139 research outputs found

    Behavioral patterns of individuals and groups during co-located collaboration on large, high-resolution displays

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    Collaboration among multiple users on large screens leads to complicated behavior patterns and group dynamics. To gain a deeper understanding of collaboration on vertical, large, high-resolution screens, this dissertation builds on previous research and gains novel insights through new observational studies. Among other things, the collected results reveal new patterns of collaborative coupling, suggest that territorial behavior is less critical than shown in previous research, and demonstrate that workspace awareness can also negatively affect the effectiveness of individual users

    Exploring the Interplay between Floss Adoption and Organisational Innovation

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    Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focussing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organisational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this paper is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving 16 Italian public administrations.Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focussing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organisational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this paper is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving 16 Italian public administrations.Articles published in or submitted to a Journal without IF refereed / of international relevanc

    Exploring the Interplay Between FLOSS Adoption and Organizational Innovation

    Get PDF
    Growing research on Free/Libre Open Source Software (FLOSS) has addressed a variety of questions focusing on aspects ranging from open source development processes and developer motivation, to economic and policy-making implications. Nevertheless, a few authors have examined the adoption of FLOSS and its impact on organizational change and innovation. Adoption studies represent a particularly promising area for information system researchers to investigate the relationship between the specific properties of FLOSS and the processes of implementation and use. The goal of this article is to contribute to this field of research by discussing a former multi-targeted research agenda and by defining an empirically grounded framework for studying FLOSS adoption, drawing on the outcomes of an exploratory multiple case study involving sixteen Italian public administrations

    Exploring User Behaviour in Asymmetric Collaborative Mixed Reality

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    A common issue for collaborative mixed reality is the asymmetry of interaction with the shared virtual environment. For example, an augmented reality (AR) user might use one type of head-mounted display (HMD) in a physical environment, while a virtual reality (VR) user might wear a different type of HMD and see a virtual model of that physical environment. To explore the effects of such asymmetric interfaces on collaboration we present a study that investigates the behaviour of dyads performing a word puzzle task where one uses AR and the other VR. We examined the collaborative process through questionnaires and behavioural measures based on positional and audio data. We identified relationships between presence and co-presence, accord and co-presence, leadership and talkativeness, head rotation velocity and leadership, and head rotation velocity and talkativeness. We did not find that AR or VR biased subjective responses, though there were interesting behavioural differences: AR users spoke more words, AR users had a higher median head rotation velocity, and VR users travelled further

    Making Sense of the History of Information Systems Research 1975-1999: A View of Highly Cited Papers

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    In this paper, I analyze the history of IS research through the lens of 409 highly cited papers (i.e., papers with at least 100 Reuters Thompson Web of Science citations) pub­lished between 1975 and 1999. I focus on 1) what these highly cited papers are, 2) what they study, 3) who their authors are, and 4) where they were published

    Supporting awareness in heterogeneous collaboration environments

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    Rapid technological advancements have made it possible for humans to collaborate as never before. However demands of group work necessitate distributed collaboration in very heterogeneous environments. Heterogeneity as in various applications, platforms, hardware and communication infrastructure. User mobility, lack of availability and cost often make imposing a common collaboration environment infeasible. Awareness is essential for successful collaboration. Awareness is a key design criterion in groupware but often collaboration occurs with applications not designed to support useful awareness. This dissertation deals with the issue of effective group awareness support in heterogeneous environments.;Awareness propagation is effective if the appropriate amount of information, relevant to the user\u27s sphere of activity is delivered in a timely, unobtrusive fashion. Thus issues such as information overload, and distraction have to be addressed. Furthermore ability to establish the appropriate balance between awareness and privacy is essential. Enhanced forms of awareness such as intersubjectivity and historical awareness are often invaluable. Heterogeneous environments significantly impact the above quality factors impeding effective awareness propagation. Users are unable to tailor the quality of awareness received.;Heterogeneity issues that affect awareness quality are identified. An awareness framework is proposed that binds various sources of awareness information. However for effective awareness support, physical integration must be augmented by information integration. As a solution, an awareness model is proposed. Specification of the awareness model and framework\u27s architecture and features is the key contribution. The proposed model has been validated through simulations of realistic collaboration involving human participation. Scenarios created, have tested the model\u27s usefulness in enhancing the quality of group work by propagating effective awareness among users. To accomplish the same, an Awareness Simulator application has been created. In the validation process, efforts made to create an experimental methodology revealed some techniques related to awareness evaluation in CSCW, which are proposed. Various issues required to successfully engineer such awareness frameworks are identified and their impact on requirements such as security and performance, discussed. With various standards and technologies that can be harnessed to create awareness frameworks, there is great promise that barriers in heterogeneous collaboration environments can be overcome

    Assessing Leading Institutions, Faculty, and Articles in Premier Information Systems Research Journals

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    This study provides a current assessment of the impact of various Information Systems (IS) articles, and the productivity of IS researchers and institutions. Using a data set of Information Systems articles that spans 15 years, we conducted a scientometric study of the field. The articles are drawn from three premier IS journals. We use citation analysis to demonstrate the impact of articles on institutions and individuals in the IS field. In addition, we identify IS topics with the highest impact. The results indicate that leading productive institutions have changed over time, and problematically, institutions outside of North America are poorly represented. We compare our results with earlier productivity findings created using alternative metrics

    Designing Attention-Centric Notification Systems: Five HCI Challenges

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    Through an examination of the emerging domain of cognitive systems, with a focus on attention-centric cognitive systems used for notification, this document explores the human-computer interaction challenges that must be addressed for successful interface design. This document asserts that with compatible tools and methods, user notification requirements and interface usability can be abstracted, expressed, and compared with critical parameter ratings; that is, even novice designers can assess attention cost factors to determine target parameter levels for new system development. With a general understanding of the user tasks supported by the notification system, a designer can access the repository of design knowledge for appropriate information and interaction design techniques (e.g., use of color, audio features, animation, screen size, transition of states, etc), which have analytically and empirically derived ratings. Furthermore, usability evaluation methods, provided to designers as part of the integrated system, are adaptable to specific combinations of targeted parameter levels. User testing results can be conveniently added back into the design knowledge repository and compared to target parameter levels to determine design success and build reusable HCI knowledge. This approach is discussed in greater detail as we describe five HCI challenges relating to cognitive system development: (1) convenient access to basic research and guidelines, (2) requirements engineering methods for notification interfaces, (3) better and more usable predictive modeling for pre-attentive and dual-task interfaces, (4) standard empirical evaluation procedures for notification systems, and (5) conceptual frameworks for organizing reusable design and software components. This document also describes our initial work toward building infrastructure to overcome these five challenges, focused on notification system development. We described LINK-UP, a design environment grounded on years of theory and method development within HCI, providing a mechanism to integrate interdisciplinary expertise from the cognitive systems research community. Claims allow convenient access to basic research and guidelines, while modules parallel a lifecycle development iteration and provide a process for requirements engineering guided by this basic research. The activities carried out through LINK-UP provide access to and interaction with reusable design components organized based on our framework. We think that this approach may provide the scientific basis necessary for exciting interdisciplinary advancement through many fields of design, with notification systems serving as an initial model. A version of this document will appear as chapter 3 in the book Cognitive Systems: Human Cognitive Models in Systems Design edited by Chris Forsythe, Michael Bernard, and Timothy Goldsmith resulting from a workshop led by the editors in summer 2003. The authors are grateful for the input of the workshop organizers and conference attendees in the preparation of this document

    Combinations of methods for collaborative evaluation of the usability of interactive software systems

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    Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more (relevant) information. We propose Collaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independentl
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