131,595 research outputs found

    Defining the mechanisms of a cooperative computer system based on theories of cooperation

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    There is a growing interest in the development of computer systems that are actively involved in the tasks of the users and serve to augment the users' creativity. Cooperative computing is a major contribution to this research field. A survey of current developments in knowledge based systems led to the conclusion that there has hitherto been an absence of a formal definition of the mechanisms of cooperative computer systems based on theories of cooperation. The work in this thesis seeks to provide a full definition of cooperation derived from the behaviours of living cooperative systems. Studies on human cooperation and cooperation in the animal kingdom, established that cooperation is a dynamic behaviour; in that the interaction processes between the cooperative partners serve to facilitate the achievement of a common goal, or a set of goals that are mutually desired by the partners. Partners in cooperation are interdependent: one member's actions are contingent on another. Therefore, the underlying processes which induce and maintain cooperation were identified. These are: communication between the partners; emergence of norms and roles governing the behaviour of the cooperating members; resolution of conflicts; distributed and coordinated activities. These factors were further elucidated within the context of small problem solving groups. A model of cooperationw hich encapsulatedth esef actors was produced. From the discussionso f the advantageso f cooperationw ithin different contexts, the potential for synergy was found to be the main benefit of cooperation. The potential for achieving this synergy between a human and a computer is the main motivation for the work undertaken in this research. From the theoretical analysis of cooperation, the underlying mechanisms of a cooperative computer were successfully defined. A conceptual model of human-computer cooperation was presented. It was established that the quality of cooperation is closely associated with the nature of the task. Therefore, it is not practicable to produce a general purpose cooperative system. A specific task must be used. Creative tasks of a problem identifying and solving nature, were found to be more suitable to cooperative behaviour than others. Typical of these, and the one selected, was computer screen design. Current screen design practice was analysed, and the functional requirements and knowledge base needs of the systems were established. The underlying mechanisms of cooperation were formalised and successfully implemented within a software exemplar, named COSY. COSY exhibits the behavioural characteristics of cooperation, and utilises the knowledge of screen design to support users in the task of formatting computer screens. COSY successfully demonstrated the synergistic relationship in its cooperation with the users. It is concluded that the approach undertaken in this thesis has lead to a successful definition and implementation of the formal mechanisms of cooperation in a computer system, one which potentially enhances the innovative and creative aspects of design work

    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Physicality and Cooperative Design

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    CSCW researchers have increasingly come to realize that material work setting and its population of artefacts play a crucial part in coordination of distributed or co-located work. This paper uses the notion of physicality as a basis to understand cooperative work. Using examples from an ongoing fieldwork on cooperative design practices, it provides a conceptual understanding of physicality and shows that material settings and co-worker’s working practices play an important role in understanding physicality of cooperative design

    Digital information support for concept design

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    This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored

    Experiential Role of Artefacts in Cooperative Design

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    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Critical assessment issues in work-integrated learning

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    Assessment has long been a contentious issue in work-integrated learning (WIL) and cooperative education. Despite assessment being central to the integrity and accountability of a university and long-standing theories around best practice in assessment, enacting quality assessment practices has proven to be more difficult. Authors in this special issue on assessment highlight the need for balanced assessment approaches that reflect the highly variable experiences students encounter, and the need to keep validity and reliability paramount when constructing assessment structures. Increasingly quality and standards policies driven by more regulatory university environments are impacting on the design of assessment profiles. The value of workplace supervisors’ feedback in WIL contexts is discussed and the challenges of measuring the nuances of unpredictable, context-dependent WIL outcomes are explored. The benefits of ePorftolios are advocated and the use of these platforms as assessment tools that enable a creative way for students to provide evidence of employability capabilities highlighted

    Designing Awareness Support for Distributed Cooperative Design Teams

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    Motivation – Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. \ud Research approach – Within the AMIDA1 project we focus on distributed ‘cooperative design’ teams. We especially focus on the 'material' signals – signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants.\ud Findings/Design – Our preliminary investigation with real-world design teams suggests that both the materiality of designers’ work settings and their social practices play an important role in understanding these material signals that are at play. \ud Originality/Value – Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives.\ud Take away message – An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).\u
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