1,721,030 research outputs found

    The role of disciplinary analysis in web science education

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    This paper considers the ways in which Web Science educationcan benefit from an analysis method used to gauge disciplinary representation. Three key contributions are identified:1) driving development of the Web Science curriculum; 2) teaching WebScience, i.e. considering its evolution over time and using the method to foster comparisons of Web Science with other like fields; 3) teaching the analysis method itself as an example of amixed methods, Web Science method.This paper addresses topic #1 of the Web Science Educationactivities (Web Science education programmes design)

    Science vs. science: the complexities of interdisciplinary research

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    Human-Computer Interaction and Web Science are radically interdisciplinary fields, but what does this mean in practical terms? Undertaking research (and writing papers) that encompass multiple disciplinary perspectives and methods is a serious challenge and it is difficult to maintain conferences that fairly review and host contributions from multiple disciplines. The colocation of the ACM WebSci conference with CHI in Paris, offers an unusual opportunity to bring these two communities together. Previous discussions have considered how to conduct interdisciplinary work that bridges HCI/WebSci with specific areas. Our objective is to provide a space for interested researchers from both communities to share their views and approaches to tackling the tensions and complexities associated with interdisciplinary work, whatever fields are being bridged

    Pervasive Technologies and Support for Independent Living

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    A broad range of pervasive technologies are used in many domains, including healthcare: however, there appears to be little work examining the role of such technologies in the home, or the different wants and needs of elderly users. Additionally, there exist ethical issues surrounding the use of highly personal healthcare-related data, and interface issues centred on the novelty of the technologies and the disabilities experienced by the users. This report examines these areas, before considering the ways in which they might come together to help support independent-living users with disabilities which may be age-related

    Literature, law, and learning: excursions from computer science

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    With the goal of identifying success factors for interdisciplinary collaboration, this paper describes three such collaborations by a computer scientist with: a digital culture researcher from a literary background; an IT law professor; and an education specialist with a background in modern languages. Success factors are discussed for each collaboration and four success factors are suggested:shared context between researchers; strong communication;shared context between disciplines; typology of collaboration

    Creative Software Engineering

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    Software engineering is traditionally seen as very structured and methodical. However, it often involves creative steps: consider requirements analysis, architecture engineering and GUI design. This poster describes three existing software engineering methods which include creative steps, alongside a method called 'experience deconstruction'. Deconstruction, which also includes a creative step, is used to help understand user experiences and re-provide these experiences in new contexts

    A Framework for Re-imaging and Enabling Access to Online Social Phenomena

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    The digital divide refers to a lack of technological access, part of which involves exclusion from a blooming arena of social interaction. People without mobile phones or PCs cannot access email, SMS or social networking websites; this includes many groups, such as the elderly, who can become vulnerable without good social contact. By enabling multimodal access to a variety of communication channels, including ubiquitous ones such as televisions and home telephones, this set of people can be included in such interactions. However, this social functionality cannot be effectively provided if we do not fully understand the ways in which current web-based social interactions occur. This report first describes background material related to pervasive and social technologies, ageing, computing in non-work environments, usability, and ethical issues. Next, a prototype pervasive messaging infrastructure for multimodal communications is described, as is its use as an assistive environment. The report also describes the vision for building a social fabric on top of this infrastructure. Two tools to understand social networking experiences, Experience Deconstruction and Actor-Network Theory, are presented. Finally, planned future work is described. The research question to be addressed is, “Can a systematic framework of methodologies be developed to understand the motivations for and experiences of social web-based phenomena, in order to reimagine these phenomena in novel contexts?” Planned research contributions are: the analysis and evaluation of methodologies for understanding online social phenomena; the creation and use of a systematic framework to apply these methodologies; and re-imagining the social networking experience via pervasive channels

    TAPT and contextmapping: understanding how we understand experience

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    TAPT (Teasing Apart, Piecing Together) and contextmapping are cross-disciplinary methods for understanding people's experiences, in order to build better products and services. While TAPT concerns understanding and redesigning experiences, contextmapping is an approach for accessing laypeople's tacit knowledge to support design. TAPT was presented in its early stages at IF'09 and demonstrated in the context of educational gaming at IF'10. This lightning talk describes and compares the two methods and their relevance to both technical and humanities domains, with examples drawn from Computer Science, Industrial Design and Archeology. After a brief overview of the two methods, the talk will address the following questions: * Do TAPT and contextmapping result in the same key insights? * Is one method easier to use than the other? * When is it better to use one over the other

    Tugging at the Seams: Understanding the Fabric of Social Sites

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    Social networking websites have become increasingly popular in recent times, yet it can be difficult to understand the way in which people use these spaces. This poster presents a systematic deconstruction method which grants insight into the nature of a given experience, and shows how this knowledge can be used to reconstruct experiences in new contexts. The authors demonstrate the method by applying it to some key facets of social websites, and discuss how the functionality might be reconstructed in different contexts such as ubiquitous computing. We evaluate the method and discuss the findings, noting that if social material can be provided in new contexts, far more people can be included in interactions which are currently limited to the web

    Using TAPT as an Analytical Method for Understanding Online Experiences

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    There are various methods for understanding user experiences, but many of these focus on explicit and not implicit aspects. Teasing Apart, Piecing Together (TAPT) is a method that was developed to understand and redesign experiences, crossing web / non-web boundaries [9]. This paper presents a case study of its repurposing towards understanding online experiences more deeply, in this case considering playful location-based uses of the mobile web. The approach is to use TAPT to elicit key words from expert users, before conducting a meta-analysis of the results. This process is referred to as TAMA, Teasing Apart with Meta- Analysis. This paper describes and reflects on the TAMA process, and on the use of focus groups to conduct Teasing Apart
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