2,830 research outputs found

    A review of the empirical studies of computer supported human-to-human communication

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    This paper presents a review of the empirical studies of human-to-human communication which have been carried out over the last three decades. Although this review is primarily concerned with the empirical studies of computer supported human-to-human communication, a number of studies dealing with group work in non-computer-based collaborative environments, which form the basis of many of the empirical studies of the recent years in the area of CSCW, are also discussed. The concept of person and task spaces is introduced and then subsequently used to categorise the large volume of studies reported in this review. This paper also gives a comparative analysis of the findings of these studies, and draws a number of general conclusions to guide the design and evaluation of future CSCW systems

    Preserving Communication Context. Virtual workspace and interpersonal space in Japanese CSCW.

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    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

    A Learning Perspective on Groupware Implementation

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    We propose to look at the implementation of groupware from a learning perspective. In this paper we motivate this view and outline our research model. Research questions of the project are: What are the influential characteristics of learning for the implementation of groupware? And: how can this implementation process be improved

    Ground Rules in Team Projects: Findings from a Prototype System to Support Students

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    Student team project work in higher education is one of the best ways to develop team working skills at the same time as learning about the subject matter. As today’s students require the freedom to learn at times and places that better match their lifestyles, there is a need for any support for team project work to be also available online. Team working requires that the task roles as well as the maintenance roles are taken into consideration, in that social interactions are just as important as carrying out the tasks of the project. The literature indicates that groupware, whilst effective in supporting the task roles, provides limited support for the maintenance roles of team working in the work place. As groupware was not specifically designed for student team working, it provides limited support for maintenance roles in student team projects. Virtual learning environments similarly provide support for completing the task roles. Many researchers have found that students experience difficulties with their team project work that reduce the perceived benefits of working in a team. It is proposed that helping students to agree on ground rules at the start of a project will improve team cohesion. This paper describes the implementation and evaluation of a prototype system to help students to agree on ground rules as they start their team projects. The system was tested with teams of students carrying out information systems team projects, using an interpretive case study research approach. In this case the teams had the additional problem of being composed of students from across three years of their undergraduate degree programmes, so they did not always have prior knowledge of each other’s preferences. We were trying to establish how useful this software tool would be to these student teams, in starting their project work. The findings showed that some of the student teams did find the ground rules function useful, but the team leaders were the ones who most appreciated its potential. The students may use the outputs in very different ways, but even just looking at the ground rules appeared to get team members thinking about their expectations for team working. Student teams do not often start by thinking about norms, but this study shows a positive benefit of encouraging teams to agree on ground rules at the start of their projects

    The Role of Group Learning in Implementation of a Personnel Management System in a Hospital

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    A new HR system was introduced in a Dutch hospital. The system implied collaborative work among its users. The project planning seemed to be reasonably straightforward: the system's introduction was intended to take place gradually, including pilots in different departments and appropriate feedback. After some time, the system was successfully adopted by one group of users, but failed with another. We conceptualize the implementation process of groupware as group learning to frame the adoption of the system, and analyze the qualitative data collected during the longitudinal case study. We found that in the user group with strong group learning, adoption of the system occurred effectively and on time. In another user group with rather weak group learning, the use of the system was blocked after a short time. The results provided a first confirmation of our assumption about the importance of group learning processes in the implementation of groupware

    Student teamwork: developing virtual support for team projects

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    In the 21st century team working increasingly requires online cooperative skills as well as more traditional skills associated with face to face team working. Virtual team working differs from face to face team working in a number of respects, such as interpreting the alternatives to visual cues, adapting to synchronous communication, developing trust and cohesion and cultural interpretations. However, co-located student teams working within higher education can only simulate team working as it might be experienced in organisations today. For example, students can learn from their mistakes in a non-threatening environment, colleagues tend to be established friends and assessing teamwork encourages behaviour such as “free-riding”. Using a prototyping approach, which involves students and tutors, a system has been designed to support learners engaged in team working. This system helps students to achieve to their full potential and appreciate issues surrounding virtual teamwork. The Guardian Agent system enables teams to allocate project tasks and agree ground rules for the team according to individuals’ preferences. Results from four cycles of its use are presented, together with modifications arising from iterations of testing. The results show that students find the system useful in preparing for team working, and have encouraged further development of the system

    The nature of virtual communities

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    The impressive development of electronic communication techniques has given rise to virtual\ud communities. The nature of these computer-mediated communities has been the subject of much recent\ud debate. Are they ordinary social groups in electronic form, or are they fundamentally different from\ud traditional communities? Understanding virtual communities seems a prerequisite for the design of better\ud communication systems. To clarify this debate, we will resort to the classical sociological distinction\ud between small traditional communities (based on personal relations) and modern social groups (bound by\ud looser, more impersonal links). We will argue that the discussion about virtual communities is often\ud vitiated by a simplistic assimilation to traditional communities, whereas they may be in fact quite different\ud and much more impersonal. Virtual communities are often bound by reference to common objects or\ud goals, and not by personal relations. In this respect, virtual communities are just another example of a\ud long-term evolution of modern society toward more abstract social relationships

    Managing Knowledge in a Distributed Decision Making Context

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    This paper considers the role of electronic communication in the creation and distribution of knowledge, and in particular, the creation and sharing of personalised knowledge. Personalised knowledge or "intellectual capital" is perhaps a least understood but most important asset of modern organisations. This paper reveals the creation and sharing of personalised knowledge in a network organisation. The network organisation investigated in this paper relies on electronic communication in a distributed decision making context to leverage the skills and intellect of its key professionals. This paper investigates electronic group meetings that take place on this electronic social space to analyse key processes of knowledge creation. Implications for managing distributed personalised knowledge are discussed and conclusions drawn with respect to the key decision support systems functionalities required for managing knowledge in situations where decision making is distributed and takes place on an electronic social space.Personalised Knowledge;c entrality;communication infrastructure;distributed decision support;electronic social space;prestige
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