This study examines how organizational culture and digital communication tools co-shape workplace communication through a single-site, year-long university case of Slack. We assess two hypotheses: (H1) tool affordances do not directly form culture; (H2) existing culture determines how affordances are used. Using admin analytics and descriptive comparison with commonly reported Slack/Teams patterns, we map activity levels, channel openness, and participation dispersion. Findings support both hypotheses: despite Slack's affordances for openness, actual use was constrained by a culturally closed, hierarchical context, with discussion concentrated outside public channels and speaking roles unevenly distributed. We propose an operations layer that mediates culture and tool and identify this layer as the primary lever for change. Practical implications for deployment and migration are outlined.
Ensuring reproducibility in data-driven research requires researchers to share their data and code. However, the associated workload has become a barrier to the advancement of open science. To address this challenge, we propose Transliterate Computing, an approach that utilizes AI. In this method, an AI automatically generates executable instructions from human-readable, natural language documents to create the necessary code and environments. This allows researchers to focus on sharing documents rather than code or complex instructions, significantly streamlining the process of ensuring reproducibility. Furthermore, because the shared information is not dependent on a specific technological environment, this approach also contributes to the realization of sustainable knowledge sharing.
It is assumed that engaging with a large number of programming exercises facilitates learners' understanding in programming education. Traditionally, instructors have created and provided exercises that are generally considered useful. However, due to variations in learners' levels of understanding, these exercises can sometimes be either too easy or too difficult. This paper proposes a method for generating programming exercises that are tailored to the learners' level of understanding.
When designing a business model, it is necessary to create a business modelthat generates customer value. So far, methods for creating business modelsthat focus on customer value have been known. Methods for creating innovationbased on the difficult challenges faced by customers have also been proposed.However, it was not clear how to design a business model based on customerchallenges.In this paper, we propose a method for designing a business model with BMCusing VPC, which clarifies the functions of products and services from customerchallenges identified based on Job's theory. We also confirm the effectiveness ofthe proposed method by applying it to a disaster prevention smart house.
A variety of methods have been proposed for designing business models for products and services, and solutions to social issues. For example, methods for creating business models that focuses on customer value are known. Design thinking methods have also been proposed for solving difficult problems facing society. However, there was no clear indicator for commonly evaluating the maturity of these diverse methods.In this paper, we propose a method for clarifying the maturity of various methods using the QAP triangle, which consists of Quality, Architecture, and Process. We also confirm the effectiveness of the proposed method by applying it to the structured design thinking framework.
In conventional game scenarios, the passage of time within the game was ignored, which sometimes led to contradictions in dialogue and other elements. We propose an event system that eliminates such contradictions, taking a step toward applying it to business flow verification and other areas.