2,494 research outputs found
GTA: Groupware task analysis Modeling complexity
The task analysis methods discussed in this presentation stem from Human-Computer Interaction (HCI) and Ethnography (as applied for the design of Computer Supported Cooperative Work CSCW), different disciplines that often are considered conflicting approaches when applied to the same design problems. Both approaches have their strength and weakness, and an integration of them does add value to the early stages of design of cooperation technology. In order to develop an integrated method for groupware task analysis (GTA) a conceptual framework is presented that allows a systematic perspective on complex work phenomena. The framework features a triple focus, considering (a) people, (b) work, and (c) the situation. Integrating various task-modeling approaches requires vehicles for making design information explicit, for which an object oriented formalism will be suggested. GTA consists of a method and framework that have been developed during practical design exercises. Examples from some of these cases will illustrate our approach
The impact of Group Intelligence software on enquiry-based learning
Despite the increasing use of groupware technologies in education, there is little evidence of their impact, especially within an enquiry-based learning (EBL) context. In this paper, we examine the use of a commercial standard Group Intelligence software called GroupSystems®ThinkTank. To date, ThinkTank has been adopted mainly in the USA and supports teams in generating ideas, categorising, prioritising, voting and multi-criteria decision-making and automatically generates a report at the end of each session. The software was used by students carrying out an EBL project, set by employers, for a full academic year. The criteria for assessing the impact of ThinkTank on student learning were those of creativity, participation, productivity, engagement and understanding. Data was collected throughout the year using a combination of interviews and questionnaires, and written feedback from employers. The overall findings show an increase in levels of productivity and creativity, evidence of a deeper understanding of their work but some variation in attitudes towards participation in the early stages of the project
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Comparing inductive and deductive methodologies for design patterns identification and articulation
Design patterns offer a valuable format to communicate knowledge of successful design solutions to recurring problems. However, there is a lack of research into design patterns that differentiate the applicability of the proposed design solutions across different nations. This paper discusses inductive and deductive methodologies for analyzing qualitative data in order to identify and articulate design patterns for cross-cultural computer-supported collaborative design learning. It proposes a methodology how patterns for facilitating intercultural design education can be identified and articulated. Within this research, an inductive, deductive and comparative methodology for identifying and articulating design patterns was developed. Therein, eleven patterns for intercultural computer-supported collaboration were identified and written. This paper introduces the proposed methodology taking the design pattern “MOOD OF THE MOMENT” for example
Preserving Communication Context. Virtual workspace and interpersonal space in Japanese CSCW.
The past decade has seen the development of a perspective\ud
holding that technology is socially constructed (Mackenzie and Wacjman, 1985; Bijker, Hughes and Pinch, 1987; Bijker and Law, 1992). This paper examines the social construction of one group of technologies, systems for computer supported cooperative work (CSCW). It describes the design of CSCW in Japan, with particular attention to the influence of culture on the design process. Two case studies are presented to illustrate the argument that culture is an important factor in technology design, despite commonly held assumptions about the neutrality and objectivity of science and technology. The paper further argues that, by looking at\ud
CSCW systems as texts which reflect the context of their production and the society from which they come, we may be better able to understand the transformations that operate when these texts are “read” in the contexts of their implementation
The STIN in the Tale: A Socio-technical Interaction Perspective on Networked Learning
In this paper, we go beyond what have been described as 'mechanistic' accounts of e-learning to explore the complexity of relationships between people and technology as encountered in cases of networked learning. We introduce from the social informatics literature the concept of sociotechnical interaction networks which focus on the interplay between participants, technology, learning artefacts and practices. We apply this concept to case material drawn from transnational trade union education to identify and to analyse three aspects of networked learning: the local sociotechnical networks of learners; the construction of an overarching, global sociotechnical network for learning; and the evolution of such networks over time. Finally we identify issues for further research highlighted by these models
Evaluation Factors for Multi-Stakeholder Broadband Visual Communication Projects
This paper presents a summary of multifaceted
evaluation factors that we have
identified through our research with
Broadband Visual Communication (BVC)
projects involving multiple stakeholders. The
main benefit of these evaluation factors is
that they provide a general evaluation
framework for multiple stakeholder projects.
The factors are social infrastructure,
technical infrastructure, physical space,
interaction style and content
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
CSCW: The development of a taxonomy
Computer supported cooperative work (CSCW) is a research field that studies the use of computer technology for group work. A review of the CSCW literature found that the use of terminology and definitions were inconsistent. This paper reports on the process of development of an holistic taxonomy of terminology and related definitions used in the CSCW literature from 1996 to 2003. The taxonomic structure will provide a framework for classifying the terminology and defining each concept to improve communication in this field. The completed structure will be presented to other researchers to determine implications for research practice
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