Professional Documents
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DOI: 10.1111/isj.12261
RESEARCH ARTICLE
1
ESSEC Business School, Paris, France
2
Competence Center Learning and
Abstract
Development, Die Mobiliar, Bern, Switzerland Bridging knowledge boundaries among project team mem-
3
Institute of Information Systems, University bers is essential to prevent delays or complete failure of
of Bern, Bern, Switzerland
4
software development projects. Prior researchers have
School of Business, Stevens Institute of
Technology, USA - retired reported that software prototypes can be used to help
bridge knowledge boundaries between team members in
Correspondence
Thomas L. Huber, ESSEC Business School, traditional software development settings, yet their use in
Cergy & Paris, France.
an agile development setting remains unexplored. Agile
Email: huber@essec.edu
development centers the interactions between team mem-
bers on emerging representations of the prototype whose
properties are prone to change over time. Therefore, we
conducted an in-depth study of an agile development pro-
ject to enhance our understanding on how software proto-
types are used as boundary objects in a distributed team
setting. Our analyses of team member interactions during
46 virtual meetings that took place over a period of 6
months revealed four different prototype use practices
(exemplifying, contrasting, relating, framing) that were
effective in bridging syntactic, semantic, or pragmatic
knowledge boundaries. We also provide empirically
grounded evidence of how variations in object properties
can afford different use practices, how the use practices
take advantage of these properties, and how object proper-
ties are reshaped through these use practices as different
types of knowledge boundaries are bridged. These findings
bear important implications for research on prototypes as
boundary objects in software development in particular and
boundary object use in general.
Info Systems J. 2019;1–25. wileyonlinelibrary.com/journal/isj © 2019 John Wiley & Sons Ltd 1
2 HUBER ET AL.
KEYWORDS
agile software development, boundary objects, object properties,
observational study, software prototype, use practices
1 | I N T RO D UC T I O N
Bridging knowledge boundaries among project members is essential for the success of software development pro-
jects (Guinan, Cooprider, & Faraj, 1998; Rosenkranz, Vranesic, & Holten, 2014). Such projects often suffer from large
asymmetries of knowledge between the software product owners who formulate the requirements to achieve
desired benefits from the software and the technical experts who are responsible for the technical design and imple-
mentation (Tiwana & Mclean, 2005). The bridging of knowledge boundaries is particularly challenging in distributed
team settings because team members are separated not only in terms of knowledge domains, but also linguistically
and geographically, which complicates communication among team members (Kotlarsky, Scarbrough, & Oshri, 2014).
If during the course of a project the knowledge boundaries are not successfully bridged by inter-personal interac-
tions between team members, this can lead to project delays or complete project failure (Levina & Vaast, 2008;
Tiwana, 2004).
Prior research in traditional systems development settings has reported that software prototypes can be used as
boundary objects, ie, objects that help bridge knowledge boundaries (Doolin & McLeod, 2012; Rosenkranz et al.,
2014). In recent years, however, systems development projects have increasingly shifted from traditional to agile
development approaches (Stavru, 2014). Despite this shift, the use of prototypes as boundary objects in an agile
development setting has remained unexplored. This is an important research gap because agile approaches break
down development work into short iterations (Ghobadi & Mathiassen, 2016; Ramesh, Cao, & Baskerville, 2010) and
software prototypes are at the center of these iterations (Marshall & Bruno, 2009), ie, prototypes become dedicated
boundary objects. Specifically, throughout each iteration, prototypes are used to evaluate, validate, adjust, and refine
requirements (Marshall & Bruno, 2009; Ramesh et al., 2010). Because iterations are so short, prototypes entail not
only functional pieces of software but also intermediate work products such as paper prototypes, click dummies, or
UML models (Marshall & Bruno, 2009; Ramesh et al., 2010). Team members may use these different prototype vari-
ants in different ways and to convey different types of knowledge. We therefore seek to expand our understanding
of how to use prototypes in ways that facilitate the effective bridging of knowledge boundaries, by examining the
following research question:
RQ1 How do different ways of using software prototypes as boundary objects help to bridge different knowledge
boundaries in agile software development?
Further, recent research has begun to indicate that a deeper understanding of how objects facilitate the bridging
of knowledge boundaries requires in-depth investigations of the “mutually constitutive” nature of object properties
and object use practices, ie, how object properties afford use practices and how the way an object is used shapes
object properties (Doolin & McLeod, 2012, p. 573). In agile software development, the dedicated boundary object—
the prototype—is emergent throughout the development process, prototypes exist as a series of variants of the
desired product (Dingsøyr, Nerur, Balijepally, & Moe, 2012; Ramesh et al., 2010), and these different variants can
have a completely different form than the final product (Marshall & Bruno, 2009). At the same time, in the process
of using a software prototype as a boundary object to bridge a knowledge barrier, the properties of the boundary
object are also likely to change. The specific role that such differences in object properties play in boundary bridging
is yet to be explored. Thus, studying the mutually constitutive nature of object properties and object use practices
HUBER ET AL. 3
with software prototypes in an agile development setting is likely to yield novel theoretical insights on object use.
This leads to the following second research question:
RQ2 What role do the properties of prototypes as boundary objects play in the bridging of knowledge boundaries?
To answer our research questions, we conducted an in-depth case study of an agile software development pro-
ject in a distributed team setting. We use observational and archival data to inductively build a theory that explains
how software prototypes in agile development become recognized as boundary objects that can achieve varying
boundary bridging consequences. Our key finding is that the effectiveness of a software prototype as a boundary
object depends on use practices as well as the variation and change in object properties of the prototype(s) used.
Specifically, we show which practices of using a prototype result in team members bridging different types of knowl-
edge boundaries. Moreover, we empirically unpack the dual role of object properties for the effectiveness of these
practices by showing (a) how variations in object properties can afford different use practices that take advantage of
these differences and (b) how object properties are reshaped through these use practices as different types of
knowledge boundaries are bridged. Our objective is to provide answers to new questions for information systems
theory and practice concerning the ability of systems development team members to bridge knowledge boundaries
in agile development projects. These findings bear important implications for research on prototypes as boundary
objects in software development and on boundary objects use in general.
In the next section, we briefly review the literature on knowledge boundaries and boundary objects in general to
identify important research gaps. Then, we position the use of prototypes in agile development as a fruitful systems
development context to address these gaps. In the section that follows, we present our a priori definitions for the
key concepts from this prior literature that we use as scaffolding for our study. Then, the study's research design is
described, including our justification for selecting a project in a distributed team setting, and our findings are pres-
ented and discussed.
2 | K N O W L E D G E BO U N D A RI E S A N D B O U N D A R Y O B J E C T S
(Yoo, Boland, & Lyytinen, 2006), work products such as graphical presentations or documents (Kellogg, Orlikowski, &
Yates, 2006; Newell & Edelman, 2008), timelines (Yakura, 2002), and social media (Tim, Pan, Ractham, &
Kaewkitipong, 2017). While early research had a strong focus on objects and their properties (Bergman et al., 2007;
Carlile, 2002), other studies have shifted attention towards what people do with objects, ie, use practices (e.g.,
Ewenstein & Whyte, 2009; Levina & Vaast, 2005; Nicolini, Mengis, & Swan, 2012). The latter studies have
established that objects only become useful in the bridging of boundaries if they are meaningfully incorporated into
work practices. Thus, objects do not automatically enable the transfer, translation, or creation of knowledge; they
need to be appropriated in the situated actions of team members (Levina & Vaast, 2005). In addition, boundary
object use can have a number of desirable effects. For example, objects can facilitate the transfer and translation of
knowledge (Carlile, 2004), the alignment of interests (Levina & Vaast, 2005), the coordination of expertise (Barrett &
Oborn, 2010; sterlund, 2008), the overcoming of cultural differences (Barrett & Oborn, 2010), the realization of a
vision (Boland, Lyytinen, & Yoo, 2007; Gal, Lyytinen, & Yoo, 2008; Yoo et al., 2006), the communication of design
ideas (Boland et al., 2007), and joint problem solving (Ewenstein & Whyte, 2009).
This new empirical research has led to theoretical advances, which we collectively refer to as contemporary
boundary object theory. Star (2010)—one of the originators of boundary object theory—recently clarified her stance
on the ontological status of boundary objects by suggesting that the original concept of object properties (published
in Star & Griesemer, 1989) is not in opposition to, but instead closely linked to, the more recent concept of use prac-
tices; while objects do have important material properties that shape the range of possible ways in which they can
be used, objects derive these properties “from action, not from a sense of prefabricated stuff or ‘thing’-ness” (Star,
2010, p. 603).
In their recent contribution to the software development research stream, Doolin and McLeod (2012) argue that
Star's revised conceptualization is compatible with the ontological foundations of sociomateriality and they
reformulate the use of prototypes as a sociomaterial practice. Two implications of their study are particularly rele-
vant for our own. First, object use practices are highly sensitive to context, ie, “a boundary object may be performed
differently across multiple sites, times, practices and participants, with varying effects” (Doolin & McLeod, 2012, p.
571). This calls for research in novel contexts with unique and even extreme characteristics to more fully understand
the nature of object use. Second, the usefulness of a boundary object in bridging different knowledge boundaries is
neither fully determined by its material properties nor by the intentions of the humans using the object, but arises
from “the constitutive entanglement of the two” (Doolin & McLeod, 2012, p. 573). This calls for research that explic-
itly acknowledges two roles of object properties, ie, how different object properties afford1 different use practices
and how these use practices in turn shape object properties (Doolin & McLeod, 2012). Below, we argue why an agile
systems development setting provides an excellent opportunity to answer these calls by providing new context-spe-
cific explanations (Hong, Chan, Thong, Chasalow, & Dhillon, 2013; Lee & Baskerville, 2003).
3 | T H E SO F T W A R E P R O T O T Y P E A S B O U N D A R Y O B J E C T I N A G I L E
D E V E L O P M E NT
With the rise of agile software development, the practices through which software has traditionally been developed
have changed considerably (Ghobadi & Mathiassen, 2016). Agile software development places a strong emphasis on
close interpersonal interaction between team members (Ramesh, Mohan, & Cao, 2012). In co-located settings, this
involves frequent face-to-face meetings; in distributed settings, the geographically separated team members use
information and communications technology such as groupware, with a shared desktop feature (Sarker & Sarker,
2009). Irrespective of whether teams are co-located or distributed, agile software development systematically cen-
ters team member interaction around an object—ie, the software prototype in various representations (Marshall &
1
In this paper, we use the terms “afford” and “affordances” as found in prior boundary objects research, ie, objects provide possibilities for actions (eg,
Doolin & McLeod, 2012). It is not our intent to tap into the debates surrounding this concept in the wider research on technology adoption and use.
HUBER ET AL. 5
Bruno, 2009). Specifically, agile teams work in short iterations in which they jointly and continuously formulate,
model, and revise software requirements with the goal of developing a running and testable piece of software at the
end of each iteration (Dingsøyr et al., 2012; Ramesh et al., 2010). Software prototypes are not only present at the
end of each iteration, but instead are omnipresent throughout the iteration as a series of different representations of
the software product. For example, at the beginning of an agile “sprint,” a software requirement may be represented
as a brief formulation in the form of a user story or a rough graphical sketch in the form of a paper prototype or a
mock-up design. As the sprint progresses, the representation of the requirement may be elaborated in the form of a
UML diagram and, finally, evolves into a testable software prototype. Thus, prototypes as boundary objects in agile
development entail not only functional pieces of software, but also objects that can have a completely different form
than the final product (such as a paper prototype or a UML model) (Marshall & Bruno, 2009).
Moreover, software prototypes in agile development are different from prototypes in more traditional develop-
ment contexts in that their properties are intentionally indeterminate in the sense that they are not definitively fixed.
This is because in agile development, the various representations of the software prototype are emerging—ie, their
properties are expected to be continuously changed and refined (Dingsøyr et al., 2012; Ramesh et al., 2010). Given
that the use of prototypes as boundary objects depends on the properties of the object and that object use shapes
object properties (Doolin & McLeod, 2012), studying prototype use in agile development promises novel insights on
the role of variation and change in object properties for overcoming different knowledge boundaries.
In the next section, we will conceptualize and define the key concepts that together form our theoretical pre-
understanding.
4 | C O NC E P T D E V E LO P M E N T
The goals of this study are to explore how different ways of using software prototypes help to bridge different
knowledge boundaries in agile development (RQ1) and to understand the role of prototype properties for boundary
bridging (RQ2). To achieve these goals, we draw on and integrate concepts from the two literature streams intro-
duced above. From the boundary objects, literature we build on the concepts of knowledge boundaries and object
properties and from the systems development literature we build on the concepts of software prototypes as bound-
ary objects and prototype use.
For knowledge boundaries, we adopt the well-established distinctions for syntactic, semantic, and pragmatic
boundaries (Carlile, 2002). To understand how an object may or may not be helpful in bridging a knowledge bound-
ary, both classic and contemporary boundary object theory points to the importance of four object properties2: con-
crete vs abstract and plastic vs robust (Star, 2010). In part A of Table 1, we provide formal definitions and examples
for these concepts.
Our conceptualization of the software prototype as a boundary object adopts the broader notion of software
prototypes in an agile development setting and acknowledges the omnipresence of prototypes in this context: the
prototype is not one single object, but a multiplicity of co-existing, related objects (Doolin & McLeod, 2012; Lyytinen
& Newman, 2008). To categorize the many different representational forms of prototypes that are used in agile
development, we adopt the notion of different prototype dimensions (Lyytinen & Newman, 2008). Specifically, we
refer to representations of plans of the desired system such as textual descriptions of a functional requirement (eg, a
user story), a graphical sketch of the user interface (eg, a paper prototype or a mock-up design), or models of the
desired architecture (such as a UML component diagram) as building prototypes (BP) (adapted from Lyytinen & New-
man, 2008). Once pieces of software are coded and executable but not yet deployed in the operational system they
become part of the working prototype (WP) (adapted from Lyytinen & Newman, 2008)—eg, those prototypes
deployed in a dedicated testing environment at the end of a sprint (Marshall & Bruno, 2009).
2
We chose to adopt the properties proposed in classic boundary object theory (rather than Carlile's, 2002 more recent typology of boundary object
characteristics) to be fully consistent with the idea of mutual shaping.
6 HUBER ET AL.
TABLE 1 (Continued)
(WP) The working prototype refers to the already ▪ An executable piece of software
developed prototype that is embodied through running in a dedicated test
a functioning piece of software (adapted from environment.
Lyytinen & Newman, 2008) ▪ An executable piece of software
running in a sandbox that is isolated
from the production environment.
Use practices refer to how team members use an object in specific situations (Levina & Vaast, 2005), ie, in our
context, the different activities and actions through which team members interact with an object. Further, according
to recent research on prototype use in systems development contexts, prototype use and prototype properties are
mutually constitutive (Doolin & McLeod, 2012). This implies that building and working prototypes have object prop-
erties (ie, abstract/concrete and plastic/robust) that afford certain actions (and constrain others); at the same time,
the way a prototype is used, shapes and gives meanings to these properties (Doolin & McLeod, 2012). Moreover, in
agile development, prototypes are emergent objects, ie, as the development project progresses iteratively, proto-
types are frequently modified (Dingsøyr et al., 2012; Ramesh et al., 2010). This is likely to result in a change to the
properties of a prototype. For example, when a written requirement from the building prototype is too abstract,
developers may point to a running piece of software (WP) and use this more concrete representation to close this
gap in understanding. After having looked together at a BP element and the current WP, project members may arrive
at a better understanding of the meaning of the original requirement formulated in the user story—ie, the building
prototype is no longer considered as too abstract (a perceived change) or the written user story in the building proto-
type is enriched with additional information, making it more concrete (an actual change). In Part B of Table 1, we pro-
vide formal definitions and examples for building prototype, working prototype, and use practices.
5 | METHODS
Building on the conceptual foundations summarized in Table 1, our research objective was to build theory on how
different ways of using software prototypes (ie, building prototype and working prototype) as boundary objects help
to bridge different knowledge boundaries (ie, syntactic, semantic, and pragmatic boundaries) in agile software devel-
opment. As part of our study, we also explored the role that object properties of prototypes as boundary objects (ie,
abstract/concrete and plastic/robust) play in the bridging of knowledge boundaries. To achieve these theory-building
goals, we conducted a single case study (Eisenhardt & Graebner, 2007) of a software project called “Neo.” Con-
ducting a single case study was an appropriate research design given that our data collection was longitudinal (Yin,
2009). A single case research design was also appropriate because the specific case provided a unique opportunity
for direct observations of team member interactions in meetings conducted over a 6-month period.
8 HUBER ET AL.
We purposefully selected the Neo project for our single case study on theoretical grounds (Eisenhardt &
Graebner, 2007; Yin, 2009). First, the Neo project was an agile software development project in which the work was
centered on the emerging building and working prototypes in their various representations, which increased the
likeliness of discovering novel use practices. Moreover, the Neo project was an offshore, outsourced agile develop-
ment project, which ensured that knowledge boundaries would be particularly frequent because in this systems
development context, the client and vendor often possess highly different knowledge bases (Tiwana, 2004). Specifi-
cally, in the Neo project, the client was an entrepreneur based in Switzerland with an idea for a novel software prod-
uct but without any prior software development experience. The development team, consisting of three developers,
one designer, and two scrum masters3 based in Vietnam, were experienced software professionals but without any
prior knowledge about the client's idea. The bridging of knowledge boundaries was particularly difficult in the Neo
project because the client and the vendor were not only geographically separated, but also encountered linguistic
barriers (ie, although both parties spoke English, they found it difficult to understand one another's accents) (Dibbern
et al., 2008; Kotlarsky et al., 2014). Thus, this case study choice meant that the client and vendor would likely use
digital objects as facilitating devices.
The ultimate goal of the Neo project was to develop a new software product (Neo) which enables each user to
store and organize a large variety of different media (eg, links, videos, and photos) according to her needs. Each user
can share this personally-structured media with other users, enabling those other users to experience the world
through the eyes of the sharing user. Because the team tasked with developing the Neo project was geographically
distributed, all synchronous meetings between the client and vendor took place in virtual settings using collaboration
tools. To make software prototypes visible to each other, they relied on the screen-sharing tool WebEx. For example,
this tool allowed the client to demonstrate a digitized photo of a paper prototype to the offshore team or the off-
shore team to display and illustrate an implemented4 requirement running in a remote test environment.
3
The Neo project adopted the agile development approach “Scrumban.” This approach is a hybrid that has all of the characteristics of classic scrum but in
addition, proposes techniques to continuously improve work.
4
Please note that in line with our focus on prototypes, the term “implemented” is used to refer to pieces of software deployed in a dedicated test
environment.
HUBER ET AL. 9
recording of the original meeting for clarification. Second, if we were not able to understand what exactly the team
members were discussing or what their problem was, we could resolve such ambiguities by looking up additional
information in the task management tool after the conclusion of a meeting. Third, we systematically used the data
stored in the task management tool to triangulate the insights we derived through observation. Specifically, if our
observations suggested that a knowledge boundary had been bridged, we triangulated this by examining whether
the status of the affected task was changed shortly thereafter (eg, from “in-progress” to “done”).
At the end of this analysis stage, for each of our 44 episodes, we had coded and triangulated data on the type of
knowledge boundary, whether it was bridged, how different practices of using prototypes facilitated bridging, and
the role of object properties in this process. We then eliminated three episodes in which use practices failed to facili-
tate bridging, and continued to analyze only the 41 episodes in which they facilitated bridging.
6 | FINDINGS
This section is structured as follows. In Section 6.1, we introduce our inductively developed groupings of prototype
use activities into four higher-level use practices to bridge knowledge boundaries. In Section 6.2, we explicate the
relationships between these use practices and the types of knowledge boundaries they bridged, as well as the role of
object properties. We then describe in detail each of these practice-outcome relationships and provide rich vignettes
of specific knowledge-bridging episodes from our case study data. In Section 6.3, we synthesize and integrate these
findings into a theoretical model.
TABLE 2 (Continued)
of contrasting with the practice of exemplifying facilitated the bridging of complex semantic boundaries. Relating com-
bined with exemplifying facilitated the bridging of systemic semantic boundaries. Pragmatic boundaries were bridged
in three of the 41 episodes by enacting the framing practice. This use practice involved the verbal signaling that cer-
tain elements in the software prototype would be open to change, whereas other elements were not. Table 3 also
summarizes our evidence on which software prototype dimensions (BP, WP) were used for each use practice and
the dual role of object properties—ie, how they afford use practices and are also reshaped by them.
In the next paragraphs, we further elaborate on the practice-outcome relations shown in Table 3 and the role of
object properties in each of these relationships.
Abbreviations: Δ = differences in properties of juxtaposed prototypes; BP, building prototype; WP, working prototype.
The practice of exemplifying supported client and vendor bridging of syntactic boundaries related to single ele-
ments (such as special terms). The client had created his own vocabulary for various desired features and design ele-
ments in Neoproduct, which the software developers were not familiar with. We observed that attempts to clarify
terms purely verbally—ie, without using a prototype—often failed; there were severe differences in vocabulary and
the mutually unintelligible accents made it difficult to communicate effectively. Thus, exemplifying was critical for
bridging syntactic boundaries; this practice enabled the team members to precisely show unclear aspects in a proto-
type when they were lacking the syntax to articulate problems without such a visual aid. This helped them to become
familiar with each other's differences in language.
Exemplifying was also instrumental when the client and developers were faced with simple semantic boundaries,
ie, boundaries related to the behavior of an individual feature. Often, solely relying on verbal dialogue was insuffi-
cient to gain understanding of an exact behavior of an individual feature; when the client and vendor used a proto-
type to exemplify particular elements, a better understanding of the behaviors of individual elements such as
features, buttons, and fields for data entry was achieved. Thus, the practice of exemplifying is used to visually
14 HUBER ET AL.
highlight those particular elements of a prototype that are ambiguous or only rudimentarily understood and this
visual aid helps to establish a common context that makes the element more concrete.
Below, we illustrate an episode in which the client and vendor engaged in exemplifying with a working prototype
to bridge a syntactic knowledge boundary.
sometimes the working prototype) became more concrete. Below, we illustrate an episode in which the client and
vendor engaged in contrasting and exemplifying.
abstract. Below, we illustrate an episode in which the client and vendor employees engaged in exemplifying and
relating.
other elements as more robust and thereby establish a common ground between the parties of what is subject to
change and what is not.
In Figure 2, we offer a theoretical model that reflects our findings on how software prototypes are used as
boundary objects to bridge the three different types of knowledge boundaries (based on Carlile, 2002) that can
emerge during an agile software development project. In the center of the model, we show how the four object
properties (based on Star, 2010) of building prototypes and working prototypes afford different use practices (exem-
plifying, contrasting, relating, and framing) by members of a software development team for bridging an emergent
knowledge boundary. The use practices in turn reshape the relevant object properties of the building and/or working
prototype, which results in a knowledge boundary being bridged.
FIGURE 2 Theoretical model: Software prototypes as objects to bridge different knowledge boundaries
HUBER ET AL. 19
7 | DISCUSSION
The goal of this study was to expand our understanding of how prototypes are used to facilitate the effective bridg-
ing of knowledge boundaries in an agile development setting and to clarify the role that object properties play in
such bridging. To reach this goal, our study was guided by contemporary boundary object theory, which sensitized
us to the need to better understand the mutually constitutive nature of object properties and use practices (Doolin
& McLeod, 2012; Star, 2010). An in-depth study of an agile development project in which various building and work-
ing prototypes played a key role in the interactions between the client and vendor served as the empirical context
for our exploration.
Our first research question asked how different ways of using software prototypes as boundary objects help to
bridge different knowledge boundaries in agile software development (RQ1). In response to this question, we identi-
fied four relationships between use practices and the bridging of knowledge boundaries related to differences in lan-
guage (syntactic boundaries), differences in interpretations (semantic boundaries), and differences in goals (pragmatic
boundaries)—including three different types of semantic boundaries.
Our second research question asked what role the properties of prototypes as boundary objects play in the
bridging of knowledge boundaries (RQ2). In response to this question, our findings show how the object properties
of software prototypes afford different use practices and how the use practices take advantage of these properties.
Moreover, we show how the use practices change the (perceived or actual) properties of a prototype, which is essen-
tial for bridging different knowledge boundaries. Thus, our overall finding is that the effectiveness of software proto-
types as boundary objects depends on use practices as well as the variation and change in object properties of the
used prototypes. Hence, to bridge different knowledge boundaries, team members need to use software prototypes
in appropriate ways. On the one hand, the use practices need to purposefully exploit affordances associated with dif-
ferent prototype properties. On the other hand, the prototype properties need to be actually changed or team mem-
bers need to adopt new perceptions of these properties.
compare, and contextualize differences between these representations, which is key to overcoming complex and
systemic semantic boundaries. These findings therefore extend prior research that has investigated the effects of
combinatorial object use on work outcomes such as coordination (Scarbrough et al., 2015) or overcoming cultural
boundaries (Barrett & Oborn, 2010), but not investigated the effects on the three types of knowledge boundaries
(syntactic, semantic, pragmatic) identified by Carlile (2002).
Second, the emergent nature of prototypes in agile development (Dingsøyr et al., 2012; Ramesh et al., 2010)
enabled us to unveil the role that a change in object properties plays in the bridging of different types of knowledge
boundaries. Specifically, we show that prototype properties are emergent in the sense that the way prototypes are
used reshapes their abstract vs concrete and plastic vs robust properties and that differences in this emergent pro-
cess have different bridging effects. Practices that make object properties more concrete (exemplifying and the com-
bined use of contrasting and exemplifying) are vital in bridging syntactic, simple semantic and complex semantic
boundaries. Practices that make object properties more abstract (combined use of relating and exemplifying) are vital
in bridging systemic semantic boundaries. Finally, the practice of framing creates simultaneous changes from plastic
to robust and from robust to plastic, which is vital in bridging pragmatic boundaries. That is, the practice of framing
can be used to pinpoint which elements of a prototype are open to change (and therefore plastic) and which ele-
ments are not (and therefore robust). We provide evidence that this practice facilitates finding suitable compromises
when client and vendor interests differ. We thereby extend prior research that has focused on how boundary objects
can help bridge cognitive boundaries (ie, syntactic and semantic) but not on how they can help bridge pragmatic
boundaries (Boland et al., 2007; Gal et al., 2008; Yoo et al., 2006).
In addition to these contributions to our understanding of software prototypes as boundary objects in an agile
setting, our findings have implications for object use in software development projects in general. Our data revealed
that semantic boundaries vary in intricacy and we acknowledged this variation by breaking down semantic bound-
aries into three fine-grained subtypes (ie, simple, complex, and systemic). Recognizing this variation enabled us to
discern the effectiveness of different use practices in the bridging of a semantic boundary. Specifically, our distinc-
tion between different types of semantic boundaries provides an explanation for why one single use practice or the
combination of multiple practices may be required for effective bridging of a semantic boundary. This fine-grained
distinction of different types of semantic boundaries reveals the distinct challenges related to independence (simple
semantic boundaries) vs interdependence of features (complex semantic boundaries), as well as the embeddedness
of features in a broader product vision (systemic semantic boundaries). Since these challenges are highly likely to
occur in software projects, we believe that categorizing semantic boundaries into these subtypes will prove useful
beyond the specific context of agile projects.
Our findings also hold implications for research on boundary object use in general. In recent years, the idea that
an object can only serve as a boundary object if it is both “plastic … and … robust” (Star, 2010, p. 393) and if it is
(simultaneously) “concrete and abstract” (Star, 2010, p. 408) has caused some confusion as to how something can be
both plastic and robust, as well as abstract and concrete. By adopting the novel ideas of both object affordances and
the reshaping of object properties offered by contemporary boundary object theory (Doolin & McLeod, 2012; Star,
2010), our study provides some empirically grounded clarifications. First, boundary objects as a whole can be simul-
taneously abstract and concrete because use practices can juxtapose different dimensions of objects that have dif-
ferent properties. In our case study, we show that the multiple objects categorized under the dimensions of building
and working prototype often exhibit differences with regard to the properties of abstract vs concrete. Use practices
can purposefully exploit these relative differences through activities such as contrasting, which juxtaposes relatively
more abstract with relatively more concrete elements. Second, boundary objects can be abstract and concrete at dif-
ferent points in time because use practices can change the seemingly fixed properties of an object. In our case study,
the properties of a prototype changed from abstract to more concrete when team members engaged in exemplifying
or the combined use of contrasting and exemplifying, and changed from concrete to abstract when they engaged in
the combined use of relating and exemplifying. Third, boundary objects can be simultaneously plastic and robust
because team members can frame some aspects of the object as robust and others as plastic. In our case study, we
HUBER ET AL. 21
show that by engaging in the practice of framing, a distinct element of a prototype (such as a requirement in a build-
ing prototype) that has already been agreed upon can be verbally reframed as more plastic, while another require-
ment can be reframed as more robust.
In addition, our inductively developed theoretical model addresses how the software prototype in agile develop-
ment becomes recognized and delineated as a boundary object that can achieve various boundary bridging conse-
quences. While it is nowadays well-established that objects only become useful in the bridging of knowledge
boundaries if they are meaningfully incorporated in work practices (eg, Ewenstein & Whyte, 2009, Levina & Vaast,
2005, Nicolini et al., 2012), our study addresses what has heretofore been a black box; the role of the object proper-
ties proposed by Star and Griesemer (1989) for the effective bridging of different knowledge boundaries. Specifically,
our study provides empirically grounded knowledge on variations in and changes of object properties associated with
use practices that help bridge knowledge boundaries. Our study thus significantly extends prior research that built on
arguments related to object properties but did not specifically examine the role of these properties (eg, Bechky,
2003, Bergman et al., 2007, Carlile, 2002, Newell & Edelman, 2008, Patnayakuni, Rai, & Tiwana, 2007, Rosenkranz et
al., 2014) for bridging different types of boundaries (Ewenstein & Whyte, 2009). By tracing in detail how object prop-
erties and use practices are inextricably linked, we were able to show that distinct object properties afford distinct
use practices, but that these object properties are not materially fixed; they are shaped by use practices. This implies
that a given boundary object such as the software prototype is not per se abstract or concrete, plastic or robust, but
that it has the inherent potential to be any of these—and the use practices help actualize and shape this potential.
object use over time due to learning. For example, team members may learn to more effectively apply a use practice
to address a type of knowledge boundary or they may refine the use practices themselves. Second, object use may
change over time due to the introduction of new prototyping technologies as the project proceeds (Boland et al.,
2007; Yoo et al., 2006). For example, a new prototyping tool may offer advanced collaboration features and there-
fore enable entirely new use practices. Third, different use practices may have different short-term vs long-term
effects that were not revealed in this study. For example, a use practice that enabled a type of knowledge boundary
to be bridged during a particular project stage may or may not enable team members to bridge the same type of
knowledge gap at a different project stage. An extended observation period would enable the disentangling of the
short- and long-term effects of different practices.
ACKNOWLEDGEMEN TS
The authors thank the senior editor, associate editor, and two anonymous reviewers for their extremely valuable,
supportive, and constructive guidance. The authors also acknowledge helpful feedback from Rudy Hirschheim, Nat-
alia Levina, Greetje Corporaal, and Wanda Orlikowski on early drafts and ideas of this paper.
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AUTHOR BIOGRAPHI ES
Thomas Huber is an assistant professor of Information Systems at ESSEC Business School, France. He received
his PhD in Information Systems from the University of Bern. His research focuses on the dynamics of gover-
nance and control in inter-organizational software development, software platform ecosystems, digital collabora-
tion, and the management of digital transformation projects. His research has been published in the Journal of
Management Information Systems (JMIS), Information Systems Research (ISR), IEEE Software, and in proceed-
ings of the field's leading conferences.
Maike Winkler is a team leader at the Competence Center Learning and Development and responsible for fos-
tering agility, leadership, professional training, and human development programs across Die Mobiliar. She led
digital transformation projects in the HR field for a wide range of large international companies in the DACH
region as Project Manager and Consultant at John Wiley & Sons. She received her PhD in Information Systems
at the University of Bern, Switzerland. Her research focuses on cross-border collaboration and innovation in
software development and the use of Information Systems as boundary objects. Her work has been published in
the proceedings of the field's leading conferences including the International Conference of Information Systems
(ICIS), European Conference of Information Systems (ECIS), and Hawaii International Conference on System Sci-
ences (HICSS).
Jens Dibbern is a professor and co-director of the Institute of Information Systems at the University of Bern,
Switzerland. He received his PhD in information systems from the University of Bayreuth and was assistant pro-
fessor at the University of Mannheim, Germany. His research focuses on various aspects of the division of work
in information systems provision and through information systems, such as outsourcing, offshoring, platform
ecosystems, enterprise systems use, and IT-supported collaboration. He has previously published in Manage-
ment Information Systems Quarterly (MISQ), Information Systems Research (ISR), Journal of Management Infor-
mation Systems (JMIS), Journal of the Association of Information Systems (JAIS), and others. He has been
associate editor of MISQ and currently serves as senior editor of JAIS and MIS Quarterly Executive (MISQE); he
is also department editor of Business and Information Systems Engineering.
Carol V. Brown has retired from her position as distinguished service professor of Management Information Sys-
tems in the School of Business at the Stevens Institute of Technology (USA). Previously, she served on the fac-
ulty of Indiana University's Kelley School of Business and Purdue University, and was a visiting scholar at MIT.
She received her PhD in management information systems from Indiana University. Her research on IT manage-
ment topics has been published in leading scholarly journals such as MIS Quarterly (MISQ), Information Systems
Research (ISR), Journal of Management Information Systems (JMIS), and Organization Science. She is a former
editor-in-chief of Information Systems Management (ISM) and MIS Quarterly Executive (MISQE).
HUBER ET AL. 25
How to cite this article: Huber TL, Winkler MAE, Dibbern J, Brown CV. The use of prototypes to bridge
knowledge boundaries in agile software development. Info Systems J. 2019;1–25. https://doi.org/10.1111/
isj.12261