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73
Awareness and Teamwork in Computer-Supported Collaborations. Interacting with Computers
- In press
, 2006
"... A contemporary approach to describing and theorizing about joint human endeavor is to posit “knowledge in common ” as a basis for awareness and coordination. Recent analysis has identified weaknesses in this approach even as it is typically employed in relatively simple task contexts. We suggest tha ..."
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Cited by 42 (10 self)
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A contemporary approach to describing and theorizing about joint human endeavor is to posit “knowledge in common ” as a basis for awareness and coordination. Recent analysis has identified weaknesses in this approach even as it is typically employed in relatively simple task contexts. We suggest that in realistically complex circumstances, people share activities and not merely concepts. We describe a framework for understanding joint endeavor in terms of four facets of activity awareness: common ground, communities of practice, social capital, and human development. We illustrate the sort of analysis we favor with a scenario from emergency management, and consider implications and future directions for system design and empirical methods. 1.
Privacy considerations in awareness systems: designing with privacy in mind,”
- in Awareness Systems, ser. Human-Computer Interaction Series,
, 2009
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Collective Efficacy as a Measure of Community
- Proc. ACM CHI 1–10
, 2005
"... As human-computer interaction increasingly focuses on mediated interactions among groups of individuals, there is a need to develop techniques for measurement and analysis of groups that have been scoped at the level of the group. Bandura’s construct of perceived self-efficacy has been used to under ..."
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Cited by 14 (1 self)
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As human-computer interaction increasingly focuses on mediated interactions among groups of individuals, there is a need to develop techniques for measurement and analysis of groups that have been scoped at the level of the group. Bandura’s construct of perceived self-efficacy has been used to understand individual behavior as a function of domain-specific beliefs about personal capacities. The construct of collective efficacy extends self-efficacy to organizations and groups, referring to beliefs about collective capacities in specific domains. We describe the development and refinement of a collective efficacy scale, the factor analysis of the construct, and its external validation in path models of community-oriented attitudes, beliefs, and behaviors.
Supporting Creativity in Distributed Scientific Communities
- In Proceedings of GROUP (Sanibel Island FL
, 2005
"... We are interested in supporting creativity in distributed scientific communities through socio-technical interventions. Based on a synthetic literature analysis of creativity and collaborative groups, we present and justify three requirements for supporting creativity: support for divergent and conv ..."
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Cited by 13 (6 self)
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We are interested in supporting creativity in distributed scientific communities through socio-technical interventions. Based on a synthetic literature analysis of creativity and collaborative groups, we present and justify three requirements for supporting creativity: support for divergent and convergent thinking, development of shared objectives, and reflexivity. We discuss our collaboratory prototype and its existing functionality to support creativity. We propose three design implications to support creativity in CSCW: integrate support for individual, dyadic, and group brainstorming, leverage cognitive conflict by preserving and reflecting on minority dissent, and support flexibility in granularity of planning.
Seven Guiding Scenarios for Information Visualization Evaluation
"... Abstract—We take a new, scenario based look at evaluation in information visualization. Our seven scenarios, evaluating visual data analysis and reasoning, evaluating user performance, evaluating user experience, evaluating environments and work practices, evaluating communication through visualizat ..."
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Cited by 10 (0 self)
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Abstract—We take a new, scenario based look at evaluation in information visualization. Our seven scenarios, evaluating visual data analysis and reasoning, evaluating user performance, evaluating user experience, evaluating environments and work practices, evaluating communication through visualization, automated evaluation of visualizations, and evaluating collaborative data analysis were derived through an extensive literature review of over 800 visualization publications. These scenarios are described through their goals, the types of questions they embody and illustrated through example studies. Through this broad survey and the distillation of these scenarios we make two contributions. One, we encapsulate the current practices in the information visualization research community and, two, we provide a different approach to reaching decisions about what might be the most effective evaluation of a given information visualization. For example, if the research goals or evaluative questions are known they can be used to map to specific scenarios, where practical existing examples can be considered for effective evaluation approaches. Index Terms—Information visualization, evaluation 1
User-centred design and evaluation of ubiquitous services
- In Proceedings of the International Conference on Design of Communication: Documenting and Designing for Pervasive Information
, 2005
"... Theoretical and technological progress has revived the interest in the design of services for the support of co-located human-human communication and collaboration, witnessing the start of several large-scale projects over the last few years. Most of these projects focus on meetings and/or lecture s ..."
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Cited by 8 (3 self)
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Theoretical and technological progress has revived the interest in the design of services for the support of co-located human-human communication and collaboration, witnessing the start of several large-scale projects over the last few years. Most of these projects focus on meetings and/or lecture situations. However, usercentred design and evaluation frameworks for co-located communication and collaboration are a major concern. In this paper, we summarise the prevalent approaches towards usercentred design and evaluation, and we develop two different services. In one service, participants in a small-group meeting receive real-time feedback about observable properties of the meeting that are directly related to the social dynamics, such as individual amount of speaking time or eye-gaze patterns. In the other service, teachers in a classroom receive real-time feedback about the activities and attention level of participants in the lecture. We also propose ways to address the different dimensions that are relevant to the design and evaluation of these services (the individual, the social and the organisational dimension), bringing together methods from different disciplines. Categories and Subject Descriptors: H.5.3 [Information interfaces]: Group and organization interfaces – Collaborative computing- Computer-supported
Engineering the social: The role of shared artifacts
- International Journal of HumanComputer Studies
"... Abstract This paper presents a multidisciplinary approach to engineering socio-technical design. The paper addresses technological design for social interactions that are non-instrumental, and thereby sometimes contradictory or surprising and difficult to model. Through cooperative analysis of cult ..."
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Cited by 7 (4 self)
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Abstract This paper presents a multidisciplinary approach to engineering socio-technical design. The paper addresses technological design for social interactions that are non-instrumental, and thereby sometimes contradictory or surprising and difficult to model. Through cooperative analysis of cultural probe data and development of agent-oriented software engineering (AOSE) models, ethnographers and software engineers participate in conversations around shared artifacts, which facilitate the transition from data collected in a social environment to a socially oriented requirements analysis for informing socio-technical design. To demonstrate how this transition was made, we present a case study of the process of designing technology to support familial relationships, such as playing, gifting, showing, telling and creating memories. The case study is based on data collected in a cultural probes study that explores the diverse, complex and unpredictable design environment of the home. A multidisciplinary team worked together through a process of conversations around shared artifacts to cooperatively analyze collected data and develop models. These conversations provided the opportunity to view the data from the perspective of alternative disciplines that resulted in the emergence of novel understandings and innovative practice. The artifacts in the process included returned probe items, scrapbooks, videos of interviews, photographs, family biographies and the AOSE requirements models. When shared between the two communities of practice, some of these artifacts played important roles in mediating discussions of mutual influence between ethnographers and software engineers. The shared artifacts acted as both triggers for conversations and information vessels-providing a variety of interpretable objects enabling both sides to articulate their understandings in different ways and to collaboratively negotiate understandings of the collected data. Analyzing the interdisciplinary exchange provided insight into the identification of bridging elements that allowed 'the social' to permeate the processes of analysis, requirements elicitation and design. r
Heuristics for Evaluating IT Security Management Tools
"... The usability of IT security management (ITSM) tools is hard to evaluate by regular methods, making heuristic evaluation attractive. However, standard usability heuristics are hard to apply as IT security management occurs within a complex and collaborative context that involves diverse stakeholders ..."
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Cited by 6 (3 self)
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The usability of IT security management (ITSM) tools is hard to evaluate by regular methods, making heuristic evaluation attractive. However, standard usability heuristics are hard to apply as IT security management occurs within a complex and collaborative context that involves diverse stakeholders. We propose a set of ITSM usability heuristics that are based on activity theory, are supported by prior research, and consider the complex and cooperative nature of security management. In a between-subjects study, we compared the employment of the ITSM and Nielsen’s heuristics for evaluation of a commercial identity management system. Participants who used the ITSM set found more problems categorized as severe than those who used Nielsen’s. As evaluators identified different types of problems with the two sets of heuristics, we recommend employing both the ITSM and Nielsen’s heuristics during evaluation of ITSM tools.
Modeling social groups in crowds using common ground theory
- In Proceedings of the Winter Simulation Conference
, 2012
"... Social interaction and group coordination are important factors in the simulation of human crowd behavior. To date, few simulation methods have been informed by models of human group behavior from the social science studies. In this paper we advance a computational model informed by Common Ground (C ..."
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Cited by 4 (3 self)
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Social interaction and group coordination are important factors in the simulation of human crowd behavior. To date, few simulation methods have been informed by models of human group behavior from the social science studies. In this paper we advance a computational model informed by Common Ground (CG) Theory that both inherits the social realism provided by the CG model and is computationally tractable for a large number of groups and individuals. The task of navigation in a group is viewed as performing a joint activity among agents, which requires effective coordination among group members. Our model includes both macro and micro coordination, addressing the joint plans, and the actions for coordination respectively. These coordination activities and plans inform the high-level route and walking strategies of the agents. We demonstrate a series of studies to show the qualitative and quantitative differences in simulation results with and without incorporation of the CG model. 1