240 research outputs found
What makes re-finding information difficult? A study of email re-finding
Re-nding information that has been seen or accessed before is a task which can be relatively straight-forward, but often it can be extremely challenging, time-consuming and frustrating. Little is known, however, about what makes one re-finding task harder or easier than another. We performed a user study to learn about the contextual factors that influence users' perception of task diculty in the context of re-finding email messages. 21 participants were issued re-nding tasks to perform on their own personal collections. The participants' responses to questions about the tasks combined with demographic data and collection statistics for the experimental population provide a rich basis to investigate the variables that can influence the perception of diculty. A logistic regression model was developed to examine the relationships be- tween variables and determine whether any factors were associated with perceived task diculty. The model reveals strong relationships between diculty and the time lapsed since a message was read, remembering when the sought-after email was sent, remembering other recipients of the email, the experience of the user and the user's ling strategy. We discuss what these findings mean for the design of re-nding interfaces and future re-finding research
Designing an Educational Game: Case Study of ’Europe 2045’
Abstract. This paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiar-izing students with political, economic, and social issues in contemporary Europe. Apart from learning facts, players develop a range of key skills: discus-sion ability, negotiation, teamwork, and group decision-making. The presented theoretical framework is based on a critical analysis of crucial issues, which seem to determine the success or failure of development and implementation of an educational game in the formal school environment. It demonstrates key ap-proaches the authors of Europe 2045 have adopted in order to overcome already known problems related to game-based learning. On a general level this paper discusses issues related to formal fact learning in educational systems and the possible role of educational games in enhancing these systems
Social determinants of content selection in the age of (mis)information
Despite the enthusiastic rhetoric about the so called \emph{collective
intelligence}, conspiracy theories -- e.g. global warming induced by chemtrails
or the link between vaccines and autism -- find on the Web a natural medium for
their dissemination. Users preferentially consume information according to
their system of beliefs and the strife within users of opposite narratives may
result in heated debates. In this work we provide a genuine example of
information consumption from a sample of 1.2 million of Facebook Italian users.
We show by means of a thorough quantitative analysis that information
supporting different worldviews -- i.e. scientific and conspiracist news -- are
consumed in a comparable way by their respective users. Moreover, we measure
the effect of the exposure to 4709 evidently false information (satirical
version of conspiracy theses) and to 4502 debunking memes (information aiming
at contrasting unsubstantiated rumors) of the most polarized users of
conspiracy claims. We find that either contrasting or teasing consumers of
conspiracy narratives increases their probability to interact again with
unsubstantiated rumors.Comment: misinformation, collective narratives, crowd dynamics, information
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The Inter-organizational Business Case in ES Implementations: Exploring the Impact of Coordination Structures and Their Properties
Developing the business case (BC) for an inter-organizational network is a major challenge. Factors like competition and differences in semantics between actors influence the stakeholders’ willingness to share information necessary for the BC development. In this paper we develop an exploratory framework showing the effect that coordination structure and project scope have on the development of a shared BC. We defined several coordination properties, such as competition, decision making location and decision power that mitigate this effect. We applied the framework in a case study where a BC is developed for an inter-organizational network. Our findings show that current BC development methods need to be re-stated and complemented by extra tools and interventions to support stakeholders in the inter-organizational specific setting
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An Emerging Model of Creative Game-based Learning
We consider the integration of creative approaches to problem solving into pervasive games is a natural extension of play for creative thinking – one that can innovatively drive technology-led changes to the facilitation of creative thinking and pose a new genre in serious gaming for learning. This paper presents an initial proposal of a new model of creative game-base learning (CGBL), which emerged through mapping of established characteristics of climates that encourage creativity and innovation to characteristics of effective serious games
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