45,668 research outputs found

    Supporting ethnographic studies of ubiquitous computing in the wild

    Get PDF
    Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild

    Getting It on Record: Issues and Strategies for Ethnographic Practice in Recording Studios

    Get PDF
    The recording studio has been somewhat neglected as a site for ethnographic fieldwork in the field of ethno-musicology and, moreover, the majority of published studies tend to overlook the specific concerns faced by the researcher within these contexts. Music recording studios can be places of creativity, artistry, and collaboration, but they often also involve challenging, intimidating, and fractious relations. Given that recording studios are, first and foremost, concerned with documenting musicians’ performances, we discuss the concerns of getting studio interactions “on record” in terms of access, social relations, and methods of data collection. This article reflects on some of the issues we faced when conducting our fieldwork within British music recording facilities and makes suggestions based on strategies that we employed to address these issues

    Using Technology Enabled Qualitative Research to Develop Products for the Social Good, An Overview

    Get PDF
    This paper discusses the potential benefits of the convergence of three recent trends for the design of socially beneficial products and services: the increasing application of qualitative research techniques in a wide range of disciplines, the rapid mainstreaming of social media and mobile technologies, and the emergence of software as a service. Presented is a scenario facilitating the complex data collection, analysis, storage, and reporting required for the qualitative research recommended for the task of designing relevant solutions to address needs of the underserved. A pilot study is used as a basis for describing the infrastructure and services required to realize this scenario. Implications for innovation of enhanced forms of qualitative research are presented

    Co-ordinating distributed knowledge: An investigation into the use of an organisational memory

    Get PDF
    This paper presents an ethnographically informed investigation into the use of an organisational memory, focusing in particular on how information was used in the performance of work. We argue that understanding how people make use of distributed knowledge is crucial to the design of an organisational memory. However, we take the perspective that an ‘organisational memory’ is not technology dependant, but is an emergent property of group interaction. In this sense, the technology does not form the organisational memory, but provides a novel means of augmenting the co-ordination of collaborative action. The study examines the generation, development and maintenance of knowledge repositories and archives. The knowledge and information captured in the organisational memory enabled the team members to establish a common understanding of the design and to gain an appreciation of the issues and concerns of the other disciplines. The study demonstrates why technology should not be thought of in isolation from its contexts of use, but also how designers can make use of the creative flexibility that people employ in their everyday activities. The findings of the study are therefore of direct relevance to both the design of knowledge archives and to the management of this information within organisations

    Participatory, Visible and Sustainable. Designing a Community Website for a Minority Group

    Get PDF
    This paper tackles three aspects of community-based technological initiatives aimed to support minority groups’ public expression and communication: participation, visibility and sustainability. Participation requires\ud the active involvement of the community members in various project phases (from design to evaluation), sharing decisional power with project leaders. Visibility\ud refers to the capacity of community messages to reach a relevant audience outside the boundaries of the community itself. Sustainability indicates the capacity of a project to continue, under the control and management of the local community, beyond its “supported” lifetime. The mutual influence of these three dimensions is examined in general and also in the light of a specific case study: an initiative involving a Romani community in rural Romania, having as main outcome the development of a community website (www.romanivoices.com/podoleni)

    Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world

    Get PDF
    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the students’ experiences of language learning and performing while they play in the MMORPGs. Research was conducted in both the real and virtual worlds. In the real world the researcher observes the interaction with the MMORPGs by the students through actual discussion, and screen video captures while they are playing. In the virtual world, the researcher takes on the role of a character in the MMORPG enabling the researcher to get an inside point of view of the students and their own MMORPG characters. This latter approach also uses action research to allow the researcher to provide anonymous/private support to the students including in-game instruction, confidence building, and some support of language issues in a safe and friendly way. Using action research with MMORPGs in the real world facilitates a number of opportunities for learning and teaching including opportunities to practice language and individual and group experiences of communicating with other native/ second language speakers for the students. The researcher can also develop tutorial exercises and discussion for teaching plans based on the students’ experiences with the MMORPGs. The results from this research study demonstrate that MMORPGs offer a safe, fun, informal and effective learning space for supporting language teaching. Furthermore the use of MMORPGs help the students’ confidence in using their second language and provide additional benefits such as a better understanding of the culture and use of language in different contexts

    Seeing ethnographically: teaching ethnography as part of CSCW

    Get PDF
    While ethnography is an established part of CSCW research, teaching and learning ethnography presents unique and distinct challenges. This paper discusses a study of fieldwork and analysis amongst a group of students learning ethnography as part of a CSCW & design course. Studying the students’ practices we explore fieldwork as a learning experience, both learning about fieldsites as well as learning the practices of ethnography. During their fieldwork and analysis the students used a wiki to collaborate, sharing their field and analytic notes. From this we draw lessons for how ethnography can be taught as a collaborative analytic process and discuss extensions to the wiki to better support its use for collaborating around fieldnotes. In closing we reflect upon the role of learning ethnography as a practical hands on – rather than theoretical – pursuit

    User-centered design of a dynamic-autonomy remote interaction concept for manipulation-capable robots to assist elderly people in the home

    Get PDF
    In this article, we describe the development of a human-robot interaction concept for service robots to assist elderly people in the home with physical tasks. Our approach is based on the insight that robots are not yet able to handle all tasks autonomously with sufficient reliability in the complex and heterogeneous environments of private homes. We therefore employ remote human operators to assist on tasks a robot cannot handle completely autonomously. Our development methodology was user-centric and iterative, with six user studies carried out at various stages involving a total of 241 participants. The concept is under implementation on the Care-O-bot 3 robotic platform. The main contributions of this article are (1) the results of a survey in form of a ranking of the demands of elderly people and informal caregivers for a range of 25 robot services, (2) the results of an ethnography investigating the suitability of emergency teleassistance and telemedical centers for incorporating robotic teleassistance, and (3) a user-validated human-robot interaction concept with three user roles and corresponding three user interfaces designed as a solution to the problem of engineering reliable service robots for home environments

    Creating shareable representations of practice

    Get PDF
    This paper reports work on the use of asynchronous multimedia conferencing (AMC) to support collaborative continuing professional development. In particular it explores how we may use multimedia communications technologies to enable key elements of real‐world working knowledge, that are tacit and embedded in working practices, to be rendered into shareable forms for professional learning. We believe multimedia communications technology can offer innovative ways of capturing rich examples of working practices and tacit knowledge, and for sharing and subjecting these artefacts to scrutiny, debate and refinement within a community of learners. More explicitly, we see participants in a geographically distributed community of practice being able to create, annotate, discuss and reflect upon videoclips of their working practices within the multimedia conferencing environment. This paper summarizes some studies that cast light on how representations of practice may be captured for use in an AMC environment
    • 

    corecore