15,661 research outputs found

    Creative idea exploration within the structure of a guiding framework : the card brainstorming game

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    I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game

    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

    Integrating groupware technology into the learning environment

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    This paper presents the hard lessons learned from the introduction of groupware technology within a final‐year software engineering module. The module began in 1997 and is now in its fourth year. The paper provides a detailed account of our successes and failures in each year, and describes what the authors now feel is a successful model for integrating groupware into the learning environment. The paper is important because it provides a longitudinal study of the use of groupware within a learning environment and an insight into the key success factors associated with the use of groupware. Success factors relate not only to the technology but also to social factors such as group facilitation and social protocols, to factors associated with monitoring and assessment, and to factors related to the skills development associated with being a member of a global team

    A ‘criminal personas’ approach to countering criminal creativity

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    This paper describes a pilot study of a ‘criminal personas’ approach to countering criminal creativity. The value of the personas approach has been assessed by comparing the identification of criminal opportunity, through ‘traditional’ brainstorming and then through ‘criminal personas’ brainstorming The method involved brainstorm sessions with Computer Forensics Practitioners and with Product Designers, where they were required to generate criminal scenarios, select the most serious criminal opportunities, and propose means of countering them. The findings indicated that there was merit in further research in the development and application of the ‘criminal personas’ approach. The generation of criminal opportunity ideas and proposal of counter criminal solutions were both greater when the brainstorm approach involved the group responding through their given criminal personas

    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

    User-driven design of decision support systems for polycentric environmental resources management

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    Open and decentralized technologies such as the Internet provide increasing opportunities to create knowledge and deliver computer-based decision support for multiple types of users across scales. However, environmental decision support systems/tools (henceforth EDSS) are often strongly science-driven and assuming single types of decision makers, and hence poorly suited for more decentralized and polycentric decision making contexts. In such contexts, EDSS need to be tailored to meet diverse user requirements to ensure that it provides useful (relevant), usable (intuitive), and exchangeable (institutionally unobstructed) information for decision support for different types of actors. To address these issues, we present a participatory framework for designing EDSS that emphasizes a more complete understanding of the decision making structures and iterative design of the user interface. We illustrate the application of the framework through a case study within the context of water-stressed upstream/downstream communities in Lima, Peru

    Reaching Out to Tribal Communities: Lessons Learned and Approaches to Consider

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    When transportation safety decision-making is desired, the involvement and engagement with a community is essential. A streamlined delivery of a project or program is more likely to occur when active dialogue and an exchange of ideas occurs in advance and occurs frequently. This is particularly important in tribal communities, who value sustained relationships and represent the focus population of this study. The research team, on six separate occasions, met with local and regional tribal leaders to explore and discuss transportation safety needs within and outside tribal communities, as well as discern the recommended approaches to foster ongoing dialogue about these needs. In all cases these discussions closely correlated with existing research studies or activities; transportation safety and equity is not seen as separate from other tribal foci and community needs. Specific recommendations to consider, in no particular order, included the following: invest respectfully enough time for people to talk; tribes think long-term and consider the impact of any decision from a long-term viewpoint so an iterative process and re-sharing of ideas is critical; the power of decision is in the hands of the tribe and its members; do not lump tribes together as each tribe is sovereign and unique and every community should be expected to think differently; all tribes are unique as is the environmental and social context; to disseminate information widely and iteratively, do so when there is a large group or event; be sure to understand the Tribal governance, decision making, and organizational structure; know who is the tribal Chairman or Chairwoman; and develop an emic and etic understanding of the community

    The DeepThought Core Architecture Framework

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    The research performed in the DeepThought project aims at demonstrating the potential of deep linguistic processing if combined with shallow methods for robustness. Classical information retrieval is extended by high precision concept indexing and relation detection. On the basis of this approach, the feasibility of three ambitious applications will be demonstrated, namely: precise information extraction for business intelligence; email response management for customer relationship management; creativity support for document production and collective brainstorming. Common to these applications, and the basis for their development is the XML-based, RMRS-enabled core architecture framework that will be described in detail in this paper. The framework is not limited to the applications envisaged in the DeepThought project, but can also be employed e.g. to generate and make use of XML standoff annotation of documents and linguistic corpora, and in general for a wide range of NLP-based applications and research purposes
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