702 research outputs found
Mosaic: Designing Online Creative Communities for Sharing Works-in-Progress
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
Storia: Summarizing Social Media Content based on Narrative Theory using Crowdsourcing
People from all over the world use social media to share thoughts and
opinions about events, and understanding what people say through these channels
has been of increasing interest to researchers, journalists, and marketers
alike. However, while automatically generated summaries enable people to
consume large amounts of data efficiently, they do not provide the context
needed for a viewer to fully understand an event. Narrative structure can
provide templates for the order and manner in which this data is presented to
create stories that are oriented around narrative elements rather than
summaries made up of facts. In this paper, we use narrative theory as a
framework for identifying the links between social media content. To do this,
we designed crowdsourcing tasks to generate summaries of events based on
commonly used narrative templates. In a controlled study, for certain types of
events, people were more emotionally engaged with stories created with
narrative structure and were also more likely to recommend them to others
compared to summaries created without narrative structure
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
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/
Organisational Prototyping: Adopting CSCW Applications in Organisations
The usefulness of applications which support cooperative work depends in its very nature on the way the cooperative work practice is organised. At the same time, the adoption of new technology is difficult and complex because of the amount of people involved and their distribution in time and space. This paper explores the possibilities of addressing this adoption process in a more simplified, yet systematic way without losing the focus on the interdependencies which characterise cooperative work. The notion of adoption is discussed as a dual process of adapting both the computer support to the work and adapting the work to the computer. A method called organisational prototyping is presented which aims at facilitating this adoption process. A case illustrates how organisa- tional prototyping was used in the adoption of a cooperative tool for managing projects within a large engineering company in Denmark
A conceptual toolbox for designing CSCW applications
This paper presents a conceptual toolbox, developed to support the design of CSCW applications in a large Esprit project, EuroCODE. Here, several groups of designers work to investigate computer support for cooperative work in large use organizations, at the same time as they work to develop an open development platform for CSCW applications. The conceptual toolbox has been developed to support communication in and among these design groups, between designers and users and in future use of the open development platform.Rejecting the idea that one may design from a framework describing CSCW, the toolbox aims to support design by doing and help bridging between work with users, technical design, and insights gained from theoretical and empirical CSCW research
Privacy and Curiosity in Mobile Interactions with Public Displays.
Personal multimedia devices like mobile phones create new needs for larger displays distributed at specific points in the environment to look up information about the current place, playing games or exchanging multimedia data. The technical prerequisites are covered; however, using public displays always exposing information. In this paper we look at these issues from the privacy as well as from the curiosity perspective with several studies showing and confirming users’ reservations against public interactions. Interactive advertisements can exploit this best using specific types of interaction techniques
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