— Ken Orr, Guest Editor
August 2014
In this issue:- Data Hacking: No Day at the Breach — Opening Statement
- Leading in the Time of Data Breaches
- Crafting a Secure and Effective BYOD Policy
- The Insider Track on Cyber Security
- The Data Shell Game: The Best Way to Protect Corporate and Institutional Data in the Cloud
- An Architecture Approach to Corporate Information Security
June 2014
In this special double issue of Cutter IT Journal, we endeavor to examine the correlation between empathy and the practices surrounding the systems development lifecycle (SDLC). Our goal is to demonstrate the benefits that an empathy-based approach can bring to the SDLC and the way that IT leaders interact with their internal customers and constituents.
In this issue:- Empathy-Based Design
- The Evolution of the Technologist: From Basement Dweller to Boardroom Luminary
- Thinking About Thinking: Framework Convergence in Systems Design
- Getting the Right Requirements for IT with Empathy-Based System Design
- Business Architecture and Human Experience: Better Together
- Empathy for Business
- Empathy-Driven Innovation: Leveraging a Valid "Voice of the Customer" to Implement Technology Solutions That Transform
- The Miracle of Lasting Change
- Being Analog in a Digital World
- The One Thing You Need: An Interview with Jack Stark, PhD
May 2014
Serious games provide an attractive alternative to traditional innovation techniques for both participants in the innovation process: technology producers and technology consumers. Whether or not producers and consumers behave like innovation partners, or even realize they are engaged in this partnership, innovation does require at least two participants to play. In the best of all possible partnerships, there is a smooth collaboration between the two players, but, as you'll discover in this issue of Cutter IT Journal, this often this isn't the case.
In this issue:- Serious Games as Tools for Innovation
- The Power of Observation: Customers as Players of Serious Games for Innovation
- Experiences Using Online War Games to Improve the Business of Naval Systems Acquisition
- Playful Work: The Collaborative Development of Virtual Goods and Virtual Worlds
- Three Ways Serious Gamification Triggers Innovation
- The Seven Habits of Companies That Successfully Gamified Social Collaboration in the Enterprise
April 2014
Information technology is being heralded for fundamentally altering our work and life and for improving our productivity, economy, and social interactions. Can IT significantly transform healthcare and our well-being, and if so, how?
San Murugesan
Guest EditorIn this issue:- How IT Can Transform Healthcare -- Opening Statement
- The Digitization of Health: Transforming Healthcare with Smart Services and the Internet of Everything
- The Promises and Challenges of Innovating Through Big Data and Analytics in Healthcare
- Beyond Electronic Medical Records: Key Capabilities for Exploiting IT in Healthcare
- IT Analysis Methodologies for Healthcare Systems
April 2014
"Of all the different types of technological change we have experienced in the last 1,000 years, it is the technologies of information and communications that seem to most capture our imaginations."
— Joseph Feller, Editor
At the moment, the Internet is buzzing with folks who are disappointed that the year 2015 (in which the late 1980's film Back to the Future: Part II is set) is upon us, and there is not a single flying skateboard in sight.