183 research outputs found
Search Interfaces for Mathematicians
Access to mathematical knowledge has changed dramatically in recent years,
therefore changing mathematical search practices. Our aim with this study is to
scrutinize professional mathematicians' search behavior. With this
understanding we want to be able to reason why mathematicians use which tool
for what search problem in what phase of the search process. To gain these
insights we conducted 24 repertory grid interviews with mathematically inclined
people (ranging from senior professional mathematicians to non-mathematicians).
From the interview data we elicited patterns for the user group
"mathematicians" that can be applied when understanding design issues or
creating new designs for mathematical search interfaces.Comment: conference article "CICM'14: International Conference on Computer
Mathematics 2014", DML-Track: Digital Math Libraries 17 page
A Web-based multimedia collaboratory. Empirical work studies in film archives
This report represents the latest study in the activity on Ecological Information Systems conducted in the Center for Human Machine Interaction situated at Ris National Laboratory and the University of Aarhus. The purpose of this activity is to give a description of the characteristics of work domains that will serve to outline the general context of concern to design of collaboratories. In addition, a set of preliminary implications for the design of a collaboratory are derived from the cognitive work analysis. To anticipate, further research on this approach to the design of collaboratories will show how the preceding analysis is likely to lead to a novel theoretical framework, called Ecological Collaborative Information Systems (ECIS), required for the design of collaboratories. The intention is to illustrate how the general principles of ECIS can be instantiated to develop a concrete design product: A crossdisciplinary and cross-cultural collaboratory to support customer service and professional research in archives. A web based Collaboratory Numerous valuable historic and cultural films and their sources are scattered in various national archives. Knowledge and usage of the multinational film material are severely impeded by access problems. To fully exploit the cultural film heritage internationally, a high degree of cross-disciplinary and international collaboration among professionals working with the film media is required. The Collaboratory for Annotation, Indexing and Retrieval of Digitized Historical Archive Material (Collate) is intended to foster and support collaboration on research, cultural mediation and preservation of films through a distributed multimedia repository. The collaboratory will provide webbased tools and interfac..
Representing older people: towards meaningful images of the user in design scenarios
Designing for older people requires the consideration of a range of difficult and sometimes highly personal design problems. Issues such as fear, loneliness, dependency, and physical decline may be difficult to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and as a means to explore user experience. This paper argues that the use of such characters can help to overcome restrictive notions of older people by disrupting designers' prior assumptions.
In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first case pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second case, pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undermine rhetorical devices within scenarios that attempt to fit characters to the technology, rather than vice versa.
To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.</p
An exploration of concepts of community through a case study of UK university web production
The paper explores the inter-relation and differences between the concepts of occupational community, community of practice, online community and social network. It uses as a case study illustration the domain of UK university web site production and specifically a listserv for those involved in it. Different latent occupational communities are explored, and the potential for the listserv to help realize these as an active sense of community is considered. The listserv is not (for most participants) a tight knit community of practice, indeed it fails many criteria for an online community. It is perhaps best conceived as a loose knit network of practice, valued for information, implicit support and for the maintenance of weak ties. Through the analysis the case for using strict definitions of the theoretical concepts is made
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Social information behaviour in Bookshops: implications for digital libraries
We discuss here our observations of the interaction of bookshop customers with the books and with each other. Contrary to our initial expectations, customers do not necessarily engage in focused, joint information search, as observed in libraries, but rather the bookshop is treated as a social space similar to a cafe. Our results extend the known repertoire of collaborative behaviours, supporting further development of models of user tasks and goals. We compare our findings with previous work and discuss possible implications of our observations for the design of digital libraries as places of both information access and social interaction
Symbiosis between the TRECVid benchmark and video libraries at the Netherlands Institute for Sound and Vision
Audiovisual archives are investing in large-scale digitisation efforts of their analogue holdings and, in parallel, ingesting an ever-increasing amount of born- digital files in their digital storage facilities. Digitisation opens up new access paradigms and boosted re-use of audiovisual content. Query-log analyses show the shortcomings of manual annotation, therefore archives are complementing these annotations by developing novel search engines that automatically extract information from both audio and the visual tracks. Over the past few years, the TRECVid benchmark has developed a novel relationship with the Netherlands Institute of Sound and Vision (NISV) which goes beyond the NISV just providing data and use cases to TRECVid. Prototype and demonstrator systems developed as part of TRECVid are set to become a key driver in improving the quality of search engines at the NISV and will ultimately help other audiovisual archives to offer more efficient and more fine-grained access to their collections. This paper reports the experiences of NISV in leveraging the activities of the TRECVid benchmark
A Dynamic Knowledge Management Framework for the High Value Manufacturing Industry
Dynamic Knowledge Management (KM) is a combination of cultural and technological factors, including the cultural factors of people and their motivations, technological factors of content and infrastructure and, where these both come together, interface factors. In this paper a Dynamic KM framework is described in the context of employees being motivated to create profit for their company through product development in high value manufacturing. It is reported how the framework was discussed during a meeting of the collaborating company’s (BAE Systems) project stakeholders. Participants agreed the framework would have most benefit at the start of the product lifecycle before key decisions were made. The framework has been designed to support organisational learning and to reward employees that improve the position of the company in the market place
Neuroanatomical correlates of perceived usability
Usability has a distinct subjective component, yet surprisingly little is known about its neural basis and relation to the neuroanatomy of aesthetics. To begin closing this gap, we conducted two functional magnetic resonance imaging studies in which participants were shown static webpages (in the first study) and videos of interaction with webpages (in the second study). The webpages were controlled so as to exhibit high and low levels of perceived usability and perceived aesthetics. Our results show unique links between perceived usability and brain areas involved in functions such as emotional processing (left fusiform gyrus, superior frontal gyrus), anticipation of physical interaction (precentral gyrus), task intention (anterior cingulate cortex), and linguistic processing (medial and bilateral superior frontal gyri). We use these findings to discuss the brain correlates of perceived usability and the use of fMRI for usability evaluation and for generating new user experiences
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