43 research outputs found
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Where Theory meets Practice: A Case for an Activity Theory based Methodology to guide Computer System Design
Computer system developers are increasingly being challenged to develop tools that are not only usable, but more importantly useful in the sense of assisting the user to achieve desired goals. This requirement has highlighted the importance of accounting for the social and cultural issues of the computer tool user when developing a computer system. Activity Theory (AT) has emerged as a suitable framework for analysing social and cultural issues because it provides a language to describe what people do in context. However, many computer system developers have failed to benefit from this insight mainly due to lack of established methods to operationalise ideas from this framework for the purpose of guiding the design process. This paper proposes a methodology developed to direct the application of a version of AT based on Engeström’s (1987) conceptualisation in order to support requirements capture during computer system design
Changing Tools Changing Attitudes: Effects of introducing a computer system to promote learning at work
The use of computer-supported collaborative learning (CSCL) tools to manage and support learning at
work offers a lot of advantages, such as the increase in the availability and access to knowledge.
However, computer systems also introduce new ways of doing things, which may impact on their
acceptability and usage in an organisation. The study considers the issue of re-mediating human
activity through the introduction of a CSCL system to support collaborative organisational learning
(COL) activities as a way of promoting learning at work. A comparative study into the effects of remediating
work practices in an organisation was conducted 'before' and 'after' the introduction of a
CSCL system using three selected constitutive elements of COL namely: collaboration, knowledge
sharing and interactivity. The study used activity theory as a framework for examining the support
mechanisms for the selected elements of COL from a social and cultural perspective in terms of how
they occur, and how they are supported in context. Findings highlighted the importance of accounting
for social and cultural issues relating to the tool user, prior to the introduction of a CSCL system to
support learning at work, as these could impact on the usage and acceptability of such a tool
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Reflections on Methods for applying Activity Theory to CSCW research and practice – The AODM Approach
CSCW research and practice incorporates the design and analysis of computer-basedtools as resources for supporting work-based activities. Within this remit, the design and analysis of these tools need to address mediational aspects of these resources in relation to the context of operation and motives of those engaged in work activity. In this regard, several researchers and practitioners have highlighted the suitability of activity theory in conceptualising the dynamics of tool and user interactions in context (Nardi, 1996; Kuutti, 1996; Bodker, 1991). However, variations in methodological perspectives on putting activity theory ideas into practice continue to trigger interesting debate regarding the feasibility of applying activity theory to the design and analysis of computer systems and tools for supporting work activities (Mwanza, 2001a, 2001b and 2001c). Towards this end, various methodological propositions have been put forward (Mwanza, 2002; Korpela et al., 2000; Kaptelinin et al., 1999)
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AODM as a framework and model for characterising learner experiences with technology
The task of characterising learner experiences with technology is increasingly becoming complex due to continuous technological advancements that enable learners to connect, collaborate, generate educational resources and promptly share them in various settings. The challenge for the educator is to understand how to effectively capture and represent learners’ current and future experiences with technology. This paper presents ‘Activity-Oriented Design Method’ (AODM) as a framework and model for characterising personalised and contextualised learner experiences with technology. The objective is to show how AODM can be used to understand learner experiences by examining learner practices with technology and interactions with each other. The aim is to assess the significance and adequacy of AODM as a framework and model that contributes to future understanding of learner experiences with technology. In order to support our arguments, we draw practical insights from two studies that applied AODM to e-learning investigations. The outcome of this analysis is an assessment of the capacity of AODM as a model and framework for characterising both current and future learner experiences with technology. Furthermore, the analysis illuminates the processes of change that inform the design and use of future technologies for learning
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Using activity-oriented design methods (AODM) to investigatemobile learning
The past few years have witnessed significant interest and developments in researching mobile learning, with a lot of important contributions being made towards understanding and defining mobile learning. However, current research efforts are being redirected towards a new agenda to establish appropriate methods for investigating mobile learning, as this book testifies. This chapter contributes to this research effort by articulating how to adapt Activity-Oriented Design Methods (AODM – see Mwanza, 2002) for use in mobile learning research
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Methods for applying Activity Theory to HCI Design
Activity Theory (AT) has been a recognised framework for enhancing design practices in HCI and
related disciplines for a couple of decades. In most cases, AT has been deployed as an analytical framework for
conceptualising user and contextual perspectives during systems design. However, the popularity of this
framework has not yet resulted in operational methods and techniques that can easily and readily be applied in
HCI design. The purpose of this workshop is to examine current methods and techniques based on AT so as to
establish the feasibility of using this framework in HCI for practical design purposes. Given this remit, the term
‘HCI design’ is used in a much broader sense so as to incorporate the whole range of activities involved in the
systems development process
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Towards an activity-oriented design method for HCI research and practice
During the last two decades, designing for usability has been the focus of attention when developing computer systems. However, the dynamic nature of human use of computer systems has meant that designing for 'usefulness' or 'fitness for purpose' is increasingly becoming the primary concern for systems developers. Central to this concern are issues underpinned by the social context in which a computer user operates.Within the field of Human-Computer Interaction (HCI), this situation led to a search for appropriate theories for conceptualising these design concerns. Whilst Activity Theory has been identified as a suitable framework for conceptualising these user perspectives, the lack of a standard methodology for applying it to HCI research and practice has meant that many systems developers have failed to benefit from the richness of this framework. The objective of this thesis was therefore to develop an Activity Theory based methodology for HCI research and practice. This thesis, contributes the `Activity-Oriented Design Methodology' (AODM) both as a practical and analytical methodology for using Activity Theory within HCI design. AODM incorporates four methodological tools namely:- The `Eight-Step-Model'- The `Activity Notation'- The technique of `Generating Research Questions'- The technique of `Mapping AODM Operational Processes'AODM tools were constructed from empirical work carried out as part of this research. Empirical analysis of work practices in two organisations was conducted for a period of two years using Activity Theory. This empirical work formed the basis for validating AODM. AODM tools support the systems design processes of gathering, analysing and communicating (through modelling) research and design insights from an Activity Theory perspective. It is argued that AODM provides a valuable practical and analytical methodology for operationalising Activity Theory within HCI so as to support early phases of systems design: namely, requirements capture and evaluation
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Fostering Open Educational practices in cross-cultural contexts
The open content movement is breaking down traditional barriers to learning and resource sharing by promoting free access to Open Educational Resources (OERs) such as digital educational content and technological tools for teaching and learning. OERs have the potential to enable learners to champion their own learning by providing free access to educational content and tools that enable them to create, use and share knowledge. However, the design and uptake of OERs is often hampered by limited understanding of issues relating to the context in which learners access and use OERs. This paper discusses some of the approaches taken to foster open educational practices in learner use of OERs offered by The Open University’s open content initiative, OpenLearn. Drawing on these experiences, we then consider future ideas about supporting open educational practices in cross-cultural contexts, and, in collaboration with Tshwane University of Technology, examine potential impact of OERs in Africa
Establishing user requirements for a mobile learning environment
This paper presents the rationale, challenges, successes and results of activities to establish the requirements for a mobile learning environment. The effort is part of a European-funded research and development project investigating context-sensitive approaches to informal, problem-based and workplace learning by using key advances in mobile technologies. The techniques used include user observation, participatory design workshops and questionnaires. Analytic techniques include UML and the Volere shell and template
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Methods and models of next generation technology enhanced learning - White Paper
Our understanding of learning with technology is increasingly lagging behind technological advancements, such that it is no longer possible to fully understand learning with technologies without bringing together evidence from practice-based experiences and theoretical insight to inform research, design, policy and practice. Furthermore, whilst practical experiences and theoretical insights make significant contributions towards understanding learning with new technologies, the dynamic nature of learner practices and study contexts make it difficult to predict future requirements in terms of methods and models for next generation technology enhanced learning.
We therefore require formal and comprehensive methods and models of learning with technology that accommodate theory and practice whilst allowing us to anticipate methodological innovations that capture future transitions and changes in learner practices and study contexts, in order to inform research, design, policy and practice.
Workshop participants represented different communities of interest including research, design, evaluation and assessment. The overall objective was to anticipate methodological innovations in technology enhanced learning research and design over the next 5/10 years