335 research outputs found

    ECSCW 2013 Adjunct Proceedings The 13th European Conference on Computer Supported Cooperative Work 21 - 25. September 2013, Paphos, Cyprus

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    This volume presents the adjunct proceedings of ECSCW 2013.While the proceedings published by Springer Verlag contains the core of the technical program, namely the full papers, the adjunct proceedings includes contributions on work in progress, workshops and master classes, demos and videos, the doctoral colloquium, and keynotes, thus indicating what our field may become in the future

    Patient Sociotechnical Assemblages: The Distributed Cognition of Health Information Management

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    Personal health records (PHR) are shifting the capabilities and responsibilities of both patients and providers. Influenced by health IT, concepts like patient-centered care, meaningful use, and patient empowerment are commonplace in the healthcare system. As the popularity of personal health records increases, medical providers, healthcare organizations, and health information system stakeholders require a thorough understanding of how patients use these patient facing information portals in conjunction with other artifacts, objects, and practices to manage and maintain their health. Exploring health information management as a distributed sociotechnical assemblage is the conceptual approach of this research. A distributed cognition perspective lends insight to drawing boundaries and establishing connections of personal health information management practices in conjunction with PHR use. The Department of Veterans Affairs provides a unique setting to further understand PHR use and personal health information management practice through the observation of U.S. military veterans enrolled in the My HealtheVet PHR. This context and conceptual framework lead to the research questions for the proposed study: RQ1a: What are the personal health information management practices of veterans who use a personal health record? RQ1b: What health information management practices become distributed beyond the veteran patient? RQ2a: What health information management assemblages emerge from the distributed work of Veterans that use a personal health record? RQ2b: What are key functions of the health information management assemblages of veterans? Through the use of semi-structured in depth interviews, observations, and surveys, data were collected on 22 patients along with their primary care providers and caretakers. Results from a two cycle qualitative coding analysis and analytical cognitive mapping technique reveal bundles of practices for creating reminders, organizing information, and creating information for asking questions and working with primary care providers. Distributed practices emerged that detail the managing of medication, information that is socially distributed, and patient-provider communication through secure messaging. Three health information management assemblage components emerged from the analysis: health events and experiential information, information techniques, and technology and material practices. Each of these components is understood by the ways they become stabilized or destabilized. This research contributes to implications for the design of patient-focused personal health records and informs clinical practice of patient-centered care. The research also makes conceptual and empirical contributions to the practice of health information management and a patient-centered care model of healthcare delivery

    Awareness support for learning designers in collaborative authoring for adaptive learning

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    Adaptive learning systems offer students a range of appropriate learning options based on the learners’ characteristics. It is, therefore, necessary for such systems to maintain a hyperspace and knowledge space that consists of a large volume of domain and pedagogical knowledge, learner information, and adaptation rules. As a consequence, for a solitary teacher, developing learning resources would be time consuming and requires the teacher to be an expert of many topics. In this research, the problems of authoring adaptive learning resources are classified into issues concerning interoperability, efficiency, and collaboration.This research particularly addresses the question of how teachers can collaborate in authoring adaptive learning resources and be aware of what has happened in the authoring process. In order to experiment with collaboration, it was necessary to design a collaborative authoring environment for adaptive learning. This was achieved by extending an open sourced authoring tool of IMS Learning Design (IMS LD), ReCourse, to be a prototype of Collaborative ReCourse that includes the workspace awareness information features: Notes and History. It is designed as a tool for asynchronous collaboration for small groups of learning designers. IMS LD supports interoperability and adaptation. Two experiments were conducted. The first experiment was a workspace awareness study in which participants took part in an artificial collaborative scenario. They were divided into 2 groups; one group worked with ReCourse, the other with Collaborative ReCourse. The results provide evidence regarding the advantages of Notes and History for enhancing workspace awareness in collaborative authoring of learning designs.The second study tested the system more thoroughly as the participants had to work toward real goals over a much longer time frame. They were divided into four groups; two groups worked with ReCourse, while the others worked with Collaborative ReCourse. The experiment result showed that authoring of learning designs can be approached with a Process Structure method with implicit coordination and without role assignment. It also provides evidence that collaboration is possible for authoring IMS LD Level A for non-adapting and Level B for adapting materials. Notes and History assist in producing good quality output.This research has several contributions. From the literature study, it presents a comparison analysis of existing authoring tools, as well as learning standards. Furthermore, it presents a collaborative authoring approach for creating learning designs and describes the granularity level on which collaborative authoring for learning designs can be carried out. Finally, experiments using this approach show the advantages of having Notes and History for enhancing workspace awareness that and how they benefit the quality of learning designs

    Social Technologies and Informal Knowledge Sharing within and across Organizations

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    This doctoral dissertation is focused on both empirical and conceptual contributions relative to the roles social technologies play in informal knowledge sharing practices, both within and across organizations. Social technologies include (a) traditional social technologies (e.g., email, phone and instant messengers), (b) emerging social networking technologies commonly known as social media, such as blogs, wikis, major public social networking sites (e.g., Facebook, Twitter and LinkedIn), and (c) enterprise social networking technologies controlled by a host organization ( e.g., SocialText). The rapid uptake of social technologies, combined with growing interest in their broader social implications, raises pertinent questions about uses for knowledge sharing in organizations. The work reported in this thesis is motivated by two broad phenomena: (1) the importance of informal knowledge-sharing in organizations and (2) the rapid rise in the variety and prevalence of social technologies. The empirical basis of this research is a field study focused on the uses of social technologies by knowledge workers, specifically those in consulting firms. Building from the theoretical lenses of sociomateriality, structuration, and technological frames, the findings from this work advances our understanding of: (1) the ways social technologies are used in combination as a suite of tools, (2) the ways in which organizational norms, policies, and arrangements shape the uses of social technologies for knowledge practices, and (3) the variations in uses of social technologies by different groups of knowledge workers. The theoretical contribution of this work is to conceptualize the suite of social technologies used to support and enable knowledge workers is a more useful approach than the single-technological-tool-in-isolation approach, which is the norm in studies of computing. A second contribution of this work is to situate social technologies-in-use through incorporating complementary theoretical concepts: technology-mediated knowledge practices, social structures of organizations, and workers\u27 distinct interpretations of social technologies (technological frames). Practical implications arising from this study both inform the ways social technologies can be collectively integrated in work practices and inform the design and implementation of social technologies for accommodating different needs and preferences of knowledge workers. This research also generates insight into how organizations can craft policies that realistically regulate the use of social technologies, while empowering individual workers to optimize their knowledge sharing capacity by supporting informal engagement via social technologies

    Is Information Systems a science? An inquiry into the nature of the information systems discipline

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    The Information Systems (IS) discipline is apparently undergoing an identity crisis. Academicians question the need for IS departments in colleges stating the absence of a core for the field and its integration within other business functions as a basis for its elimination. At the same time, many practitioners, as reflected in the US government\u27s recent IT labor shortage report, continue to ignore IS as a distinct field of study. This article briefly outlines these and other challenges and argues that notwithstanding underlying philosophical differences, it can be concluded that IS is an emerging scientific discipline. This conclusion is reached through an assessment of the debate surrounding the issue of whether IS should be a discipline and an analysis of the IS discipline using some key characteristics of science. The arguments put forth in this paper have four key implications for the IS community: a continuing emphasis on adopting scientific principles and practices for conducting inquiry into IS phenomena; an enhancement of the self-concept of IS academics and professionals through a common identity; enhances the ability of supporters of the IS field to defend against criticisms, integration with other disciplines, and resource rivalry; and creates the potential of being well-situated to building a cumulative tradition in the field

    Investigations of collaborative design environments: A framework for real-time collaborative 3D CAD

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This research investigates computer-based collaborative design environments, in particular issues of real-time collaborative 3D CAD. The thesis first presents a broad perspective of collaborative design environments with a preliminary case study of team design activities in a conventional and a computer mediated setting. This study identifies the impact and the feasibility of computer support for collaborative design and suggests four kinds of essential technologies for a successful collaborative design environment: information-sharing systems, synchronous and asynchronous co- working tools, project management systems, and communication systems. A new conceptual framework for a real-time collaborative 3D design tool, Shared Stage, is proposed based upon the preliminary study. The Shared Stage is defined as a shared 3D design workspace aiming to smoothly incorporate shared 3D workspaces into existing individual 3D workspaces. The addition of a Shared Stage allows collaborating designers to interact in real-time and to have a dynamic and interactive exchange of intermediate 3D design data. The acceptability of collaborative features is maximised by maintaining consistency of the user interface between 3D CAD systems. The framework is subsequently implemented as a software prototype using a new software development environment, customised by integrating related real-time and 3D graphic software development tools. Two main components of the Shared Stage module in the prototype, the Synchronised Stage View (SSV) and the Data Structure Diagram (DSD), provide essential collaborative features for real-time collaborative 3D CAD. These features include synchronised shared 3D representation, dynamic data exchange and awareness support in 3D workspaces. The software prototype is subsequently evaluated to examine the usefulness and usability. A range of quantitative and qualitative methods is used to evaluate the impact of the Shared Stage. The results, including the analysis of collaborative interactions and user perception, illustrate that the Shared Stage is a feasible and valuable addition for real-time collaborative 3D CAD. This research identifies the issues to be addressed for collaborative design environments and also provides a new framework and development strategy of a novel real-time collaborative 3D CAD system. The framework is successfully demonstrated through prototype implementation and an analytical usability evaluation.Financial support from the Department and from the UK government through the Overseas Research Studentship Awards

    Frameworks for enhancing temporal interface behaviour through software architectural design

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    The work reported in this thesis is concerned with understanding aspects of temporal behaviour. A large part of the thesis is based on analytical studies of temporal properties and interface and architectural concerns. The main areas covered include: i. analysing long-term human processes and the impact of interruptions and delays ii. investigating how infrastructures can be designed to support synchronous fast pace activity iii.design of the Getting-to-Know (GtK) experimental notification server The work is motivated by the failure of many collaborative systems to effectively manage the temporal behaviour at the interface level, as they often assume that the interaction is taking place over fast, reliable local area networks. However, the Web has challenged this assumption and users are faced with frequent network-related delays. The nature of cooperative work increases the importance of timing issues. Collaborative users require both rapid feedback of their own actions and timely feedthrough of other actions. Although it may appear that software architectures are about the internals of system design and not a necessary concern for the user interface, internal details do show up at the surface in non-functional aspects, such as timing. The focus of this work is on understanding the behavioural aspects and how they are influenced by the infrastructure. The thesis has contributed to several areas of research: (a)the study of long-term work processes generated a trigger analysis technique for task decomposition in HCI (b)the analysis of architectures was later applied to investigate architectural options for mobile interfaces (c)the framework for notification servers commenced a design vocabulary in CSCW for the implementation of notification services, with the aim of improving design (d)the impedance matching framework facilitate both goal-directed feedthrough and awareness In particular, (c) and (d) have been exercised in the development of the GtK separable notification server

    Predicting Creativity in the Wild: Experience Sampling Method and Sociometric Modeling of Movement and Face-To-Face Interactions in Teams

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    abstract: With the rapid growth of mobile computing and sensor technology, it is now possible to access data from a variety of sources. A big challenge lies in linking sensor based data with social and cognitive variables in humans in real world context. This dissertation explores the relationship between creativity in teamwork, and team members' movement and face-to-face interaction strength in the wild. Using sociometric badges (wearable sensors), electronic Experience Sampling Methods (ESM), the KEYS team creativity assessment instrument, and qualitative methods, three research studies were conducted in academic and industry R&D; labs. Sociometric badges captured movement of team members and face-to-face interaction between team members. KEYS scale was implemented using ESM for self-rated creativity and expert-coded creativity assessment. Activities (movement and face-to-face interaction) and creativity of one five member and two seven member teams were tracked for twenty five days, eleven days, and fifteen days respectively. Day wise values of movement and face-to-face interaction for participants were mean split categorized as creative and non-creative using self- rated creativity measure and expert-coded creativity measure. Paired-samples t-tests [t(36) = 3.132, p < 0.005; t(23) = 6.49 , p < 0.001] confirmed that average daily movement energy during creative days (M = 1.31, SD = 0.04; M = 1.37, SD = 0.07) was significantly greater than the average daily movement of non-creative days (M = 1.29, SD = 0.03; M = 1.24, SD = 0.09). The eta squared statistic (0.21; 0.36) indicated a large effect size. A paired-samples t-test also confirmed that face-to-face interaction tie strength of team members during creative days (M = 2.69, SD = 4.01) is significantly greater [t(41) = 2.36, p < 0.01] than the average face-to-face interaction tie strength of team members for non-creative days (M = 0.9, SD = 2.1). The eta squared statistic (0.11) indicated a large effect size. The combined approach of principal component analysis (PCA) and linear discriminant analysis (LDA) conducted on movement and face-to-face interaction data predicted creativity with 87.5% and 91% accuracy respectively. This work advances creativity research and provides a foundation for sensor based real-time creativity support tools for teams.Dissertation/ThesisPh.D. Computer Science 201

    Privacy For Whom? A Multi-Stakeholder Exploration of Privacy Designs

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    Privacy is considered one of the fundamental human rights. Researchers have been investigating privacy issues in various domains, such as our physical privacy, data privacy, privacy as a legal right, and privacy designs. In the Human-Computer Interaction field, privacy researchers have been focusing on understanding people\u27s privacy concerns when they interact with computing systems, designing and building privacy-enhancing technologies to help people mitigate these concerns, and investigating how people\u27s privacy perceptions and the privacy designs influence people\u27s behaviors. Existing privacy research has been overwhelmingly focusing on the privacy needs of end-users, i.e., people who use a system or a product, such as Internet users and smartphone users. However, as our computing systems are becoming more and more complex, privacy issues within these systems have started to impact not only the end-users but also other stakeholders, and privacy-enhancing mechanisms designed for the end-users can also affect multiple stakeholders beyond the users. In this dissertation, I examine how different stakeholders perceive privacy-related issues and expect privacy designs to function across three application domains: online behavioral advertising, drones, and smart homes. I choose these three domains because they represent different multi-stakeholder environments with varying nature of complexity. In particular, these environments present the opportunities to study technology-mediated interpersonal relationships, i.e., the relationship between primary users (owners, end-users) and secondary users (bystanders), and to investigate how these relationships influence people\u27s privacy perceptions and their desired ways of privacy protection. Through a combination of qualitative, quantitative, and design methods, including interviews, surveys, participatory designs, and speculative designs, I present how multi-stakeholder considerations change our understandings of privacy and influence privacy designs. I draw design implications from the study results and guide future privacy designs to consider the needs of different stakeholders, e.g., cooperative mechanisms that aim to enhance the communication between primary and secondary users. In addition, this methodological approach allows researchers to directly and proactively engage with multiple stakeholders and explore their privacy perceptions and expected privacy designs. This is different from what has been commonly used in privacy literature and as such, points to a methodological contribution. Finally, this dissertation shows that when applying the theory of Contextual Integrity in a multi-stakeholder environment, there are hidden contextual factors that may alter the contextual informational norms. I present three examples from the study results and argue that it is necessary to carefully examine such factors in order to clearly identify the contextual norms. I propose a research agenda to explore best practices of applying the theory of Contextual Integrity in a multi-stakeholder environment
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