1,496 research outputs found
Mirrors of the World - Supporting Situational Awareness with Computer Screens
In this paper we develop a notion of support for social and situational awareness. Our initial ideas are based on the metaphor of using a mirror to see what you are not looking at. We provide two studies that, for different contexts, apply the metaphor to develop design ideas that fit the context of use
GTA: Groupware task analysis Modeling complexity
The task analysis methods discussed in this presentation stem from Human-Computer Interaction (HCI) and Ethnography (as applied for the design of Computer Supported Cooperative Work CSCW), different disciplines that often are considered conflicting approaches when applied to the same design problems. Both approaches have their strength and weakness, and an integration of them does add value to the early stages of design of cooperation technology. In order to develop an integrated method for groupware task analysis (GTA) a conceptual framework is presented that allows a systematic perspective on complex work phenomena. The framework features a triple focus, considering (a) people, (b) work, and (c) the situation. Integrating various task-modeling approaches requires vehicles for making design information explicit, for which an object oriented formalism will be suggested. GTA consists of a method and framework that have been developed during practical design exercises. Examples from some of these cases will illustrate our approach
Supporting the Experience of Stakeholders of Multimedia Art â Towards an Ontology
Part 1: Beyond Computers: Wearables, Humans, and Things - WHAT!International audienceWe introduce the rapid change of the visual art ecosystem, triggered by current science and technology development. ICT enables new multimedia based an interactive art forms, with an increasing variety of stakeholders. We provide examples of audience involvement, of immersion, and of brain-computer interaction as a new paradigm for participation. We point to the use of new material dimensions, as well as to expanding shared creation and cognition. We also point to opportunities to apply this development to accommodate special needs. In order to support the dissemination of these possibilities, we advocate the development of a task-modeling based ontology to describe, analyse, and support the evolving art ecosystem
Teaching design of complex interactive systems:Learning by Interacting
In this paper we document our experiences in developing and teaching design classes. The courses we teach, and that we still try to improve and try to keep up with state of the art design approaches, originaly developed in close cooperation with colleagues like Michael Tauber and Steve Guest. Only in a way of cooperation we will be able to improve and to produce state of the art education. Teaching interactive systems design in our situation means teaching various groups of university students, as well as groups of experienced practitioners, in most cases stemming from a variety of disciplines like software engineering, electrical engineering, cognitive psychology, and AI. Our current design classes are organised in such a way that students are forming a design team with subteams for different specialist design methods like task analysis, formal modeling, prototyping, usability evaluation, and requirements analysis. The team collaborates in an iterative manner, starting from an initial statement from a real client and ending with the presentation of a complete design (including design rationales, working prototype that is evaluated, but also including organisational re-design and possible video scenarios
âShow me, how does it look nowâ: Remote Help-giving in Collaborative Design
This paper examines the role of visual information in a remote help-giving situation involving the collaborative physical task of designing a prototype remote control. We analyze a set of video recordings captured within an experimental setting. Our analysis shows that using gestures and relevant artefacts and by projecting activities on the camera, participants were able to discuss several design-related issues. The results indicate that with a limited camera view (mainly faces and shoulders), participantsâ conversations were centered at the physical prototype that they were designing. The socially organized use of our experimental setting provides some key implications for designing future remote collaborative systems
Designing Awareness Support for Distributed Cooperative Design Teams
Motivation â Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. \ud
Research approach â Within the AMIDA1 project we focus on distributed âcooperative designâ teams. We especially focus on the 'material' signals â signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants.\ud
Findings/Design â Our preliminary investigation with real-world design teams suggests that both the materiality of designersâ work settings and their social practices play an important role in understanding these material signals that are at play. \ud
Originality/Value â Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives.\ud
Take away message â An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).\u
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