6,666 research outputs found

    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

    Bots as Virtual Confederates: Design and Ethics

    Full text link
    The use of bots as virtual confederates in online field experiments holds extreme promise as a new methodological tool in computational social science. However, this potential tool comes with inherent ethical challenges. Informed consent can be difficult to obtain in many cases, and the use of confederates necessarily implies the use of deception. In this work we outline a design space for bots as virtual confederates, and we propose a set of guidelines for meeting the status quo for ethical experimentation. We draw upon examples from prior work in the CSCW community and the broader social science literature for illustration. While a handful of prior researchers have used bots in online experimentation, our work is meant to inspire future work in this area and raise awareness of the associated ethical issues.Comment: Forthcoming in CSCW 201

    Recommendation, collaboration and social search

    Get PDF
    This chapter considers the social component of interactive information retrieval: what is the role of other people in searching and browsing? For simplicity we begin by considering situations without computers. After all, you can interactively retrieve information without a computer; you just have to interact with someone or something else. Such an analysis can then help us think about the new forms of collaborative interactions that extend our conceptions of information search, made possible by the growth of networked ubiquitous computing technology. Information searching and browsing have often been conceptualized as a solitary activity, however they always have a social component. We may talk about 'the' searcher or 'the' user of a database or information resource. Our focus may be on individual uses and our research may look at individual users. Our experiments may be designed to observe the behaviors of individual subjects. Our models and theories derived from our empirical analyses may focus substantially or exclusively on an individual's evolving goals, thoughts, beliefs, emotions and actions. Nevertheless there are always social aspects of information seeking and use present, both implicitly and explicitly. We start by summarizing some of the history of information access with an emphasis on social and collaborative interactions. Then we look at the nature of recommendations, social search and interfaces to support collaboration between information seekers. Following this we consider how the design of interactive information systems is influenced by their social elements

    Using situation theory to model information flow in design

    Get PDF
    Information flow is intensive during a design process, where delivering timely and appropriate information is required. Sonnenwald [2] identified 13 communication roles that emerged during four multidisciplinary design situations in the USA and Europe. She statedthat participants from different disciplines, organisations and cultures come to the design situation with pre-existing patterns of working activities, and specialised work languages. Different methods to represent information flow activities are used, varying in different companies, different disciplines, and different teams, which may cause misunderstandings particularly among design teams composed of different organisations. In this sense, it is important to present information flow in a rigorous way. Eastman and Shirley [3] developed amodel of design information flow. The model dealt with design information management, reflecting entities, constraints, design states, design document accessed modes, transactions, and version identifiers. But, the development of their model was not based upon a theoretical foundation. In this paper, we develop an alternative model to present information flow indesign based on a foundation of situation theory. The model may serve to analysis design information system and provide a basis for investigating the situatedness of designinformation flow. To be able to represent information flow we should firstly study its phenomena. Based on Sim's formalism of design activities, the theory of Speech Acts, Computer Supported Cooperative Work (CSCW, and other works studying information flow, an example model for information flow in design is developed. A discussion of the strengths and weaknesses of this representation method is carried out

    Mosaic: Designing Online Creative Communities for Sharing Works-in-Progress

    Full text link
    Online creative communities allow creators to share their work with a large audience, maximizing opportunities to showcase their work and connect with fans and peers. However, sharing in-progress work can be technically and socially challenging in environments designed for sharing completed pieces. We propose an online creative community where sharing process, rather than showcasing outcomes, is the main method of sharing creative work. Based on this, we present Mosaic---an online community where illustrators share work-in-progress snapshots showing how an artwork was completed from start to finish. In an online deployment and observational study, artists used Mosaic as a vehicle for reflecting on how they can improve their own creative process, developed a social norm of detailed feedback, and became less apprehensive of sharing early versions of artwork. Through Mosaic, we argue that communities oriented around sharing creative process can create a collaborative environment that is beneficial for creative growth

    Spending time with money: from shared values to social connectivity

    Get PDF
    This article has been made available through the Brunel Open Access Publishing Fund.There is a rapidly growing momentum driving the development of mobile payment systems for co-present interactions, using near-field communication on smartphones and contactless payment systems. The design (and marketing) imperative for this is to enable faster, simpler, effortless and secure transactions, yet our evidence shows that this focus on reducing transactional friction may ignore other important features around making payments. We draw from empirical data to consider user interactions around financial exchanges made on mobile phones. Our findings examine how the practices around making payments support people in making connections, to other people, to their communities, to the places they move through, to their environment, and to what they consume. While these social and community bonds shape the kinds of interactions that become possible, they also shape how users feel about, and act on, the values that they hold with their co-users. We draw implications for future payment systems that make use of community connections, build trust, leverage transactional latency, and generate opportunities for rich social interactions
    • 

    corecore