1,722 research outputs found

    Four Kinds of Reproducibility in Scale Analysis

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/68060/2/10.1177_001316445501500416.pd

    Resources for situated actions

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    In recent years, advances in software tools have made it easier to analyze interactive system specifications, and the range of their possible behaviors. However, the effort involved in producing the specifications of the system is still substantial, and a difficulty exists regarding the specification of plausible behaviors on the part of the user. Recent trends in technology towards more mobile and distributed systems further exacerbates the issue, as contextual factors come in to play, and less structured, more opportunistic behavior on the part of the user makes purely task-based analysis difficult. In this paper we consider a resourced action approach to specification and analysis. In pursuing this approach we have two aims - firstly, to facilitate a resource-based analysis of user activity, allowing resources to be distributed across a number of artifacts, and secondly to consider within the analysis a wider range of plausible and opportunistic user behaviors without a heavy specification overhead, or requiring commitment to detailed user models.We acknowledge with thanks EPSRC grant EP/F01404X/1 and FCT/FEDER grant POSC/EIA/56646/2004. Michael Harrison is grateful to colleagues in the ReSIST NoE (www.resit-noe.org)

    Task analysis for error identification: Theory, method and validation

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    This paper presents the underlying theory of Task Analysis for Error Identification. The aim is to illustrate the development of a method that has been proposed for the evaluation of prototypical designs from the perspective of predicting human error. The paper presents the method applied to representative examples. The methodology is considered in terms of the various validation studies that have been conducted, and is discussed in the light of a specific case study

    Physicality and Cooperative Design

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    CSCW researchers have increasingly come to realize that material work setting and its population of artefacts play a crucial part in coordination of distributed or co-located work. This paper uses the notion of physicality as a basis to understand cooperative work. Using examples from an ongoing fieldwork on cooperative design practices, it provides a conceptual understanding of physicality and shows that material settings and co-worker’s working practices play an important role in understanding physicality of cooperative design

    Caring for the patient, caring for the record: an ethnographic study of 'back office' work in upholding quality of care in general practice

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    © 2015 Swinglehurst and Greenhalgh; licensee BioMed Central. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.Additional file 1: Box 1. Field notes on summarising (Clover Surgery). Box 2. Extract of document prepared for GPs by summarisers at Clover Surgery. Box 3. Fieldnotes on coding incoming post, Clover (original notes edited for brevity).This work was funded by a research grant from the UK Medical Research Council (Healthcare Electronic Records in Organisations 07/133) and a National Institute of Health Research doctoral fellowship award for DS (RDA/03/07/076). The funders were not involved in the selection or analysis of data nor did they make any contribution to the content of the final manuscript

    Searching for music: understanding the discovery, acquisition, processing and organization of music in a domestic setting for design

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    This series of studies make it clear that a wide range of both physical and digital resources are involved in domestic music consumption. The selection of digital resources is particularly evident, and it can be observed that domestic music consumption is a fragmented business, taking advantage of many different "channels'' for getting, using and preparing music. While there are not a series of common channels, each home displayed a variety of methods in respect to using metadata in multiple different modalities: regardless, the activities involved in getting, using and preparing music cohere through a noticeable, emergent set of workflows. We find that not only does metadata support searching, as one might expect, but also it pervades all parts of the workflow and is used in real-time as a reflexive artifact and in terms of its future perceived/prescribed use. The findings of the research raise a series of possibilities and issues that form the basis for understanding and designing for metadata use

    Co-existence or displacement : do street trials of intelligent vehicles test society?

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    This paper examines recent street tests of autonomous vehicles (AV) in the UK and makes the case for an experimental approach in the sociology of intelligent technology. In recent years intelligent vehicle testing has moved from the laboratory to the street, raising the question of whether technology trials equally constitute tests of society. To adequately address this question, I argue, we need to move beyond analytic frameworks developed in 1990s Science and Technology Studies, which stipulated "a social deficit" of both intelligent technology and technology testing. This diagnosis no longer provides an effective starting point for sociological analysis, as real-world tests of intelligent technology explicitly seek to bring social phenomena within the remit of technology testing. I propose that we examine instead whether and how the introduction of intelligent vehicles into the street involves the qualification and re-qualification of relations and dynamics between social actors. I develop this proposal through a discussion of a field study of AV street trials in three cities in the UK - London, Milton Keynes and Coventry. These urban trials were accompanied by the claim that automotive testing on the open road will enable cars to operate in tune with the social environment, and I show how iterations of street testing undo this proposition and compel its reformulation. Current test designs are limited by their narrow conception of sociality in terms of interaction between cars and other road users. They exclude from consideration the relational capacities of vehicles and human road users alike - their ability to co-exist on the open road. I conclude by making the case for methodological innovation in social studies of intelligent technology: by combining social research and design methods, we can re-purpose real-world test environments in order to elucidate social issues and dynamics raised by intelligent vehicles in society by experimental means, and, possibly, test society

    An Action-Based Approach to Presence: Foundations and Methods

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    This chapter presents an action-based approach to presence. It starts by briefly describing the theoretical and empirical foundations of this approach, formalized into three key notions of place/space, action and mediation. In the light of these notions, some common assumptions about presence are then questioned: assuming a neat distinction between virtual and real environments, taking for granted the contours of the mediated environment and considering presence as a purely personal state. Some possible research topics opened up by adopting action as a unit of analysis are illustrated. Finally, a case study on driving as a form of mediated presence is discussed, to provocatively illustrate the flexibility of this approach as a unified framework for presence in digital and physical environment

    Redefining innovation processes: The digital designers at work

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    As design in digital innovation has become a thing, we highlight the inconclusive concepts that describe design activity in innovation processes. Proposing an alternative theoretical lens - a sociomaterial practice lens - we claim that this view can reveal the contribution of digital designers to the work of innovation. This paper draws on a research study with digital designers in the UK. At the same time as we begin to reconceptualise the ways digital design activity can be described, we also illustrate a theoretical framework based on 1) action and knowing as ordered by collectively produced objects, 2) sociomateriality and the configuration of human bodies and materials in action, 3) the co-emergence of objects and sociomaterial configurations where each is the condition of the other. This alternative way of looking at design activity may pose some challenges to the theoretical traditions in the field. We however believe that it contains immense potential too
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