40,969 research outputs found

    A Change Support Model for Distributed Collaborative Work

    Full text link
    Distributed collaborative software development tends to make artifacts and decisions inconsistent and uncertain. We try to solve this problem by providing an information repository to reflect the state of works precisely, by managing the states of artifacts/products made through collaborative work, and the states of decisions made through communications. In this paper, we propose models and a tool to construct the artifact-related part of the information repository, and explain the way to use the repository to resolve inconsistencies caused by concurrent changes of artifacts. We first show the model and the tool to generate the dependency relationships among UML model elements as content of the information repository. Next, we present the model and the method to generate change support workflows from the information repository. These workflows give us the way to efficiently modify the change-related artifacts for each change request. Finally, we define inconsistency patterns that enable us to be aware of the possibility of inconsistency occurrences. By combining this mechanism with version control systems, we can make changes safely. Our models and tool are useful in the maintenance phase to perform changes safely and efficiently.Comment: 10 pages, 13 figures, 4 table

    How can I produce a digital video artefact to facilitate greater understanding among youth workers of their own learning-to-learn competence?

    Get PDF
    In Ireland, youth work is delivered largely in marginalised communities and through non-formal and informal learning methods. Youth workers operate in small isolated organisations without many of the resources and structures to improve practice that is afforded to larger formal educational establishments. Fundamental to youth work practice is the ability to identify and construct learning experiences for young people in non-traditional learning environments. It is therefore necessary for youth workers to develop a clear understanding of their own learning capacity in order to facilitate learning experiences for young people. In the course of this research, I attempted to use technology to enhance and support the awareness among youth workers of their own learning capacity by creating a digital video artifact that explores the concept – learning-to-learn. This study presents my understanding of the learning-to-learn competence as, I sought to improve my practice as a youth service manager and youth work trainer. This study was conducted using an action research approach. I designed and evaluated the digital media artifact – “Lenny’s Quest” in collaboration with staff and trainer colleagues in the course of two cycles of action research, and my research was critiqued and validated throughout this process

    “This is the way ‘I’ create my passwords ...":does the endowment effect deter people from changing the way they create their passwords?

    Get PDF
    The endowment effect is the term used to describe a phenomenon that manifests as a reluctance to relinquish owned artifacts, even when a viable or better substitute is offered. It has been confirmed by multiple studies when it comes to ownership of physical artifacts. If computer users also "own", and are attached to, their personal security routines, such feelings could conceivably activate the same endowment effect. This would, in turn, lead to their over-estimating the \value" of their existing routines, in terms of the protection they afford, and the risks they mitigate. They might well, as a consequence, not countenance any efforts to persuade them to adopt a more secure routine, because their comparison of pre-existing and proposed new routine is skewed by the activation of the endowment effect.In this paper, we report on an investigation into the possibility that the endowment effect activates when people adopt personal password creation routines. We did indeed find evidence that the endowment effect is likely to be triggered in this context. This constitutes one explanation for the failure of many security awareness drives to improve password strength. We conclude by suggesting directions for future research to confirm our findings, and to investigate the activation of the effect for other security routines

    The narrative self, distributed memory, and evocative objects

    Get PDF
    In this article, I outline various ways in which artifacts are interwoven with autobiographical memory systems and conceptualize what this implies for the self. I first sketch the narrative approach to the self, arguing that who we are as persons is essentially our (unfolding) life story, which, in turn, determines our present beliefs and desires, but also directs our future goals and actions. I then argue that our autobiographical memory is partly anchored in our embodied interactions with an ecology of artifacts in our environment. Lifelogs, photos, videos, journals, diaries, souvenirs, jewelry, books, works of art, and many other meaningful objects trigger and sometimes constitute emotionally-laden autobiographical memories. Autobiographical memory is thus distributed across embodied agents and various environmental structures. To defend this claim, I draw on and integrate distributed cognition theory and empirical research in human-technology interaction. Based on this, I conclude that the self is neither defined by psychological states realized by the brain nor by biological states realized by the organism, but should be seen as a distributed and relational construct

    Designing electronic collaborative learning environments

    Get PDF
    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    The Effects of the Quantification of Faculty Productivity: Perspectives from the Design Science Research Community

    Get PDF
    In recent years, efforts to assess faculty research productivity have focused more on the measurable quantification of academic outcomes. For benchmarking academic performance, researchers have developed different ranking and rating lists that define so-called high-quality research. While many scholars in IS consider lists such as the Senior Scholar’s basket (SSB) to provide good guidance, others who belong to less-mainstream groups in the IS discipline could perceive these lists as constraining. Thus, we analyzed the perceived impact of the SSB on information systems (IS) academics working in design science research (DSR) and, in particular, how it has affected their research behavior. We found the DSR community felt a strong normative influence from the SSB. We conducted a content analysis of the SSB and found evidence that some of its journals have come to accept DSR more. We note the emergence of papers in the SSB that outline the role of theory in DSR and describe DSR methodologies, which indicates that the DSR community has rallied to describe what to expect from a DSR manuscript to the broader IS community and to guide the DSR community on how to organize papers for publication in the SSB

    Characterization and Classification of Collaborative Tools

    Get PDF
    Traditionally, collaboration has been a means for organizations to do their work. However, the context in which they do this work is changing, especially in regards to where the work is done, how the work is organized, who does the work, and with this the characteristics of collaboration. Software development is no exception; it is itself a collaborative effort that is likewise affected by these changes. In the context of both open source software development projects and communities and organizations that develop corporate products, more and more developers need to communicate and liaise with colleagues in geographically distant places about the software product they are conceiving, designing, building, testing, debugging, deploying and maintaining. Thus, work teams face sizeable collaborative challenges, for which they have need of tools that they can use to communicate and coordinate their Work efficiently
    corecore