1,349 research outputs found

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

    Full text link
    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/

    Co-creating a Transdisciplinary Map of Technology-mediated Harms, Risks and Vulnerabilities: Challenges, Ambivalences and Opportunities

    Full text link
    The phrase "online harms" has emerged in recent years out of a growing political willingness to address the ethical and social issues associated with the use of the Internet and digital technology at large. The broad landscape that surrounds online harms gathers a multitude of disciplinary, sectoral and organizational efforts while raising myriad challenges and opportunities for the crossing entrenched boundaries. In this paper we draw lessons from a journey of co-creating a transdisciplinary knowledge infrastructure within a large research initiative animated by the online harms agenda. We begin with a reflection of the implications of mapping, taxonomizing and constructing knowledge infrastructures and a brief review of how online harm and adjacent themes have been theorized and classified in the literature to date. Grounded on our own experience of co-creating a map of online harms, we then argue that the map -- and the process of mapping -- perform three mutually constitutive functions, acting simultaneously as method, medium and provocation. We draw lessons from how an open-ended approach to mapping, despite not guaranteeing consensus, can foster productive debate and collaboration in ethically and politically fraught areas of research. We end with a call for CSCW research to surface and engage with the multiple temporalities, social lives and political sensibilities of knowledge infrastructures.Comment: 21 pages, 8 figures, to appear in The 26th ACM Conference On Computer-Supported Cooperative Work And Social Computing. October 13-18, 2023. Minneapolis, MN US

    A multi-agent approach for design consistency checking

    Get PDF
    The last decade has seen an explosion of interest to advanced product development methods, such as Computer Integrated Manufacture, Extended Enterprise and Concurrent Engineering. As a result of the globalization and future distribution of design and manufacturing facilities, the cooperation amongst partners is becoming more challenging due to the fact that the design process tends to be sequential and requires communication networks for planning design activities and/or a great deal of travel to/from designers' workplaces. In a virtual environment, teams of designers work together and use the Internet/Intranet for communication. The design is a multi-disciplinary task that involves several stages. These stages include input data analysis, conceptual design, basic structural design, detail design, production design, manufacturing processes analysis, and documentation. As a result, the virtual team, normally, is very changeable in term of designers' participation. Moreover, the environment itself changes over time. This leads to a potential increase in the number of design. A methodology of Intelligent Distributed Mismatch Control (IDMC) is proposed to alleviate some of the related difficulties. This thesis looks at the Intelligent Distributed Mismatch Control, in the context of the European Aerospace Industry, and suggests a methodology for a conceptual framework based on a multi-agent architecture. This multi-agent architecture is a kernel of an Intelligent Distributed Mismatch Control System (IDMCS) that aims at ensuring that the overall design is consistent and acceptable to all participating partners. A Methodology of Intelligent Distributed Mismatch Control is introduced and successfully implemented to detect design mismatches in complex design environments. A description of the research models and methods for intelligent mismatch control, a taxonomy of design mismatches, and an investigation into potential applications, such as aerospace design, are presented. The Multi-agent framework for mismatch control is developed and described. Based on the methodology used for the IDMC application, a formal framework for a multi-agent system is developed. The Methods and Principles are trialed out using an Aerospace Distributed Design application, namely the design of an A340 wing box. The ontology of knowledge for agent-based Intelligent Distributed Mismatch Control System is introduced, as well as the distributed collaborative environment for consortium based projects

    You can't always sketch what you want: Understanding Sensemaking in Visual Query Systems

    Full text link
    Visual query systems (VQSs) empower users to interactively search for line charts with desired visual patterns, typically specified using intuitive sketch-based interfaces. Despite decades of past work on VQSs, these efforts have not translated to adoption in practice, possibly because VQSs are largely evaluated in unrealistic lab-based settings. To remedy this gap in adoption, we collaborated with experts from three diverse domains---astronomy, genetics, and material science---via a year-long user-centered design process to develop a VQS that supports their workflow and analytical needs, and evaluate how VQSs can be used in practice. Our study results reveal that ad-hoc sketch-only querying is not as commonly used as prior work suggests, since analysts are often unable to precisely express their patterns of interest. In addition, we characterize three essential sensemaking processes supported by our enhanced VQS. We discover that participants employ all three processes, but in different proportions, depending on the analytical needs in each domain. Our findings suggest that all three sensemaking processes must be integrated in order to make future VQSs useful for a wide range of analytical inquiries.Comment: Accepted for presentation at IEEE VAST 2019, to be held October 20-25 in Vancouver, Canada. Paper will also be published in a special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG) IEEE VIS (InfoVis/VAST/SciVis) 2019 ACM 2012 CCS - Human-centered computing, Visualization, Visualization design and evaluation method

    Occasional Groups in Crowdsourcing Platforms

    Get PDF
    Contributors to online crowdsourcing systems generally work independently on pieces of the product but in some cases, task interdependencies may require collaboration to develop a final product. These collaborations though take a distinctive form because of the nature of crowdsourced work. Collaboration may be implicit instead of explicit. Individuals engaged in a group conversation may not stay with the group for long, i.e., the group is an ``occasional group.\u27\u27 Occasional group interactions are often not well supported by systems, as they are not designed for team work. This dissertation examines the characteristics and work of occasional groups in the Gravity Spy citizen science project. Occasional groups in this system form to reach agreement about the description of novel categories of data that volunteers identify in the system. The author first employed virtual ethnography over six months to investigate volunteers\u27 interactions and to identify features of the occasional groups in this setting. Most groups were transient, interacting only for a short time to develop one product, but a few worked together repeatedly.To describe the overall process of finding new categories brings individuals to work together, the author interviewed nine active volunteers about their work practices. Volunteers individually or collectively use tools such as hashtags, collections and a search tool to identify examples of a new category and to agree on a name and description. Finally, the author investigated the details of the processes of developing proposals for four new categories over three years. She employed virtual and trace ethnography to collect messages from several discussion threads and boards to identify the analytical moves made by occasional group members in developing a new category. Volunteers would speculate on a new pattern and its causes, discuss how different categories are related and split or merge descriptions. They employed techniques such as detailed descriptions of data to create common ground, @-mention of other volunteers to increase the visibility of their work to each other and use of the category proposal as a vehicle to coordinate their actions. Findings contribute to the group literature by recognizing that groups with no formal formation and work processes are capable of doing work that would not otherwise be possible. The results advance our understanding of group categorization literature by showing how the analytical moves are different when group members work occasionally. The thesis also provides some suggestions for better support of occasional groups in crowdsourcing platforms

    A Taxonomy of Variability in Web Service Flows

    Get PDF
    The combination of Software Product Lines (SPL) and Service-Oriented Architectures (SOA) development practices is expected to become a new development paradigm maximizing reuse and business integration. However, multiples issues must be still addressed in order to clarify the connections between both fields. One of the key questions to answer is how SPL practices can be used to support serviceoriented applications. in this context, identifying and managing the points of variability in composite Web services emerges as an inevitable step for making possible such integration. in this position paper we give a first step toward such direction by introducing a comprehensible overview of the main variability points in Web service flows.Ministerio de Educación y Ciencia TIN2006-0047
    • …
    corecore