504 research outputs found

    Designing for multi-user interaction in the home environment: Implementing social translucence

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    © 2016 ACM. Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this is found in the social translucence framework, which was originally described by Erickson & Kellogg. In this paper, we investigate how to design multi-user interfaces for domestic interactive systems through two design cases where we focus on the implementation of social translucence constructs (visibility, awareness, and accountability) in the interaction. We use the resulting designs to extract design considerations: interfaces should not prescribe behavior, need to offer sufficient interaction alternatives, and previous settings need to be retrievable. We also identify four steps that can be integrated in any design process to help designers in creating interfaces that support multi-user interaction through social translucence

    Virtual reality-based cloud BIM platform for integrated AEC projects

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    Building Information Modelling (BIM) has demonstrated the need for integrating collaborative design teams’ “project data”, to not only help coordinate the design, engineering, fabrication, construction, and maintenance of various trades, but also facilitate project integration and interchange. Numerous potential benefits have inspired several countries to consider the implications of implementing BIM Level 3 (Cloud) as an innovative way of further enhancing the design, management and delivery process, ergo - a paradigm shift towards Integrated Project Delivery (IPD). Amongst the myriad of the available innovative approaches, web-based platforms are particularly beneficial for integrating visualisation components to give continuous sharing of relevant information for geographically dispersed end users. This study presents a game environment supported by a web-based Virtual Reality cloud platform for integrated AEC projects. This paper further explains the adapted Unified-Software-Development-Process of specifying this cloud computing platform, which employed iterative phases of Elaboration, Construction and Transition. This study presents new understanding and insight into the causal drivers and influences associated with successful decision-making design in non-collocated design teams. Research findings form a stepping-stone for developing new relationship models in collaborative environments, particularly gaming interfaces

    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

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems

    Better Together: Disaggregating Mobile Services for Emergent Users

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    How Much Method-in-Use Matters? A Case Study of Agile and Waterfall Software Projects and their Design Routine Variation

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    Development methods are rarely followed to the letter, and, consequently, their effects are often in doubt. At the same time, information systems scholars know little about the extent to which a given method truly influences software design and its outcomes. In this paper, we approach this gap by adopting a routine lens and using a novel methodological approach. Theoretically, we treat methods as (organizational) ostensive routine specifications and deploy routine construct as a feasible unit of analysis to analyze the effects of a method on actual, “performed” design routines. We formulated a research framework that identifies method, situation fitness, agency, and random noise as main sources of software design routine variation. Empirically, we applied the framework to examine the extent to which waterfall and agile methods induce variation in software design routines. We trace-enacted design activities in three software projects in a large IT organization that followed an object-oriented waterfall method and three software projects that followed an agile method and then analyzed these traces using a mixed-methods approach involving gene sequencing methods, Markov models, and qualitative content analysis. Our analysis shows that, in both cases, method-induced variation using agile and waterfall methods accounts for about 40% of all activities, while the remaining 60% can be explained by a designer’s personal habits, the project’s fitness conditions, and environmental noise. Generally, the effect of method on software design activities is smaller than assumed and the impact of designer and project conditions on software processes and outcomes should thus not be understated

    A systematic technology evaluation and selection method for computer-supported collaborative design

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    Design is a global activity. It requires collaboration between individuals across borders and beyond barriers. Modern global design is achieved using computer technologies that support many activities of a design process. However, merely supporting design does not guarantee that it is a successful endeavour. The requirements of computer-supported collaborative design are abstract. They are influenced by human-to-human interaction and/or human to computer interaction. As our society moves towards faster communication technologies and a higher number of collaborative technologies available, the need to evaluate the available tools and select the best tool at the appropriate time of the design process is becoming more compelling. If the best tools are not identified, there are missed opportunities for productivity, impacting team communication, cooperation, coordination, and collaboration. Student designers at University have experienced an observable change in technology use within their personal and academic lives. The proliferation of Web 2.0 technologies and the spread of social media, social network sites and mobile technologies have impacted how students socialise and engage in group project work. However, it is unclear if these technologies support or hinder the design process. This behaviour change has led to a motivation to understand the use of technologies to support Computer-Supported Collaborative Design teamwork. This research intended to support Computer-Supported Collaborative Design teamwork by defining the requirements of Computer-Supported Collaborative Design, the technologies which can be used to support Computer-Supported Collaborative Design, the technology functionalities which these technologies feature, and to use this knowledge to systematically evaluate and select the appropriate technology to use for any given collaborative situation. The outcomes of this research documented within this thesis became the development of a systematic and automated method to allow engineering design teams to evaluate technologies based on the existing knowledge of the requirements of Computer Supported Collaborative Design and select which technologies would best support their group design activities. This technology evaluation and selection method was achieved by the creation of the Computer-Supported Collaborative Design matrix, a tool which enables the evaluation of technologies against Computer-Supported Collaborative Design requirements; the creation of an auto-population method for the tool supporting consistency and efficiency of using the method; and the development of an education programme to ensure the correct use of the Computer-Supported Collaborative Design matrix. The Computer-Supported Collaborative Design matrix can be used to support the assessment and selection of technology for use in Computer-Supported Collaborative Design projects by engineering design teams in an educational environment. The tool has been evaluated through demonstration of use for a class and implementation within a class environment. Beyond the Computer-Supported Collaborative Design matrix as a tool, a robust and systematic method of creating the tool has been documented, which is the first step towards broader use of the tool.Design is a global activity. It requires collaboration between individuals across borders and beyond barriers. Modern global design is achieved using computer technologies that support many activities of a design process. However, merely supporting design does not guarantee that it is a successful endeavour. The requirements of computer-supported collaborative design are abstract. They are influenced by human-to-human interaction and/or human to computer interaction. As our society moves towards faster communication technologies and a higher number of collaborative technologies available, the need to evaluate the available tools and select the best tool at the appropriate time of the design process is becoming more compelling. If the best tools are not identified, there are missed opportunities for productivity, impacting team communication, cooperation, coordination, and collaboration. Student designers at University have experienced an observable change in technology use within their personal and academic lives. The proliferation of Web 2.0 technologies and the spread of social media, social network sites and mobile technologies have impacted how students socialise and engage in group project work. However, it is unclear if these technologies support or hinder the design process. This behaviour change has led to a motivation to understand the use of technologies to support Computer-Supported Collaborative Design teamwork. This research intended to support Computer-Supported Collaborative Design teamwork by defining the requirements of Computer-Supported Collaborative Design, the technologies which can be used to support Computer-Supported Collaborative Design, the technology functionalities which these technologies feature, and to use this knowledge to systematically evaluate and select the appropriate technology to use for any given collaborative situation. The outcomes of this research documented within this thesis became the development of a systematic and automated method to allow engineering design teams to evaluate technologies based on the existing knowledge of the requirements of Computer Supported Collaborative Design and select which technologies would best support their group design activities. This technology evaluation and selection method was achieved by the creation of the Computer-Supported Collaborative Design matrix, a tool which enables the evaluation of technologies against Computer-Supported Collaborative Design requirements; the creation of an auto-population method for the tool supporting consistency and efficiency of using the method; and the development of an education programme to ensure the correct use of the Computer-Supported Collaborative Design matrix. The Computer-Supported Collaborative Design matrix can be used to support the assessment and selection of technology for use in Computer-Supported Collaborative Design projects by engineering design teams in an educational environment. The tool has been evaluated through demonstration of use for a class and implementation within a class environment. Beyond the Computer-Supported Collaborative Design matrix as a tool, a robust and systematic method of creating the tool has been documented, which is the first step towards broader use of the tool
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