3 research outputs found

    An Activity-Centric Approach to Configuration Work in Distributed Interaction

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    The widespread introduction of new types of computing devices, such as smartphones, tablet computers, large interactive displays or even wearable devices, has led to setups in which users are interacting with a rich ecology of devices. These new device ecologies have the potential to introduce a whole new set of cross-device and cross-user interactions as well as to support seamless distributed workspaces that facilitate coordination and communication with other users. Because of the distributed nature of this paradigm, there is an intrinsic difficulty and overhead in managing and using these kind of complex device ecologies, which I refer to as configuration work. It is the effort required to set up, manage, communicate, understand and use information, applications and services that are distributed over all devices in use and people involved. Because current devices and their containing software are still document- and application-centric, they fail to capture and support the rich activities and context in which they are being used. This leaves users without a stable concept for cross-device information management, forcing them to perform a large amount of manual configuration work. In this dissertation, I explore an activity-centric approach to configuration work in distributed interaction. The central goal of this dissertation is to develop and apply concepts and ideas from Activity-Centric Computing to distributed interaction. Using the triangulation approach, I explore these concepts on a conceptual, empirical and technological level and present a framework and use cases for designing activitycentric configurations in multi-device information systems. The dissertation presents two major contributions: First, I introduce the term configuration work as an abstract analytical unit that describes and captures the problems and challenges of distributed interaction. Using both empirical data and related work, I argue that configuration work is composed of: curation work, task resumption lag, mobility work, physical handling and articulation work. Using configuration work as a problem description, I operationalize Activity Theory and Activity-Centric Computing to mitigate and reduce configuration work in distributed interaction. By allowing users to interact with computational representations of their real-world activities, creating complex multi-user device ecologies and switching between cross-device information configurations will be more efficient, more effective and provide better support for users’ mental model about a multi-user and multi-device environment. Using activity configuration as a central concept, I introduce a framework that describes how digital representations of human activity can be distributed, fragmented and used across multiple devices and users. Second, I present a technical infrastructure and four applications that apply the concepts of activity configuration. The infrastructure is a general purpose platform for the design, development and deployment of distributed activitycentric systems. The infrastructure simplifies the development of activity-centric systems as it presents complex distributed computing processes and services into high level activity system abstractions. Using this infrastructure and conceptual framework, I describe four fully working applications that explore multi-device interactions in two specific domains: office work and hospital work. The systems are evaluated and tested with end-users in a number of lab and field studies

    From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century

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    This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based products—Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and their lived experiences fall somewhere in the interstices between in-site play, beta development, and external commentary (both academic and informal.) The works of experimental academic theorists play an acknowledged and fundamental role in this study, including those of Ulmer, Barab, Gee, and McLuhan. These visionary voices of academia are balanced with a consideration of both the political and financial constraints surrounding immersive educational game development. This secondary level of analysis focuses on how issues around equity of access, delivery platforms, and target disciplines can and should inform strategic goals. While this dissertation alone is unlikely to solve issues of access, emergent groups including the OLPC hold exciting promises for worldwide connectivity. My conclusion forms a synthesis of all these competing forces and proposes a pragmatic and conceptual rule-set for the development of a forward-looking and immersive educational MMORP
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