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A Descriptive Framework of Workspace Awareness for RealTime Groupware
- Computer Supported Cooperative Work
, 2002
"... Abstract. Supporting awareness of others is an idea that holds promise for improving the usability of real-time distributed groupware. However, there is little principled information available about awareness that can be used by groupware designers. In this article, we develop a descriptive theory o ..."
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Cited by 251 (26 self)
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Abstract. Supporting awareness of others is an idea that holds promise for improving the usability of real-time distributed groupware. However, there is little principled information available about awareness that can be used by groupware designers. In this article, we develop a descriptive theory of awareness for the purpose of aiding groupware design, focusing on one kind of group awareness called workspace awareness. We focus on how small groups perform generation and execution tasks in medium-sized shared workspaces – tasks where group members frequently shift between individual and shared activities during the work session. We have built a three-part framework that examines the concept of workspace awareness and that helps designers understand the concept for purposes of designing awareness support in groupware. The framework sets out elements of knowledge that make up workspace awareness, perceptual mechanisms used to maintain awareness, and the ways that people use workspace awareness in collaboration. The framework also organizes previous research on awareness and extends it to provide designers with a vocabulary and a set of ground rules for analysing work situations, for comparing awareness devices, and for explaining evaluation results. The basic structure of the theory can be used to describe other kinds of awareness that are important to the usability of groupware. Key words: awareness, groupware design, groupware usability, real-time distributed groupware, situation awareness, shared workspaces, workspace awareness
Design for Individuals, Design for Groups: Tradeoffs Between Power and Workspace Awareness
, 1998
"... Users of synchronous groupware systems act both as individuals and as members of a group, and designers must try to support both roles. However, the requirements of individuals and groups often conflict, forcing designers to support one at the expense of the other. The tradeoff is particularly evide ..."
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Cited by 185 (20 self)
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Users of synchronous groupware systems act both as individuals and as members of a group, and designers must try to support both roles. However, the requirements of individuals and groups often conflict, forcing designers to support one at the expense of the other. The tradeoff is particularly evident in the design of interaction techniques for shared workspaces. Individuals demand powerful and flexible means for interacting with the workspace and its artifacts, while groups require information about each other to maintain awareness. Although these conflicting requirements present real problems to designers, the tension can be reduced in some cases. We consider the tradeoff in three areas of groupware design: workspace navigation, artifact manipulation, and view representation. We show techniques such as multiple viewports, process feedthrough, action indicators, and view translations that support the needs of both individuals and groups.
Workspace awareness in real-time distributed groupware
, 1997
"... The rich person-to-person interaction afforded by shared physical workspaces allows people to maintain up-to-the minute knowledge about others ’ interaction with the workspace. This knowledge is workspace awareness, part of the glue that allows groups to collaborate effectively. In real-time groupwa ..."
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Cited by 142 (22 self)
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The rich person-to-person interaction afforded by shared physical workspaces allows people to maintain up-to-the minute knowledge about others ’ interaction with the workspace. This knowledge is workspace awareness, part of the glue that allows groups to collaborate effectively. In real-time groupware systems that provide a shared virtual workspace, the possibilities for interaction are impoverished when compared with physical workspaces, partly because support for workspace awareness has not generally been a priority in groupware design. In this paper, we present the concept of workspace awareness as one key to supporting the richness evident in face-to-face interaction. We construct a conceptual framework that describes the elements and mechanisms of workspace awareness, and then show several widgets that can be embedded in relaxed-WYSIWIS groupware systems to support the maintenance of workspace awareness.
Visual query systems for databases: A survey
- Journal of Visual Languages and Computing
, 1997
"... Visual query systems (VQSs) are query systems for databases that use visual representations to depict the domain of interest and express related requests. VQSs can be seen as an evolution of query languages adopted into database management systems; they are designed to improve the effectiveness of t ..."
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Cited by 134 (10 self)
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Visual query systems (VQSs) are query systems for databases that use visual representations to depict the domain of interest and express related requests. VQSs can be seen as an evolution of query languages adopted into database management systems; they are designed to improve the effectiveness of the human-computer communication. Thus, their most important features are those that determine the nature of the human-computer dialogue. In order to survey and compare existing VQSs used for querying traditional databases, we first introduce a classification based on such features, namely the adopted visual representations and the interaction strategies. We then identify several user types and match the VQS classes against them, in order to understand which kind of system may be suitable for each kind of user. We also report usability experiments which support our claims. Finally, some of the most important open problems in the VQS area are described. 1.
A Working Memory Model of a Common Procedural Error
, 1995
"... Systematic errors in performance are an important aspect of human behavior that have not received adequate explanation. One such systematic error is termed post-completion error; a typical example is leaving one’s card in the automatic teller after withdrawing cash. This type of error seems to occu ..."
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Cited by 121 (10 self)
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Systematic errors in performance are an important aspect of human behavior that have not received adequate explanation. One such systematic error is termed post-completion error; a typical example is leaving one’s card in the automatic teller after withdrawing cash. This type of error seems to occur when people have an extra step to perform in a procedure after the main goal has been satisfied. The fact that people frequently make this type of error, but do not make this error every time, may best be explained by considering the working memory load at the time the step is to be performed: the error is made when the load on working memory is high, but will not be made when the load is low. A model of performance in the task was constructed using Just and Carpenter’s (1992) CAPS that predicted that high working memory load should be associated with post-completion errors. Two experiments confirmed that such errors can be produced in a laboratory as well as a naturalistic setting, and that the conditions under which the CAPS model makes the error are consistent with the conditions under which the errors occur in
Multimodal human computer interaction: A survey
, 2005
"... In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user ..."
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Cited by 119 (3 self)
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In this paper we review the major approaches to Multimodal Human Computer Interaction, giving an overview of the field from a computer vision perspective. In particular, we focus on body, gesture, gaze, and affective interaction (facial expression recognition and emotion in audio). We discuss user and task modeling, and multimodal fusion, highlighting challenges, open issues, and emerging applications for Multimodal Human Computer Interaction (MMHCI) research.
Task Analysis for Groupware Usability Evaluation: Modeling Shared-Workspace Tasks with the Mechanics of Collaboration
- ACM Transactions on Computer-Human Interaction
, 2003
"... Researchers in Computer Supported Cooperative Work have recently developed discount evaluation methods for shared-workspace groupware. Most discount methods rely on some understanding of the context in which the groupware systems will be used, which means that evaluators need to model the tasks that ..."
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Cited by 115 (17 self)
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Researchers in Computer Supported Cooperative Work have recently developed discount evaluation methods for shared-workspace groupware. Most discount methods rely on some understanding of the context in which the groupware systems will be used, which means that evaluators need to model the tasks that groups will perform. However, existing task analysis schemes are not well suited to the needs of groupware evaluation: they either do not deal with collaboration issues, do not use an appropriate level of analysis for concrete assessment of usability in interfaces, or do not adequately represent the variability inherent in group work. To fill this gap, we have developed a new modeling technique called Collaboration Usability Analysis. CUA focuses on the teamwork that goes on in a group task rather than the taskwork. To enable closer links between the task representation and the groupware interface, CUA grounds each collaborative action in a set of group work primitives called the mechanics of collaboration. To represent the range of ways that a group task can be carried out, CUA allows variable paths through the execution of a task, and allows alternate paths and optional tasks to be modeled. CUA’s main contribution is to provide evaluators with a framework in which they can simulate the realistic use of a groupware system
Group Awareness in Distributed Software Development
- In CSCW ’04: Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work
, 2004
"... carl.gutwin, reagan.penner, kevin.schneider @ usask.ca Open-source software development projects are almost always collaborative and distributed. Despite the difficulties imposed by distance, these projects have managed to produce large, complex, and successful systems. However, there is still littl ..."
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Cited by 103 (0 self)
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carl.gutwin, reagan.penner, kevin.schneider @ usask.ca Open-source software development projects are almost always collaborative and distributed. Despite the difficulties imposed by distance, these projects have managed to produce large, complex, and successful systems. However, there is still little known about how open-source teams manage their collaboration. In this paper we look at one aspect of this issue: how distributed developers maintain group awareness. We interviewed developers, read project communication, and looked at project artifacts from three successful open source projects. We found that distributed developers do need to maintain awareness of one another, and that they maintain both a general awareness of the entire team and more detailed knowledge of people that they plan to work with. Although there are several sources of information, this awareness is maintained primarily through text-based communication (mailing lists and chat systems). These textual channels have several characteristics that help to support the maintenance of awareness, as long as developers are committed to reading the lists and to making their project communication public.
Using a Room Metaphor to Ease Transitions in Groupware
- SHARING EXPERTISE: BEYOND KNOWLEDGE MANAGEMENT, 203-256
, 2003
"... Many groupware systems contain gaps that hinder or block natural social interaction or that does not let people easily move between different styles of work. We believe that the adoption of a room metaphor can ease people’s transitions across these gaps, allowing them to work together more naturally ..."
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Cited by 100 (19 self)
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Many groupware systems contain gaps that hinder or block natural social interaction or that does not let people easily move between different styles of work. We believe that the adoption of a room metaphor can ease people’s transitions across these gaps, allowing them to work together more naturally. Using the TeamWave Workplace system as an example, we show how particular gaps are removed. First, we ease a person’s transition between single user and groupware applications by making rooms suitable for both individual and group activity. Second, people can move fluidly between asynchronous and synchronous work because room artifacts persist. People can leave messages, documents and annotations for others, or work on them together when occupying the room at the same time. Third, we ease the difficulty of initiating real time work by providing people with awareness of others who may be available for real-time interactions, and by automatically establishing connections as users enter a common room. Fourth, we discuss how a technical space can be transformed into a social place by describing how a group crafts meaning into a room. We also argue that a room metaphor’s seamless support of everyday activities will foster an environment where groups naturally share their expertise.
Human Factors Issues in Virtual Environments: A Review of the Literature
- PRESENCE
, 1998
"... Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of the ..."
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Cited by 92 (2 self)
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Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction, and the potential need for new design metaphors); health and safety issues (of which cybersickness and deleterious physiological aftereffects may pose the most concern); and the social impact of the technology. The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of these issues are discussed.