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MIS Area

MIS Graduate Course Descriptions

MGMT 68300: Information Technology for Managers
Note: Required course for MBA and MSIA program students

Credits: 2.0
Spring: Module 3 (Weeks 1-8)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

Information and information systems (IS) are vital organizational resources and constitute an integral part of managerial decision making. It is important to understand how managers can effectively utilize IS to achieve organizational goals. Accordingly, the objective of this course is to train students to identify and resolve managerial issues surrounding the use of IS in organizations. The course adopts the perspective that, in a world where the half-life of a particular hardware or software technology is often measured in months, developing intuitions about the core concepts to assess and deploy IS is more valuable to future managers than learning the intricate details of a specific technology. The focus of the course is to develop - through cases, lectures, discussions, and examples - insights into when and how IS can be used to create and enhance an organization's competitive advantage. The two main areas covered in the course are: (i) implementation and acquisition of IS in an organization; and (ii) several important applications and consequences of contemporary IS.

MGMT 68400: Information Security for Managers
Credits: 2.0
Fall: Module 1 (Weeks 1-8)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

This course will explore the various issues pertinent to maintaining acceptable levels of Information Security within organizations. Topics include risk analysis, resource identification, a basic introduction to information security architecture and infrastructure, policy development and deployment, and legal and regulatory issues, including those pertaining to privacy. The course is intended to raise awareness of information security issues across organizations and will be targeted towards managers in all areas, not just information systems.

MGMT 68600: Knowledge Management Systems
Credits: 2.0
Fall: Module 2 (Weeks 9-16)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

Knowledge management (KM) can be defined as a strategy for improving organizational performance through a set of processes, tools, and incentives designed to help people to create, share, and integrate knowledge. Information systems that support KM efforts are collectively known as Knowledge Management Systems (KMS). To understand the purpose and functioning of KMS within organizations requires a solid understanding of KM from both operational and strategic standpoints. This course thus builds a foundation for understanding KMS by establishing an awareness of the core underlying issues that must be addressed in any KM initiative. With a firm grounding in KM, students can develop an integrated perspective of how technology can help (or hinder) organizational performance. The objectives of the course are 1) to understand what KM is and how it can enhance organizational performance; 2) to outline various types of IT solutions to KM problems; and 3) to explore the challenges associated with deploying these solutions and identify strategies and tactics for addressing these challenges.

MGMT 69000: Mobile and Ubiquitous Commerce
Credits: 2.0
Spring: Module 3 (Weeks 1-8)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

This course is devoted to the understanding of mobility and how mobile infrastructure makes e-commerce ubiquitous. Humans are increasingly mobile, and technology is enabling the increased mobility. The iPhone convergences telecommunications, computer, telephone, and Internet technologies. Bringing these industries together gives rise to the INFOTAINMENT (INFOrmation - enterTAINMENT) industry, which will be examined. New generation mobile devices (including the Google Phone MyTouch (android)) open the door for M-commerce. Hence, electronic commerce is becoming ubiquitous. Increasing connectivity is changing how and where we work - even the very notion of an employer is changing. Outsourcing is taking a new name with e-lancing and odesk.com. Nomadic Computing is taking new shapes. Wi-Fi in flights will be examined. Use of Quality of Service (QoS) in supporting voice, data, image and video traffic in the future Internet is studied. Ambient Intelligence, Context Sensitive Services (CSS), Location Based Advertising (LBA) and Augmented Reality will be explored. VoIP, IPTV, Triple Play, Quadruple Play, Multi Play, FiOS will be analyzed. Digitized patients' records, xRays, and MRIs are opening the doors for a Consumer-to-Healthcare (C2H) marketplace. Sharing information and ranking charities give rise to a Donor-to-Organization (D2O) marketplace which will be examined.

MGMT 58200: Management of Organizational Data
Credits: 2.0
Spring: Module 4 (Weeks 9-16)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

This course provides the basic concepts and skills needed to analyze and organize business data, as well as to utilize the organized data to answer a variety of business queries. After successful completion of the course, students will be able to appreciate the importance of database management, analyze the data requirements of a business scenario and represent these requirements by means of entity-relationship (ER) diagrams, translate an ER diagram into normalized tables for a relational database management system, and write simple and relatively complex data retrieval commands in the SQL language for Oracle and Microsoft Access databases. The major ideas and techniques will be reinforced through the work on successive segments of a group project. Each student group will also research a current topic in business data management and make a presentation on this topic in class.

MGMT 59000: Digital Business and Information Strategies
Credits: 2.0
Spring: Module 4 (Weeks 9-16)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

The Internet and other emerging technologies have enabled new ways for companies to organize their businesses. Companies are also increasingly dealing with digital information that is different in many ways from other goods and services. The purpose of this course is to explore how new digital business models and digital information affect company strategy, market structure, and pricing.

We will use lectures, cases, class discussions, games, and team projects to examine a variety of topics including pricing and competition on the Internet, cross-channel competition and marketing, "Long Tail", pricing of digital information, bundling, versioning, network effects, platform, and a variety of other topics. Fundamental economic principles will be illustrated using business case studies. At times, we will also discuss emerging digital technologies, business models and industry structures.

MGMT 690: Social Networks and Engagements: Game Design for Businesses
Credits: 2.0
Fall: Module 2 (Weeks 9-16)
Lecture meets 2 times per week for 90 minutes per meeting for 8 weeks.

Gamification techniques are increasingly becoming popular. The main idea is for firms to use the techniques of game designers to serve objectives as varied as marketing, human resources management, productivity enhancement, training, innovation, and customer engagement. To name a few examples, SAP uses points-based system to encourage carpooling that helps the company save on large gas expenses; at challenge.gov, the Whitehouse encourages innovative solutions through crowdsourcing; and at companies like Google, and Best-Buy, employees participate in information assimilation games called prediction markets providing information to senior managers about ongoing projects.

In this course, you will examine the mechanisms behind designing for human instincts and thereby developing an understanding of their effective use in the modern firm. Gamification is one form of design for human instincts. In order for any design to be effective, it should involve clearly defined strategies and well-managed execution. To identify effective strategies, and metrics for the application of techniques to business, this course will draw upon interdisciplinary source material as well as real-world case studies. It will also identify a number of significant pitfalls to gamification techniques, as well as notable legal and ethical issues, and the problems with implementing radical change in established firms. As a part of this class, you will be designing, playing, and evaluating various games.