106 research outputs found

    Groupware Technology and Software Reuse

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    Computer-Supported Cooperative Work (CSCW) is a research field concerned with the design and implementation of systems to support cooperative work. Such systems are usually called Groupware. Although Software Reusability (SR) is not commonly mentioned as an issue in the CSCW community, there are some obvious overlaps in design issues and methodologies.\ud In this paper I will argue that reusability issues are of particular importance to groupware technology and relate our experiences in this matte

    Designing Tailorable Technologies

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    This paper provides principles for designing tailorable technologies. Tailorable technologies are technologies that are modified by end users in the context of their use and are around us as desktop operating systems, web portals, and mobile telephones. While tailorable technologies provide end users with limitless ways to modify the technology, as designers and researchers we have little understanding of how tailorable technologies are initially designed to support that end-user modification. In this paper, we argue that tailorable technologies are a unique technology type in the same light as group support systems and emergent knowledge support systems. This unique technology type is becoming common and we are forced to reevaluate existing design theory, methods of analysis, and streams of literature. In this paper we present design principles of Gordon Pask, Christopher Alexander, Greg Gargarian, and Kim Madsen to strengthen inquiry into tailorable technologies. We then apply the principles to designing tailorable technologies in order for their design to become more coherent and tractable. We conclude that designers need to build reflective and active design environments and gradients of interactive capabilities in order for technology to be readily modified in the context of its use

    Component-based Groupware Tailorability using Monitoring Facilities

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    Tailorability has long been recognised as a key issue concerning groupware applications in general and component-based groupware applications in particular. Tailoring activities are usually classified according to three levels, viz., customisation, integration and extension. This paper presents an approach to component-based tailoring based on the use of monitoring extensions. Our approach allows the extension and integration of new components into a legacy groupware application without the need for changes in the existing components

    A machine-machine collaboration formalism based on web services for groupware tailorability

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    International audienceIn this paper, we propose a machine-machine collaboration formalism to support groupware tailorability. Our work is based on the 3C functional model by Ellis that decomposes collaboration between users into communication, coordination and cooperation phases. Through our research, we realized that Web services are powerful distributed components offering the desired tools in order to adapt a groupware system to the real needs of users. Therefore, we use this technology to define a collaboration protocol between machines over the network for implementing tailorability in CSCW systems. A groupware architecture is presented based on the proposed formalism. We argue that a protocol between machines over the internet should be defined in order to exchange common services in real time collaboration

    Service Orchestration for Collaboration Patterns

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    This article describes a structuring of groupware services that allows end users to orchestrate the provided services in order to match their collaboration patterns. Our approach is based on the notion that different forms of collaboration require different combinations of groupware services, and that these provided services are the most important aspect of a groupware system for its users. Based on an analysis of a series of high-level collaboration patterns from the healthcare domain we illustrate where flexibility in groupware service design is needed. The resulting structuring has been evaluated by experts using scenarios and has been implemented in a proof-of-concept demonstrator

    An Architectural Model for Component Groupware

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    This paper proposes an architectural model to facilitate the design of component-based groupware systems. This architectural model has been defined based on (1) three pre-defined component types, (2) a refinement strategy that relies on these component types, (3) the identification of layers of collaboration concerns, and (4) rules for the coupling and distribution of the components that implement these concerns. Our architectural model is beneficial for controlling the complexity of the development process, since it gives concrete guidance on the concerns to be considered and decomposition disciplines to be applied in each development step. The paper illustrates the application of this architectural model with an example of an electronic voting system

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Fostering Continuous User Participation by Embedding a Communication Support Tool in User Interfaces

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    This paper critically reviews previous IS literature on user participation and argues that the literature is mainly empirically or normatively oriented and lacks design research on developing system prototypes in order to foster continuous user participation. It then contributes to the current research by introducing a system prototype, a communication tool that enables users to participate while using their application systems in their work contexts. The prototype provides different communication channels for supporting user-designer communications and knowledge sharing among users with respect to application usage. When integrated in the interface of an application system, the tool can help to adapt and redesign the application. The initial evaluation of the communication tool within the context of an application system indicates its usefulness and usability

    Domino: exploring mobile collaborative software adaptation

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach
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