24,854 research outputs found

    Supporting Computer-supported collaborative work (CSCW) in conceptual design

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    In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging “themes” are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of “grounding – mutual understanding” and “support creativity” complement findings from other research, while important themes associated with “near-synchrony” have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment

    Into the future : inspiring and stimulating users\u27 creativity

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    This paper proposes a new approach to engaging and stimulating users in the requirements analysis process when developing a new information system &ndash; an ICT innovation for business. The approach is based on a synthesis of a constructivist learning theory and a creativity education theory. In contrast to previous approaches in which the systems analyst elicits requirements from the user, in the proposed approach, the user is engaged and stimulated to become a proactive and creative learner in the process of identifying and discovering their business problem as well as exploring opportunities to apply ICT innovations to solve the problem.Two experiential digital simulations are described as a proof of concept to demonstrate the proposed approach a learning environment. Learning from the case study suggests that both systems analyst and business users can be stimulated to be active learners in their discovery of problem, creative ideas and problem solutions in requirements elicitation and discovery.<br /

    Data mining and fusion

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    Measuring the collective intelligence education index

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    War games and sports games always seek glory and excellence in an environment where participants enjoy what they do. Success is guaranteed in the degree of effective collaboration and coordination within the team members, as well as the strategy used by teams, such games or war strategies are generated since the birth of humanity. In this sense, the following questions emerge in the field of education: Is it possible to design learning activities that use this principle applied to collaborative work in the classroom? Which are the conditions of application of team competition strategy using ICT tools and how to measure it? This research explores the application of a web tool called Choose the Best (CTB). CTB implements a strategy that fosters competitiveness among the teams of a class, as well as the coordination and collaboration within the same, these types of strategies contribute to the development of Collective Intelligence levels. It's measured through a group of implemented metrics. Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, CTB is a tool that could become an effective way to measuring the group's performance according to Collective Intelligence paradigms.Postprint (author's final draft

    Impacts of team virtuality on performance : a qualitative study.

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    Recent studies on virtual teams reveal that team virtuality varies in a continuum and may take different levels. Different levels of virtuality have considerable impacts on team processes and management as they imply several characteristics concerning communication dynamics and interaction styles, which change when shifting from one level to another. The purpose of this paper is to assess how the variability of team virtuality influences team performance. A multidimensional approach to evaluate virtuality was elaborated to identify changing performance variables at each level. The performance variables retained with relevance to the context study are: output quality, team members` satisfaction, and team processes. A qualitative study was conducted on 6 virtual teams composed of 4 students involved in on-line master degrees at a French university. The results show that performance measures are differently influenced by virtuality level. Although output quality seems not to be related to team virtuality, effective team processes and members’ satisfaction are associated with low virtuality levels. Ineffective processes were found in high virtuality teams, however positive dynamics and tem spirit characterise low virtuality teams.TĂ©lĂ©travail; Virtual team performance; Team processes; performance; Equipes virtuelles; E-management; Telework;

    Design thinking and innovation: synthesising concepts of knowledge co-creation in spaces of professional development

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    This paper explores how design thinking connects to concepts of knowledge creation and innovation. A case study of a knowledge sharing network in the social services sector is used to illustrate how design thinking supports Ba, the spaces for knowledge creation. Further exploration of the four enabling conditions for Ba resulted in delineation of two distinct types: relational and structural. Relational enablers support three groups of enabling conditions: interaction, shared values and communication. It is proposed that design thinking aligns well with relational enabling conditions for Ba to create the ideal spaces for knowledge creation. The group of structural enablers can assist or obstruct change and relate to the culture and management approaches of an organization, which may or may not be assisted by design thinking. However, to ensure that design thinking is not undermined, and innovation is achieved, the presence of an appropriate structural enabler is critical for success

    What are communities of practice? A comparative review of four seminal works

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    This paper is a comparative review of four seminal works on communities of practice. It is argued that the ambiguities of the terms community and practice are a source of the concept's reusability allowing it to be reappropriated for different purposes, academic and practical. However, it is potentially confusing that the works differ so markedly in their conceptualizations of community, learning, power and change, diversity and informality. The three earlier works are underpinned by a common epistemological view, but Lave and Wenger's 1991 short monograph is often read as primarily about the socialization of newcomers into knowledge by a form of apprenticeship, while the focus in Brown and Duguid's article of the same year is, in contrast, on improvising new knowledge in an interstitial group that forms in resistance to management. Wenger's 1998 book treats communities of practice as the informal relations and understandings that develop in mutual engagement on an appropriated joint enterprise, but his focus is the impact on individual identity. The applicability of the concept to the heavily individualized and tightly managed work of the twenty-first century is questionable. The most recent work by Wenger – this time with McDermott and Snyder as coauthors – marks a distinct shift towards a managerialist stance. The proposition that managers should foster informal horizontal groups across organizational boundaries is in fact a fundamental redefinition of the concept. However it does identify a plausible, if limited, knowledge management (KM) tool. This paper discusses different interpretations of the idea of 'co-ordinating' communities of practice as a management ideology of empowerment
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