36,089 research outputs found
Collaborative Practices that Support Creativity in Design
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
Harnessing Collaborative Technologies: Helping Funders Work Together Better
This report was produced through a joint research project of the Monitor Institute and the Foundation Center. The research included an extensive literature review on collaboration in philanthropy, detailed analysis of trends from a recent Foundation Center survey of the largest U.S. foundations, interviews with 37 leading philanthropy professionals and technology experts, and a review of over 170 online tools.The report is a story about how new tools are changing the way funders collaborate. It includes three primary sections: an introduction to emerging technologies and the changing context for philanthropic collaboration; an overview of collaborative needs and tools; and recommendations for improving the collaborative technology landscapeA "Key Findings" executive summary serves as a companion piece to this full report
Science Hackathons for Cyberphysical System Security Research: Putting CPS testbed platforms to good use
A challenge is to develop cyber-physical system scenarios that reflect the
diversity and complexity of real-life cyber-physical systems in the research
questions that they address. Time-bounded collaborative events, such as
hackathons, jams and sprints, are increasingly used as a means of bringing
groups of individuals together, in order to explore challenges and develop
solutions. This paper describes our experiences, using a science hackathon to
bring individual researchers together, in order to develop a common use-case
implemented on a shared CPS testbed platform that embodies the diversity in
their own security research questions. A qualitative study of the event was
conducted, in order to evaluate the success of the process, with a view to
improving future similar events
On the complexity of collaborative cyber crime investigations
This article considers the challenges faced by digital evidence specialists when collaborating with other specialists and agencies in other jurisdictions when investigating cyber crime. The opportunities, operational environment and modus operandi of a cyber criminal are considered, with a view to developing the skills and procedural support that investigators might usefully consider in order to respond more effectively to the investigation of cyber crimes across State boundaries
Workplace Surfaces as Resource for Social Interactions
Space and spatial arrangements play an important role in our everyday social interactions. The way we use and manage our surrounding space is not coincidental, on the contrary, it reflects the way we think, plan and act. Within collaborative contexts, its ability to support social activities makes space an important component of human cognition in the post-cognitive era. As technology designers, we can learn a lot by rigorously understanding the role of space for the purpose of designing collaborative systems. In this paper, we describe an ethnographic study on the use of workplace surfaces in design studios. We introduce the idea of artful surfaces. Artful surfaces are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. Using examples from our fieldwork, we show that artful surfaces have both functional and inspirational characteristics. We indentify four types of artful surfaces: personal, shared, project-specific and live surfaces. We believe that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work
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User roles in asynchronous distributed collaborative idea generation
This paper presents the findings of an exploratory study within a real-life context that investigates participant behaviour and emergent user roles in asynchronous distributed collaborative idea generation by a defined community of users. In the study, a high-fidelity prototype of an online virtual ideas room was built and used by a Community of Interest consisting of representatives from 10 different voluntary organisations spread across Denmark. The study revealed five user roles, which the authors propose that future asynchronous distributed collaborative idea generation platforms should consider
Creative idea exploration within the structure of a guiding framework : the card brainstorming game
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
How do interactive tabletop systems influence collaboration?
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the āāaround-the-tableāā form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and usersā subjective experience. The āāaroundthe-tableāā form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task
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