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250
Social translucence: An approach to designing systemsthat mesh with social processes.",
- Trans. Computer-Human Interaction,
, 2002
"... We are interested in designing systems that support communication and collaboration among large groups of people over computer networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to d ..."
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Cited by 411 (20 self)
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We are interested in designing systems that support communication and collaboration among large groups of people over computer networks. We begin by asking what properties of the physical world support graceful human-human communication in face-to-face situations, and argue that it is possible to design digital systems that support coherent behavior by making participants and their activities visible to one another. We call such systems "socially translucent systems" and suggest that they have three characteristics-visibility, awareness, and accountability-which enable people to draw upon their social experience and expertise to structure their interactions with one another. To motivate and focus our ideas we develop a vision of knowledge communities, conversationally based systems that support the creation, management and reuse of knowledge in a social context. We describe our experience in designing and deploying one layer of functionality for knowledge communities, embodied in a working system called "Babble," and discuss research issues raised by a socially translucent approach to design.
Mobility in collaboration
- In: Proceedings of Computer Supported Collaborative Work
, 1998
"... This paper addresses an issue that has received little attention within CSCW- the requirements to support mobility within collaboration activities. By examining three quite different settings each with differing technological support, we examine the ways in which mobility is critical to collaborativ ..."
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Cited by 237 (2 self)
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This paper addresses an issue that has received little attention within CSCW- the requirements to support mobility within collaboration activities. By examining three quite different settings each with differing technological support, we examine the ways in which mobility is critical to collaborative work. We suggest that taking mobility seriously, may not only contribute our understanding of current support for collaboration, but raise more general issues concerning the requirements for mobile and other technologies. Keywords mobile communications, augmented reality, object-centred interaction
Dealing with Mobility: Understanding access anytime, anywhere
"... The rapid and accelerating move towards the adoption and use of mobile technologies has increasingly provided people and organisations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterised in terms of the access ..."
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Cited by 179 (7 self)
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The rapid and accelerating move towards the adoption and use of mobile technologies has increasingly provided people and organisations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterised in terms of the access to information and people 'anytime, anywhere'. This paper problemarises the rhetoric of 'access anytime, and anywhere' and presents a study of mobile workers that highlights different facets of access to remote people and information, and different facets of anytime, anywhere. Four key factors in mobile work are identified from the study: the role of planning, working in 'dead time', accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artefact use in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers.
Connexus to awarenex: extending awareness to mobile users
, 2001
"... We explored the use of awareness information to facilitate communication by developing a series of prototypes. The ConNexus prototype integrates awareness information, instant messaging, and other communication channels in an interface that runs on a desktop computer. The Awarenex prototype extends ..."
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Cited by 171 (10 self)
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We explored the use of awareness information to facilitate communication by developing a series of prototypes. The ConNexus prototype integrates awareness information, instant messaging, and other communication channels in an interface that runs on a desktop computer. The Awarenex prototype extends that functionality to wireless handheld devices, such as a Palm. A speech interface also enables callers to make use of the awareness information over the telephone. While the prototypes offer similar functionality, the interfaces reflect the different design affordances and use contexts of each platform. We discuss the design implications of providing awareness information on devices with varying interface and network characteristics.
Socially translucent systems: social proxies, persistent conversation, and the design of “Babble
, 1999
"... We take as our premise that it is possible and desirable to design systems that support social processes. We describe Loops, a project which takes this approach to supporting computer-mediated communication (CMC) through structural and intemctive properties such as persistence and a minimalist graph ..."
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Cited by 140 (17 self)
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We take as our premise that it is possible and desirable to design systems that support social processes. We describe Loops, a project which takes this approach to supporting computer-mediated communication (CMC) through structural and intemctive properties such as persistence and a minimalist graphical representation of users and their activities that we call a social proxy. We discuss a prototype called “Babble ” that has been used by our group for over a year, and has been deployed to six other groups at the Watson labs for about two months. We describe usage experiences, lessons learned, and next steps.
Interaction in 4-second bursts: The fragmented nature of attentional resources in mobile HCI
- Proceedings of CHI’05
, 2005
"... When on the move, cognitive resources are reserved partly for passively monitoring and reacting to contexts and events, and partly for actively constructing them. The Resource Competition Framework (RCF), building on the Multiple Resources Theory, explains how psychosocial tasks typical of mobile si ..."
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Cited by 139 (20 self)
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When on the move, cognitive resources are reserved partly for passively monitoring and reacting to contexts and events, and partly for actively constructing them. The Resource Competition Framework (RCF), building on the Multiple Resources Theory, explains how psychosocial tasks typical of mobile situations compete for cognitive resources and then suggests that this leads to the depletion of resources for task interaction and eventually results in the breakdown of fluent interaction. RCF predictions were tested in a semi-naturalistic field study measuring attention during the performance of assigned Web search tasks on mobile phone while moving through nine varied but typical urban situations. Notably, we discovered up to eight-fold differentials between micro-level measurements of attentional resource fragmentation, for example from spans of over 16 seconds in a laboratory condition dropping to bursts of just a few seconds in difficult mobile situations. By calibrating perceptual sampling, reducing resource usage for tasks of secondary importance, and resisting the impulse to switch tasks before finalization, participants compensated for the resource depletion. The findings are compared to previous studies in office contexts. The work is valuable in many areas of HCI dealing with mobility. ACM Classification Keywords: H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous
Distance, dependencies, and delay in a global collaboration
, 2000
"... Collaborations over distance must contend with the loss of the rich, subtle interactions that co-located teams use to coordinate their work. Previous research has suggested that one consequence of this loss is that cross-site work will take longer than comparable single-site work. We use both survey ..."
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Cited by 114 (8 self)
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Collaborations over distance must contend with the loss of the rich, subtle interactions that co-located teams use to coordinate their work. Previous research has suggested that one consequence of this loss is that cross-site work will take longer than comparable single-site work. We use both survey data and data from the change management system to measure the extent of delay in a multi-site software development organization. We also measure site interdependence, differences in same-site and cross-site communication patterns, and analyze the relationship of these variables to delay. Our results show a significant relationship between delay in cross-site work and the degree to which remote colleagues are perceived to help out when workloads are heavy. This result is particularly troubling in light of the finding that workers generally believed they were as helpful to their remote colleagues as to their local colleagues. We discuss implications of our findings for collaboration technology for distributed organizations.
Hubbub: A sound-enhanced mobile instant messenger that supports awareness and opportunistic interactions
, 2001
"... There have been many attempts to support awareness and lightweight interactions using video and audio, but few have been built on widely available infrastructure. Text-based systems have become more popular, but few support awareness, opportunistic conversations, and mobility, three important elemen ..."
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Cited by 101 (5 self)
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There have been many attempts to support awareness and lightweight interactions using video and audio, but few have been built on widely available infrastructure. Text-based systems have become more popular, but few support awareness, opportunistic conversations, and mobility, three important elements of helping distributed groups coordinate. We built on the popularity of text-based Instant Messengers (IM) by building a mobile IM called Hubbub that tries to provide all three, notably through the use of musical sounds. In a 5.5-month use study, we found that Hubbub helped people feel connected to others in different locations and supported opportunistic interactions. Sound was a useful cue for helping people feel connected, although some found it annoying. It was more important to support graceful transitions between multiple fixed locations than to support wireless access, although both were useful.
Research Commentary: The Next Wave of Nomadic Computing
- Information Systems Research
, 2002
"... Anomadic information environment is a heterogeneous assemblage of interconnected technological, and social, and organizational elements that enable the physical and social mobility of computing and communication services between organizational actors both within and across organizational borders. We ..."
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Cited by 93 (5 self)
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Anomadic information environment is a heterogeneous assemblage of interconnected technological, and social, and organizational elements that enable the physical and social mobility of computing and communication services between organizational actors both within and across organizational borders. We analyze such environments based on their prevalent features of mobility, digital convergence, and mass scale, along with their mutual interdependencies. By using a framework that organizes research topics in nomadic information environments at the individual, team, organizational, and interorganizational levels and is comprised of both service and infrastructure development, we assess the opportunities and challenges for IS research. These deal with the design, use, adoption, and impacts of nomadic information environments. We conclude by discussing research challenges posed by nomadic information environments for information systems research skills and methods. These deal with the need to invent novel research methods and shift our research focus, the necessity to question the divide between the technical and the social, and the need to better integrate developmental and behavioral (empirical) research modes.
"Making Place" to Make IT Work: Empirical Explorations of HCI for Mobile CSCW
- In GROUP'99: Proceedings of the international ACM SIGGROUP conference on supporting group work
, 1999
"... This paper addresses issues of user interface design, relating to ease of use, of handheld CSCW. In particular, we are concerned with the requirements that arise from situations in which a traditionally designed mobile computer with a small keyboard and screen, may not be easily used. This applies t ..."
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Cited by 77 (1 self)
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This paper addresses issues of user interface design, relating to ease of use, of handheld CSCW. In particular, we are concerned with the requirements that arise from situations in which a traditionally designed mobile computer with a small keyboard and screen, may not be easily used. This applies to many mobile use contexts, such as inspection work and engineering in the field. By examining two such settings, we assert that what is usually pointed to as severe shortcomings of mobile computing today, for example: awkward keyboard, small display and unreliable networks, are really implications from a conceptual HCI design that emphasise unstructured, unlimited input; a rich, continuous visual feedback channel and marginal use of sound. We introduce MOTILE, a small prototype that demonstrates some alternative ideas about HCI for mobile devices. We suggest that identifying complementing user interface paradigms for handheld CSCW may enhance our understanding not only of mobile computing o...