1,274 research outputs found

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    The Sensible Organization: A New Agenda for IS Research

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    IS research and practice does not adequately address modern organizational forms of flatter hierarchies; decentralized decision-making, greater capacity for tolerance of ambiguity, permeable internal and external boundaries, capacity for renewal, self-organizing units, self-integrating coordination mechanisms and continual change. The important challenge for IS is to determine what sort of organizational forms, structures and systems are most appropriate to meet the demands of the current and foreseeable environment. We argue that this challenge can be met through a new agenda for IS based on the concept of the ‘sensible organization’. Our argument is grounded in evidence drawn from the findings of a number of our empirical studies. We conclude that the new agenda for IS needs to targets the agile, social and networked organization, in the context of its chaotic, complex environment, in order to support knowledge work practices that integrate thinking and doing

    Analyzing interactions in a healthcare network: first step for the design of a flexible information system

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    Healthcare network is an emergent organization mode which we were able to observe via RPM (“RĂ©seau PĂŽle MĂ©moire” in French, which means memory pole network), dedicated to the medicopsycho- social coverage of people suffering from memory confusions. We define this collective as a community of action and we describe its functioning in order to suggest computer features allowing to support cooperative work between the professionals engaged in this network. In this article, we first position our work towards other researches on computer-supported medical activities. Then, we present RPM and suggest an analysis framework. We expose our first results after one year of observation, and we finally suggest improvements of the design of the cooperative information system

    Socio-Informatics

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    Contents Editorial Thematic Focus: Socio-Informatics Introduction to the Thematic Focus “Socio-Informatics” / Claudia MĂŒller Digitalisation in Small German Metal-Working Companies. Appropriation of Technology in a “Traditional” Industrial Domain / Bernhard Nett, Jennifer Bönsch Travelling by Taxi Brousse in Madagascar: An Investigation into Practices of Overland Transportation / Volker Wulf, Kaoru Misaki, Dave Randall, and Markus Rohde Mobile and Interactive Media in the Store? Design Case Study on Bluetooth Beacon Concepts for Food Retail / Christian Reuter, Inken Leopold Facebook and the Mass Media in Tunisia / Konstantin Aal, MarĂ©n Schorch, Esma Ben Hadj Elkilani, Volker Wulf Book Review Symposium Charles Goodwin Charles Goodwin’s Co-Operative Action: The Idea and the Argument / Erhard SchĂŒttpelz, Christian Meyer Multi-Modal Interaction and Tool-Making: Goodwin’s Intuition / Christian Meyer, Erhard SchĂŒttpelz Co-Operation is a Feature of Sociality, not an Attribute of People : “We inhabit each other’s actions.” (Goodwin, cover) / Jutta Wiesemann, Klaus Amann The Making of the World in Co-Operative Action. From Sentence Construction to Cultural Evolution / JĂŒrgen Streeck On Goodwin and his Co-Operative Action / Jörg R. Bergman

    It Takes Two to Negotiate: Modeling Social Exchange in Online Multiplayer Games

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    Online games are dynamic environments where players interact with each other, which offers a rich setting for understanding how players negotiate their way through the game to an ultimate victory. This work studies online player interactions during the turn-based strategy game, Diplomacy. We annotated a dataset of over 10,000 chat messages for different negotiation strategies and empirically examined their importance in predicting long- and short-term game outcomes. Although negotiation strategies can be predicted reasonably accurately through the linguistic modeling of the chat messages, more is needed for predicting short-term outcomes such as trustworthiness. On the other hand, they are essential in graph-aware reinforcement learning approaches to predict long-term outcomes, such as a player's success, based on their prior negotiation history. We close with a discussion of the implications and impact of our work. The dataset is available at https://github.com/kj2013/claff-diplomacy.Comment: 28 pages, 11 figures. Accepted to CSCW '24 and forthcoming the Proceedings of ACM HCI '2

    Tokens Matter

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    During the global pandemic, information workers were abruptly forced to engage in virtual work. This paper reports on an experiment seeking to formalize the formalization of small team coordination at London Blockchain Lab through the use of blockchain-supported tokenization. The Web3 organizing vision promotes the technology as an enabler of new ways for individuals and organizations to engage in the transparent exchange of scarce digital rights. However, little attention has been paid to the use of blockchain technologies to coordinate distributed collaborative activities. This paper seeks to understand the viability of this vision amongst a community of expected early adopters through design experimentation resulting in interview data. The study points towards the significant gap between the Web3 vision and the problems of realizing this in practice. This highlights fundamental barriers to using blockchain for team collaboration while also pointing toward its potential. Even the most willing and able find it hard to turn code into law through tokenizing collaboration

    Collaborative video editing

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    Samarbeid i videoredigering Denne avhandlingen tar opp fÞlgende spÞrsmÄl: Hvordan kan vi stÞtte samarbeid i videoredigering? I ulike anvendelsesomrÄder, som skriving og design, er bruk av samarbeidsverktÞy utbredt. Likevel er programvare for videoredigering i hovedsak utviklet for individuell bruk. Videoredigering bÞr forstÄs som en sosial aktivitet og blir i profesjonelle sammenhenger ofte utfÞrt som et samarbeid mellom ulike aktÞrer. Basert pÄ intervjuer og designverksteder, undersÞker denne avhandlingen hvordan videoredigerere samarbeider og utforsker mulighetsrommet for Ä stÞtte samarbeid i videoredigering gjennom design av nye lÞsninger. I tre studier undersÞker denne avhandlingen videoredigering fra tre perspektiver. FÞrst undersÞker den samarbeidspraksiser blant profesjonelle videoredigerere og identifiserer ulike strategier og sosiale mekanismer som brukes for Ä oppnÄ enighet mellom aktÞrene som er involvert i videoproduksjon. Denne fÞrste studien identifiserer ni temaer som beskriver hvordan videoredigerere hÄndterer usikkerhet og oppnÄr enighet, spesielt gjennom organisatoriske mekanismer, dokumentasjon og ikoniske referanser. Studien foreslÄr ogsÄ tre ulike retninger for design av nye lÞsninger for Ä stÞtte samarbeid i videoredigering. Det andre studiet undersÞker videoproduksjon fra et organisatorisk perspektiv, med fokus pÄ en pÄgÄende overgang til distribuert arbeid og dets innvirkning pÄ videoproduksjon. Den andre studien skisserer de kortsiktige og langsiktige implikasjonene av Ä innfÞre distribuerte arbeidsformer i TV-produksjonsorganisasjoner under COVID-19-pandemien. Den siste studien ser pÄ samarbeid i videoredigering som et designproblem og presenterer designideer for hvordan man kan stÞtte et slikt samarbeid. I tillegg peker denne studien pÄ utfordringer som kan vÊre til hinder for innfÞringen av nye videoredigeringsverktÞy som skal stÞtte samarbeid. Ved Ä sammenstille resultatene fra de tre studiene, samt analysere tidligere forskning og eksisterende videoredigeringsverktÞy, identifiserer avhandlingen tre designtilnÊrminger for Ä stÞtte samarbeid i videoredigeringsprogramvare: holistisk, skreddersydd og konfigurerbar. Selv om disse tilnÊrmingene diskuteres med tanke pÄ samarbeid i videoredigeringspraksiser, kan de tilby et bredere analytisk rammeverk for Ä vurdere utformingen av samarbeidsverktÞy ogsÄ for andre anvendelsesomrÄder.This thesis addresses the following question: how can collaboration be supported in video editing? In many domains, such as writing and design, collaborative tools have become common and widespread. However, video-editing software is still predominantly designed for solo users. Nevertheless, video editing is a social activity that, in a professional setting, often involves various people working together. Based on interviews and design workshops, this thesis investigates the collaborative practices of video editors and explores the design space of collaborative video editing. In three studies, this thesis looks at video editing from three angles. First, it investigates the collaborative practices of video editors and identifies the strategies and social mechanisms they employ to reach agreements with various parties involved in the videoproduction process. The first study identifies nine themes that characterise the ways video editors manage uncertainties and reach agreements, particularly through organisational mechanisms, documentation, and iconic referencing. The study also suggests three design paths to explore further. Second, it examines video production from an organisational point of view, focusing on the recent shift towards remote work and its impact on video production. The second study delineates the short-term and long-term implications of adopting remote work in TV production organisations during the COVID-19 pandemic. Third, it approaches collaborative video editing as a design problem and offers design ideas to enhance collaboration. Additionally, it uncovers challenges that might impede the adoption of new collaborative video-editing tools. In synthesising the results of the three studies, as well as analysing previous research and existing video-editing tools, this thesis identifies three design approaches for supporting collaboration in video-editing software: holistic, tailored, and configurable. While discussed in the context of collaborative video editing, these approaches offer a broader analytical framework for considering the design of collaborative production tools.Doktorgradsavhandlin

    From users to citizens: Some thoughts on designing for polity and civics

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    This paper presents an essay aimed at prompting broad discussion crucial in keeping the interaction design discourse fresh, critical, and in motion. We trace the changing role of people who have advanced from consumers to producers, from stationary office workers to mobile urban nomads, from passive members of the plebs to active instigators of change. Yet, interaction designers often still refer to them only as ‘users.’ We follow some of the historic developments from the information superhighway to the smart city in order to provide the backdrop in front of which we critically analyse three core areas. First, the issue of echo chambers and filter bubbles in social media results in a political polarisation that jeopardises the formation of a functioning public sphere. Second, pretty lights and colourful façades in media architecture are increasingly making way for situated installations and interventions fostering community engagement. And third, civic activism is often reduced to forms of slacktivism. We synthesise our discussion to propose ‘citizen-ability’ as an alternative goal for interaction designers to aspire to in order to create new polities and civics for a better quality of life
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