownership is estimated to increase. Thus, when frugal innovation projects as the one described in this paper matures to the level of well- evaluated positive impacts, scaling up will become necessary.

The project should be evaluated against the fact that the current innovation ecosystem in Tanzania is not yet fully accustomed to DSR activities. Higher education institutions focus on qualitative and quantitative research, while DSR is not yet widely taught. There is little software business industry.

Also, mobile application usage is still very limited and slow, the connectivity is poor, prices are unreachable for the majority of the poor, and most people do not own smartphones.

Future research should identify the barriers that restrict wider expansion of frugal innovation projects. When means to overcome the barriers become available, this can have a big positive impact to economic and human development. Under- standing how to tackle contextual barriers will also contribute to “design klowledge” of the academic DSR literature.

VI. FUTUREDIRECTIONS

We propose wider expansion of frugal innovation to the Tan- zanian context. DSR projects can be initiated by universities, companies, technology-hubs, and self-educated technologists.

Many opportunities for future technology projects exist. Many of the opportunities do not necessarily require programming skills, but big impact can be reached by using existing tools and software packages. In the future, projects like this can expand to mobile massive open online course (MOOC)- platforms, where masses of informal workers can receive education that is contextualised for their needs. Research needs to identify and tackle the barriers for frugal innovation, and

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the impact of different software solutions needs to be carefully studied in controlled research setups.

In regards of this project:

Material production skills need to be improved

Research instruments need to be designed that can iden- tify barriers for frugal innovation and ways to tackle them

Offline viewing of learning materials

Evaluation as a part of the actual training VII. CONCLUSIONS

Many developing countries have experienced remarkable progress in the past decades. Various indicators show, for ex- ample, increase of percentage of children in schools, increased foreign investment, decreased child mortality, increased GDP, declined violence, declined absolute poverty, and increased life span expectancy. Technology innovation, and the mobile revolution, in particular, play an important role in facilitating positive progress. Mobile banking, for example, has improved the lives of millions who live without access to banking.

Innovations are being created for education, elections, healthcare, agriculture, street business, and many other do- mains. However, while the number of technology innovation activities is increasing in developing countries, their impact on economy and society is still below expectations, as many obstacles and challenges complicate technology innovation.

Many projects fail due to poor understanding of the con- text of implementation. Top-down led mega-projects have failed, due to false assumptions of the innovation ecosystem.

Educational programs are too often replicated directly from developed world, which has been shown to result in poor educational outcomes. Technology transfer from developed world has been shown to be complex.

On the other hand, many successful technology initiatives are emerging from the grassroots. Informal technology hubs, led by self-educated technology enthusiasts, are a new part of the developing countries’ innovation ecosystem. In various ini- tiatives, technologists and researchers have grouped with poor illiterate workers and successfully co-created life-improving technologies. Grassroots-level innovation activities, inclusive innovation, and co-creation in intercultural and inter-skilled teams hold big potential for the near future — and bring with them lessons that deserve being grasped also by first world researchers and developers.

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