Multichat: persistent, text-as-you-type messaging in a web browser for fluid multi-person interaction and collaboration.
by Jon Schull
GAMBIT: Addressing Multi-platform Collaborative Sketching with HTML5
EICS’12, June 25–26, 2012, Copenhagen, Denmark.
Prototypes are essential tools for design activities since they allow designers to realize and evaluate ideas in early... more
Prototypes are essential tools for design activities since they allow designers to realize and evaluate ideas in early stages of the development. Sketching is a primary tool for constructing prototypes of interactive systems and has been used in developing low-fidelity prototypes for a long time. The computational support for sketching has been receiving a recurrence of interest in the last 45 years and again nowadays within the mobile web context, where there are diverse devices to be considered.
The tool presented on this paper was built with HTML5 and Javascript in order to run on any device with browsing capabilities, for the main purpose of aiding an investigation on addressing issues of multi-platform collaborative sketching.
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Seen by:The Affordances of Media Spaces for Collaboration
In this paper, I discuss the affordances offered by media spaces for collaboration, contrasting their properties with... more In this paper, I discuss the affordances offered by media spaces for collaboration, contrasting their properties with those of the everyday medium and exploring the implications for perception and interaction. Collaboration is situated in a physical environment which supports or constrains the various forms social interactions might take. An analysis of the affordances of the environment – the properties that offer actions and interactions to those within it – thus complements analyses which emphasize social and cultural factors. Examining the "physics" of media space systems is helpful both in understanding how people use them to collaborate and in suggesting possibilities for design.
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Seen by:Collaborative Museums: An Approach to Co-Design
Moura, H.; Cardador, D.; Vega, K.; Ugulino, W.; Barbato, M.; Fuks, H. Collaborative Museums: An Approach to Co-Design. Proceedings of ACM Conference on Computer Supported Cooperative Work (CSCW 2012) , pp. 681-684. Seatle, WA: Association for Computing Machinery (ACM), 2012. ISBN 978-1-4503-1086-4. DOI: http://doi.acm.org/10.1145/2145204.2145307.
This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation... more This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation workshops and fast prototyping, amongst other Social Science and Human Centered Design methods. Focused on the creation of immersive and collaborative museum experiences, it provides a rationale for involving carefully selected multidisciplinary teams and users in the entire design cycle, and presents a process that supports this task, from research to development, pointing its value and limitations. In order to bring the discussion into context and exemplify the use of a group of methods that can support collaborative design, it introduces the case of a Brazilian Planetarium and Science Museum.
Multidisciplinary Medical Team Meetings: An Analysis of Collaborative Working with Special Attention to Timing and Teleconferencing
by Bridget Kane
co-authored with Saturnino Luz and published in CSCW Journal, 2006
In this paper we describe the process of a multi-disciplinary medical team meeting (MDTM), its functions and operation... more In this paper we describe the process of a multi-disciplinary medical team meeting (MDTM), its functions and operation in colocated and teleconference discussions. Our goal is to identify the elements and mechanics of operation that enhance or threaten the dependability of the MDTM as a ‘‘system’’ and propose technologies and measures to make this system more reliable. In particular, we assess the effect of adding teleconferencing to the MDTM, and identify strengths and vulnerabilities introduced into the system by the addition of telecon- ferencing technology. We show that, with respect to the systemÕs external task environment, rhythms of execution of pre-meeting and post-meeting activities are critical for MDTM success and that the extension of the MDTM to wider geographic locations with teleconferencing might disrupt such rhythms thereby posing potential threats to dependability. On the other hand, an analysis of vocalisation patterns demonstrates that despite difficulties related to coordination and awareness in video-mediated communication (evidenced by increased time spent in case discussion, longer turns, decreased turn frequency and near lack of informal exchanges) the overall case discussion structure is unaffected by the addition of teleconfer- encing technology into proceedings.
Achieving Diagnosis by Consensus
by Bridget Kane
co-authored with Saturnino Luz and published in CSCW Journal 2009
This paper provides an analysis of the collaborative work conducted at a multidisci- plinary medical team meeting,... more This paper provides an analysis of the collaborative work conducted at a multidisci- plinary medical team meeting, where a patient’s definitive diagnosis is agreed, by consensus. The features that distinguish this process of diagnostic work by consensus are examined in depth. The current use of technology to support this collaborative activity is described, and experienced deficiencies are identified. Emphasis is placed on the visual and perceptual difficulty for individual specialities in making interpretations, and on how, through collaboration in discussion, definitive diagnosis is actually achieved. The challenge for providing adequate support for the multidisci- plinary team at their meeting is outlined, given the multifaceted nature of the setting, i.e. patient management, educational, organizational and social functions, that need to be satisfied.
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Seen by:Co-designing Collaborative Museums using Ethnography and Co-creation Workshops
Published in the 8th Brazilian Symposium on Collaborative Systems
The paper presents a human centered approach to co-design of groupware and socialware for collaborative museums, using... more
The paper presents a human centered approach to co-design of groupware and socialware for collaborative museums, using ethnography, co-creation workshops and Blank Model Prototyping. It discusses the concepts and processes of human centered design, participatory design, ethnography, concept generation and iterative prototyping - pointing their value to the support of group systems design, in comparison to other approaches. It also gives an overview of the state of the art of museums around the world. Next, it describes a case study conducted in a Brazilian Planetarium and Science Museum, highlighting details of the context, process and results. The intent was to implement a system for collaborative museums that supports an integrated user experience before, during and after the visit - through groupware, socialware and cross reality technologies - for continuous engagement, co-construction of knowledge, intergenerational interaction, multimodality, sharing of ideas, and emergence of mentorship networks.
Read more: http://groupware.les.inf.puc-rio.br/work.jsf?p1=8432#ixzz1kNUWvBZt
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Seen by: and 9 moreUn rendez-vous parmi d’autres. Ce que le jeu sur internet nous apprend du travail contemporain
Manuel Boutet, 2011. « Un rendez-vous parmi d’autres. Ce que le jeu sur internet nous apprend du travail contemporain ». ethnographiques.org, Numéro 23 - décembre 2011 "Analyser les présences au travail : visibilités et invisibilités" [en ligne].
(http://www.ethnographiques.org/2011/ Boutet - consulté le 27.12.2011)
Abstract
What can we learn about contemporary work and its collective forms of sociability from the rise of... more
Abstract
What can we learn about contemporary work and its collective forms of sociability from the rise of ‘rendez-vous' games on Internet ? Games can be useful tools for analyzing work on the condition that our understanding of the encounters between of these two types of activity is not limited to a common-sense interpretation in which games represent at worst a simple form of entertainment, at best, training for something more serious. On the basis of interviews with players of an online game, we show that forms of play vary with the work activity with which they are associated, and especially, on the presence or absencce of multi-activity, where interactions at a distance and heterogeneous solicitations occupy an important place. Examing gaming pratice during breaks enables us to see how employees manage to maintain the consistency of their activities in such professional contexts, and to understand the developing of new forms of sociability based mainly on shared life/work rhythms.
Résumé
Que peut nous apprendre l'essor des « jeux de rendez-vous » sur le travail contemporain et les collectifs qui s'y inventent ? Si le jeu peut constituer un bon analyseur du travail, c'est que l'intrication de ces deux activités ne se résume pas aux deux interprétations courantes, qui voient dans le jeu un divertissement ou un entraînement. En partant d'entretiens menés avec des joueurs d'un jeu en ligne sur internet, on montre que la forme prise par la pratique de jeu varie selon l'activité de travail où elle s'insère, en particulier selon la présence ou non d'une situation de multi-activité, où se multiplient les communications à distance et les sollicitations hétérogènes dans le cours de l'activité. Le jeu donne ainsi à voir le travail déployé pour maintenir une cohérence de l'activité dans les contextes professionnels, plus nombreux aujourd'hui, où les temps sont individualisés, les arrangements techniques, laissés à la responsabilité du travailleur, et les sollicitations hétérogènes. On comprend aussi que s'y développent des nouvelles formes de sociabilités essentiellement basées sur le partage de rythmes.
Collaboration and Multimedia: Identifying Equilibrium in the MDT Information Ecosystem
by Bridget Kane
co-authored with my research mentor, Saturnino Luz. Poster presentation at CSCW 2012 in Seattle.
This study of collaboration among a multidisciplinary team of healthcare workers demonstrates that elements intrinsic... more This study of collaboration among a multidisciplinary team of healthcare workers demonstrates that elements intrinsic to the interaction constitute a delicate ecosystem. As the balance between actors, digital media and paper artefacts fluctuates, so too the nature of the interaction and collaboration changes. Intrinsic to the multidisciplinary team (MDT) ecosystem is specialist knowledge, radiological images, pathology samples, together with the interpretation of the patient's findings, as well as the roles and responsibilities of the active participants and observer collaborators.
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Seen by:Extending Virtual Organizations in the Public Sector: Lessons from CSCW, STS, and Organization Science
by Radaphat (Pae) Chongthammakun
Co-authored with Professor Steven J. Jackson; published in the Proceedings of the Hawaii International Conference on System Sciences, 2010.
This paper explores current research around IT-related organizational change in the public sector, and in particular... more This paper explores current research around IT-related organizational change in the public sector, and in particular the emergence of “virtual organizations”(VOs) in government. We argue that despite their centrality to broader digital government visions, the tensions and challenges attending VO development remain a theoretical and empirical weak point in digital government scholarship to date. This paper draws on findings from the fields of Computer-Supported Cooperative Work (CSCW), Science and Technology Studies (STS), and Organization Science to illuminate three central problems confronting the growth of public sector VOs: problems of distance, alignment, and resistance. Theoretically and empirically informed approaches to these problems promise to improve both understanding and practice of IT-related organizational change in government.
What are workplace studies for?
Plowman L., Rogers Y. & Ramage M. (1995). What are workplace studies for? Proceedings of European Conference on Computer Supported Cooperative Work (ECSCW ‘95), Stockholm, Sept. 1995, eds. H. Marmolin, Y. Sundblad & K. Schmidt, pp. 309-324. Kluwer, Dordrecht.
We have considered the role of workplace studies in the CSCW literature which are intended to inform system design and... more We have considered the role of workplace studies in the CSCW literature which are intended to inform system design and implementation. We present a critique of these studies, categorised according to which phase of the design process they most inform, and discuss the tensions between providing explanatory accounts and usable design recommendations, the pressures on fieldworkers to provide both, the purposes different approaches serve, and the transition from fieldwork to system design.
Quand les avions entrent dans la salle. La sécurité telle qu'elle se fait <2002>
Research report contributing to LOOK (funded by Eurocontrol Experimental Center)
together with Gérard Dubey, Xavier Guchet, Marina Maestrutti, Sophie Poirot-Delpech
The Distributed Studio: Towards a Theory of Virtual Place for Creative Collaboration
Co-authored with Yusuf Pisan.
Published in OZCHI '08 Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
ACM New York, NY, USA
Virtual environments intended to support creative collaboration are being built without an informed consideration of... more Virtual environments intended to support creative collaboration are being built without an informed consideration of the implicit interaction design choices being made. This paper proposes a set of design principles for such environments. Drawing from theory and reflective practice we suggest a conceptual focus on a Distributed Studio designed around the following five principles: Support Reconfiguration, Mix Realities, Control Access, Be A/Synchronous, and Transform Space into Inhabited Place.
La Stabilisation Des Faits Sur Les Wikis: Le Cas De L'Encyclopedia En Ligne Wikipédia
Mon mémoire de maîtrise. My master's thesis.
The word “wiki”, which means “quick” in Hawaiian, refers to the principle of an open web site, whose content can be... more
The word “wiki”, which means “quick” in Hawaiian, refers to the principle of an open web site, whose content can be changed by any visitor. Its application is mostly documented in the field of knowledge management in businesses, but the word has gained wider usage thanks to Wikipedia, an online encyclopaedia of more than four million articles, written – and continuously evolving – through the joint efforts of several hundreds of thousands of people. While many authors share the worries of users, who question the validity of the information that can emerge from such an unsupervised writing effort, comparative studies show that the fears are unwarranted and that most of the texts found on Wikipedia are as rigorously written as those of better-known, print encyclopaedias. How can it be that individuals who do not know each other beforehand, working without the safety net of peer-reviewing and with no pre-established rules, are able to collaborate and to select the information that should be included in the articles? What are the mechanisms and the processes by which the collaboration takes place?
I offer to answer these questions by the meticulous observation of the discussions the participants engage into. From there, I will suggest list of some of the organizing processes taking place and I will argue that the thus-constituted organization offers a structure that constrains consecutive actions and discussions. Participants must therefore follow the rules and norms established by the work of their peers. That is how, I suggest, it is possible to understand the stabilization of facts, that is to say the way propositions are institutionalized and acknowledged as facts. This happens on two levels: on one hand, participants evaluate and accept propositions that are to be included in the article; on the other hand, participants negotiate, evaluate and accept or reject propositions regarding the very organization of their work.
Writing a Wikipedia Article: Data Mining and Organizational Communication to Explain the Practices By Which Contributors Maintain the Articles Coherence
With Jeanne d'Arc Uwatowenimana
In this paper, we show, by taking Wikipedia as our field, that contributors writing collaboratively an article the... more In this paper, we show, by taking Wikipedia as our field, that contributors writing collaboratively an article the *wiki way* do it in a coherent, regular way, proving wrong the online encyclopaedias reputation of being erratic. Drawing on the Montreal School of organizational communication literature, we attempt to explain the mechanisms by which contributors achieve that coherence and stability, showing that conversation and its sedimentation in texts are the locus of those practices. We will see that Taylor and Van Every*s (2000) text-conversational approach helps us see that in spite of the lack of pre-existing structures, Wikipedia contributors are not acting in a normative void.
