89,252 research outputs found
Designing Awareness Support for Distributed Cooperative Design Teams
Motivation â Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. \ud
Research approach â Within the AMIDA1 project we focus on distributed âcooperative designâ teams. We especially focus on the 'material' signals â signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants.\ud
Findings/Design â Our preliminary investigation with real-world design teams suggests that both the materiality of designersâ work settings and their social practices play an important role in understanding these material signals that are at play. \ud
Originality/Value â Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives.\ud
Take away message â An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).\u
Student teamwork: developing virtual support for team projects
In the 21st century team working increasingly requires online cooperative skills as well as more traditional skills associated with face to face team working. Virtual team working differs from face to face team working in a number of respects, such as interpreting the alternatives to visual cues, adapting to synchronous communication, developing trust and cohesion and cultural interpretations. However, co-located student teams working within higher education can only simulate team working as it might be experienced in organisations today. For example, students can learn from their mistakes in a non-threatening environment, colleagues tend to be established friends and assessing teamwork encourages behaviour such as âfree-ridingâ. Using a prototyping approach, which involves students and tutors, a system has been designed to support learners engaged in team working. This system helps students to achieve to their full potential and appreciate issues surrounding virtual teamwork. The Guardian Agent system enables teams to allocate project tasks and agree ground rules for the team according to individualsâ preferences. Results from four cycles of its use are presented, together with modifications arising from iterations of testing. The results show that students find the system useful in preparing for team working, and have encouraged further development of the system
Enhancing the Engineering Curriculum: Defining Discovery Learning at Marquette University
This paper summarizes the results of our investigation into the feasibility of increasing the level of discovery learning in the College of Engineering (COE) at Marquette University. We review the education literature, document examples of discovery learning currently practiced in the COE and other schools, and propose a Marquette COE-specific definition of discovery learn-ing. Based on our assessment of the benefits, costs, and tradeoffs associated with increasing the level of discovery learning, we pre-sent several recommendations and identify resources required for implementation. These recommendations may be helpful in enhancing engineering education at other schools
An agent system to support student teams working online
Online learning is now a reality, with distributed learning and blended learning becoming more widely used in Higher Education. Novel ways in which undergraduate and postgraduate learning material can be presented are being developed, and methods for helping students to learn online
are needed, especially if we require them to collaborate with each other on learning activities.
Agents to provide a supporting role for students have evolved from Artificial Intelligence research, and their strength lies in their ease of operation over networks as well as their ability to act in response to stimuli.
In this paper an application of a software agent is described, aimed at supporting students working on team projects in the online learning environment. Online teamwork is problematical for a number of reasons, such as getting acquainted with team members, finding out about other team membersâ abilities, agreeing who should do which tasks, communications between team members and keeping up to date with progress that has been made on the project. Software agents have the ability to monitor progress and to offer advice by operating in the background, acting autonomously when the need arises.
An agent prototype has been developed in Prolog to perform a limited set of functions to support students. Team projects have a planning, doing and completing stage, all of which require them to have some sort of agent support. This agent at present supports part of the planning stage, by prompting the students to input their likes, dislikes and abilities for a selection of task areas defined for the project. The agent then allocates the various tasks to the students according to predetermined rules.
The results of a trial carried out using teams working on projects, on campus, indicate that students like the idea of using this agent to help with allocating tasks. They also agreed that agent support of this type would probably be helpful to both students working on team projects with
face to face contact, as well as for teams working solely online. Work is ongoing to add more functionality to the agent and to evaluate the agent more widely
Digital information support for concept design
This paper outlines the issues in effective utilisation of digital resources in conceptual design. Access to appropriate information acts as stimuli and can lead to better substantiated concepts. This paper addresses the issues of presenting such information in a digital form for effective use, exploring digital libraries and groupware as relevant literature areas, and argues that improved integration of these two technologies is necessary to better support the concept generation task. The development of the LauLima learning environment and digital library is consequently outlined. Despite its attempts to integrate the designers' working space and digital resources, continuing issues in library utilisation and migration of information to design concepts are highlighted through a class study. In light of this, new models of interaction to increase information use are explored
Collaborative design : managing task interdependencies and multiple perspectives
This paper focuses on two characteristics of collaborative design with
respect to cooperative work: the importance of work interdependencies linked to
the nature of design problems; and the fundamental function of design
cooperative work arrangement which is the confrontation and combination of
perspectives. These two intrinsic characteristics of the design work stress
specific cooperative processes: coordination processes in order to manage task
interdependencies, establishment of common ground and negotiation mechanisms in
order to manage the integration of multiple perspectives in design
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Comparing inductive and deductive methodologies for design patterns identification and articulation
Design patterns offer a valuable format to communicate knowledge of successful design solutions to recurring problems. However, there is a lack of research into design patterns that differentiate the applicability of the proposed design solutions across different nations. This paper discusses inductive and deductive methodologies for analyzing qualitative data in order to identify and articulate design patterns for cross-cultural computer-supported collaborative design learning. It proposes a methodology how patterns for facilitating intercultural design education can be identified and articulated. Within this research, an inductive, deductive and comparative methodology for identifying and articulating design patterns was developed. Therein, eleven patterns for intercultural computer-supported collaboration were identified and written. This paper introduces the proposed methodology taking the design pattern âMOOD OF THE MOMENTâ for example
Collaborative Practices that Support Creativity in Design
Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
Ground Rules in Team Projects: Findings from a Prototype System to Support Students
Student team project work in higher education is one of the best ways to develop team working
skills at the same time as learning about the subject matter. As todayâs students require the freedom
to learn at times and places that better match their lifestyles, there is a need for any support
for team project work to be also available online. Team working requires that the task roles as
well as the maintenance roles are taken into consideration, in that social interactions are just as
important as carrying out the tasks of the project.
The literature indicates that groupware, whilst effective in supporting the task roles, provides limited
support for the maintenance roles of team working in the work place. As groupware was not
specifically designed for student team working, it provides limited support for maintenance roles
in student team projects. Virtual learning environments similarly provide support for completing
the task roles. Many researchers have found that students experience difficulties with their team
project work that reduce the perceived benefits of working in a team. It is proposed that helping
students to agree on ground rules at the start of a project will improve team cohesion.
This paper describes the implementation and evaluation of a prototype system to help students to
agree on ground rules as they start their team projects. The system was tested with teams of students
carrying out information systems team projects, using an interpretive case study research
approach. In this case the teams had the additional problem of being composed of students from
across three years of their undergraduate degree programmes, so they did not always have prior
knowledge of each otherâs preferences. We were trying to establish how useful this software tool
would be to these student teams, in starting their project work.
The findings showed that some of the student teams did find the ground rules function useful, but
the team leaders were the ones who most appreciated its potential. The students may use the outputs
in very different ways, but even just looking at the ground rules appeared to get team members
thinking about their expectations for team working. Student teams do not often start by
thinking about norms, but this study shows a positive benefit of encouraging teams to agree on
ground rules at the start of their projects
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