6,601 research outputs found

    The usability of open source software: analysis and prospects

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    Open source communities have successfully developed many pieces of software although most computer users only use proprietary applications. The usability of open source software is often regarded as one reason for this limited distribution. In this paper we review the existing evidence of the usability of open source software and discuss how the characteristics of open-source development influence usability. We describe how existing human-computer interaction techniques can be used to leverage distributed networked communities, of developers and users, to address issues of usability

    A business model perspective for ICTs in public engagement

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    This is the post-print version of the Article. The official published article can be accessed from the link below - Copyright @ 2012 ElsevierPublic institutions, in their efforts to promote meaningful citizen engagement, are increasingly looking at the democratic potential of Information and Communication Technologies (ICTs). Previous studies suggest that such initiatives seem to be impeded by socio-technical integration barriers such as low sustainability, poor citizen acceptance, coordination difficulties, lack of understanding and failure to assess their impact. Motivated by these shortcomings, the paper develops and applies a business model perspective as an interceding framework for analysis and evaluation. The underlying principle behind this approach is that it is not technology per se which determines success, but rather the way in which the businessmodel of the technological artifact is configured and employed to achieve the strategic goals. The business model perspective is empirically demonstrated with the case of an online petitioning system implemented by a UK local authority. The case illustrates the importance of considering ICTs in public engagement from a holistic view to make them more manageable and assessable

    Summary of the First Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE1)

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    Challenges related to development, deployment, and maintenance of reusable software for science are becoming a growing concern. Many scientists’ research increasingly depends on the quality and availability of software upon which their works are built. To highlight some of these issues and share experiences, the First Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE1) was held in November 2013 in conjunction with the SC13 Conference. The workshop featured keynote presentations and a large number (54) of solicited extended abstracts that were grouped into three themes and presented via panels. A set of collaborative notes of the presentations and discussion was taken during the workshop. Unique perspectives were captured about issues such as comprehensive documentation, development and deployment practices, software licenses and career paths for developers. Attribution systems that account for evidence of software contribution and impact were also discussed. These include mechanisms such as Digital Object Identifiers, publication of “software papers”, and the use of online systems, for example source code repositories like GitHub. This paper summarizes the issues and shared experiences that were discussed, including cross-cutting issues and use cases. It joins a nascent literature seeking to understand what drives software work in science, and how it is impacted by the reward systems of science. These incentives can determine the extent to which developers are motivated to build software for the long-term, for the use of others, and whether to work collaboratively or separately. It also explores community building, leadership, and dynamics in relation to successful scientific software

    CSCW and Enterprise 2.0 - Towards an Integrated Perspective

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    In CSCW we are researching support for collaboration in work groups for several decades now. Web 2.0 and Social Software entered this field from another starting point recently, and quickly expanding towards support for collaboration in enterprises (Enterprise 2.0). However, the interaction between both fields is minimal. In this paper I am trying to contribute to bridging the gap by identifying the core contributions of the two fields, and how they can be integrated or used to the benefit of both fields

    Improving User Involvement Through Live Collaborative Creation

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    Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training. As a consequence, effectively involving non-expert end users in such creative processes is challenging. This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes. In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time. In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design. Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process. Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact. Additionally, creators can receive immediate feedback in a continuous, closed loop with users. Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances. This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes. In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd

    Developing Crisis Training Software for Local Governments – From User Needs to Generic Requirements

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    In this paper we analyze and present the generic requirements identified for a software aiming at supporting crisis management training in local governments. The generic requirements are divided into overall requirements, requirements connected to the trainer’s role and requirements connected to the trainee’s role. Moreover, the requirements are mapped to problems as well as opportunities. Finally, we present examples of elaborations of the addressed requirements based on software design considerations. In our work we applied a design science approach and the artifact presented in this paper is a list of generic requirement. The presented requirements and the systems development process used, provide guidelines for systems analysts and developers in future systems development projects aiming at constructing new software for crisis management training

    The Exercise Intention-Behavior Gap:Lowering the Barriers through Interaction Design Research

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    ICT4D Research – Literature Review and Conflict Perspective

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    ICTs can positively influence development outcomes. However, ICT4D projects have achieved limited success in achieving their development objectives. In this study, we conduct a literature review of ICT4D studies conducted over the period 2006 - 2016. We find that theory linking ICT use and development impact is lacking, and that mobile devices might offer high positive impact possibilities than personal computers. We also find that studies characterize development in different ways: 1) development as expanded digital inclusion, 2) development as increased economic productivity, 3) development as expanded freedom, and 4) development as increased well-being. Across these development perspectives, however, conflict among stakeholders impacts development outcomes. By examining the literature under the lens of postcolonial theory, we find that power asymmetry among stakeholders might increase the resource dependency of beneficiary communities on donors, and might lead to the former resisting further ICT interventions

    Design analysis: Understanding e-waste recycling by generation Y

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    This paper aims to understand e-waste recycling behavior of Generation Y. It presents a pilot study that explores this generation’s e-waste recycling practices, their attitudes towards ewaste recycling, and the barriers to e-waste recycling. The findings reveal the complexity of the actual e-waste recycling behavior, many participants in this study hold a positive attitude towards e-waste recycling, yet there is a shortage of convenient recycling options and e-waste recycling information. Based on the Motivation-Opportunity-Abilities model, this paper also uncovers the decision-making process involved in each recycling action. We use these findings to present a preliminary analysis of design implications to provoke design ideas and services that support ewaste recycling, and discuss our further research direction

    Digital Citizen Participation – Involving Citizens Through Immersive Systems in Urban Planning

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    Citizen participation is a democratic practice that became, especially on a local level, an important mean for the public to be included in the development of their immediate surrounding. With the digitalization of work and social life also the digitalization of the public sector, including governmental action, began. This process, as a research discipline called digital government, includes addressing how the interaction between citizens and their state should be designed. A meaningful way to do so are digital platforms that enable participation in governmental action. Digital Citizen Participation, a concept introduced in this dissertation, tries to include recent technological innovations in e-Participation platform design. This dissertation argues that these innovations might help overcome general barriers in participation processes. When it comes to construction projects in urban environments for example, public debates and protests may arise if architectural plans remain unshared or are not sufficiently accessible for the citizens they might affect. To involve the public affected by urban planning, offering easily graspable visualizations for citizens is key. This dissertation deals with the participation of citizens in urban planning through an e-Participation platform that makes use of immersive technologies such as Augmented and Virtual Reality. In this work, this idea is investigated through a design science research approach that uses qualitative and quantitative methods. While the first qualitative study puts for-ward a set of meta-requirements and design principles based on interviews with 27 individuals, the second study (n=339) and third study (n=382) evaluate quantitatively a prototype based on those design principles. The used methods are adequately contex-tualized and, in the end, a final prototype of the platform is demonstrated. This allows to show findings concerning the forms and levels of participation citizens and initiators are interested in when using immersive systems for public participation, and how an ideal platform should be designed. Among many other findings, the studies show that citizens have a high interest in using immersive systems for public participation and find their qualities for visualization to be highly valuable
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