1,413 research outputs found

    The design of personal ambient displays

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    Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1999.Includes bibliographical references (leaves 58-59).The goal of this thesis is to investigate the design of personal ambient displays. These are small, physical devices worn to display information to a person in a subtle, persistent, and private manner. They can be small enough to be carried in a pocket, worn as a watch, or even adorned like jewelry. In my implementations, information is displayed solely through tactile modalities such as thermal change (heating and cooling), movement (shifting and vibration), and change of shape (expanding, contracting, and deformation). Using a tactile display allows information to be kept private and reduces the chance of overloading primary visual and auditory activities. The display can remain ambient, transmitting information in the background of a person's perception through simple, physical means. The specific focus of this thesis is to create a number of these tactile displays, to identify and implement applications they can serve, and to evaluate aspects of their effectiveness. I have created a group of small, wireless objects that can warm up and cool down or gently move or shift. Users can reconfigure each display so that information sources like stock data or the activity of people on the internet are mapped to these different tactile modalities. Furthermore, in this thesis I consider the implications that human perception have on the design of these displays and examine potential application areas for further implementations.Craig Alexander Wisneski.S.M

    FeatureIT : a platform for collaborative software development

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    The development of enterprise software is a complex activity that requires a diverse set of stakeholders to communicate and coordinate in order to achieve a successful outcome. In this dissertation I introduce a high-level physical architecture for a platform titled FeatureIT that has the goal of supporting the collaboration between stakeholders throughout the entire Software Development Life Cycle (SDLC). FeatureIT is the result of unifying the theoretical foundations of the multi-disciplinary field of Computer Supported Cooperative Work (CSCW) with the paradigm and associated technologies of Web 2.0. The architecture was borne out a study of literature in the fields of CSCW, Web 2.0 and software engineering, which facilitated the identification of functional and non-functional requirements necessary for the platform. The design science research methodology was employed to construct this architecture iteratively to satisfy the requirements while validating its efficacy against a comprehensive set of scenarios that typically occur in the SDLC.ComputingM. Sc. (Information Systems

    Collaborative decision making in complex work settings: a process of managing inter dependencies

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    There exists disparity between the conceptualization and occurrence of Collaborative Decision Making (CDM) in everyday work activities of complex work settings. Current notions in the field of Computer Supported Cooperative Work (CSCW) based on studies of decision making in groups typically portray CDM as an isolated event in which multiple personnel jointly undertake decision making. In the real world, however, decisions are made during work performance and interlaced with other processes and activities. Moreover, the complex work setting is a cooperative arrangement in which decision making is distributed. This research aims to alleviate the disparity by investigating how people in a complex working environment make decisions collaboratively. The original contribution to knowledge made by this thesis is the theory of CDM as a process of managing interdependencies. Field-studies conducted in an airport to examine the way CDM is undertaken during Air Traffic Control operations inform theory development. The study takes a qualitative approach and is guided by Grounded Theory Methodology (GTM). The findings of this research indicate that undertaking decision making in the cooperative arrangement of complex work settings requires managing the distributions and interconnections inherent in this setup. In addition, participation and contribution of personnel in decision making is found to be structured by the dependencies between their activities. These findings form the central focus of the theory leading to the depiction of CDM as a process of managing interdependencies. The theory presented in this thesis clarifies and extends existing views by explicating the differentiated process of CDM in the cooperative arrangement of a complex work setting. Based on this a new definition of CDM is formulated. In addition, a conceptual framework of ten parameters is derived to serve as a tool for analysing CDM taking place in a particular work setting. Application of this framework is demonstrated by analysing an aircraft accident report to draw insights about the occurrence of CDM in this setting

    Collocated Collaboration Analytics: Principles and Dilemmas for Mining Multimodal Interaction Data

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    © 2019, Copyright © 2017 Taylor & Francis Group, LLC. Learning to collaborate effectively requires practice, awareness of group dynamics, and reflection; often it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboration visible by harnessing data about interactions and then mining and visualizing it. These collocated collaboration analytics can help researchers, designers, and users to understand the complexity of collaboration and to find ways they can support collaboration. This article introduces and motivates a set of principles for mining collocated collaboration data and draws attention to trade-offs that may need to be negotiated en route. We integrate Data Science principles and techniques with the advances in interactive surface devices and sensing technologies. We draw on a 7-year research program that has involved the analysis of six group situations in collocated settings with more than 500 users and a variety of surface technologies, tasks, grouping structures, and domains. The contribution of the article includes the key insights and themes that we have identified and summarized in a set of principles and dilemmas that can inform design of future collocated collaboration analytics innovations

    Modus Operandi of Crowd Workers : The Invisible Role of Microtask Work Environments

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    The ubiquity of the Internet and the widespread proliferation of electronic devices has resulted in flourishing microtask crowdsourcing marketplaces, such as Amazon MTurk. An aspect that has remained largely invisible in microtask crowdsourcing is that of work environments; defined as the hardware and software affordances at the disposal of crowd workers which are used to complete microtasks on crowdsourcing platforms. In this paper, we reveal the significant role of work environments in the shaping of crowd work. First, through a pilot study surveying the good and bad experiences workers had with UI elements in crowd work, we revealed the typical issues workers face. Based on these findings, we then deployed over 100 distinct microtasks on CrowdFlower, addressing workers in India and USA in two identical batches. These tasks emulate the good and bad UI element designs that characterize crowdsourcing microtasks. We recorded hardware specifics such as CPU speed and device type, apart from software specifics including the browsers used to complete tasks, operating systems on the device, and other properties that define the work environments of crowd workers. Our findings indicate that crowd workers are embedded in a variety of work environments which influence the quality of work produced. To confirm and validate our data-driven findings we then carried out semi-structured interviews with a sample of Indian and American crowd workers from this platform. Depending on the design of UI elements in microtasks, we found that some work environments are more suitable than others to support crowd workers. Based on our overall findings resulting from all the three studies, we introduce ModOp, a tool that helps to design crowdsourcing microtasks that are suitable for diverse crowd work environments. We empirically show that the use of ModOp results in reducing the cognitive load of workers, thereby improving their user experience without effecting the accuracy or task completion time

    How to capitalise on mobility, proximity and motion analytics to support formal and informal education?

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    © 2017, CEUR-WS. All rights reserved. Learning Analytics and similar data-intensive approaches aimed at understanding and/or supporting learning have mostly focused on the analysis of students' data automatically captured by personal computers or, more recently, mobile devices. Thus, most student behavioural data are limited to the interactions between students and particular learning applications. However, learning can also occur beyond these interface interactions, for instance while students interact face-to-face with other students or their teachers. Alternatively, some learning tasks may require students to interact with non-digital physical tools, to use the physical space, or to learn in different ways that cannot be mediated by traditional user interfaces (e.g. motor and/or audio learning). The key questions here are: why are we neglecting these kinds of learning activities? How can we provide automated support or feedback to students during these activities? Can we find useful patterns of activity in these physical settings as we have been doing with computer-mediated settings? This position paper is aimed at motivating discussion through a series of questions that can justify the importance of designing technological innovations for physical learning settings where mobility, proximity and motion are tracked, just as digital interactions have been so far
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