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491
What We Talk About When We Talk About Context
- Personal and Ubiquitous Computing
, 2004
"... The emergence of ubiquitous computing as a new design paradigm poses significant challenges for HCI and interaction design. Traditionally, human-computer interaction has taken place within a constrained and well-understood domain of experience single users sitting at desks and interacting with con ..."
Abstract
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Cited by 149 (1 self)
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The emergence of ubiquitous computing as a new design paradigm poses significant challenges for HCI and interaction design. Traditionally, human-computer interaction has taken place within a constrained and well-understood domain of experience single users sitting at desks and interacting with conventionally-designed computers employing screens, keyboards and mice for interaction. New opportunities have engendered considerable interest in context-aware computing computational systems that can sense and respond to aspects of the settings in which they are used. However, considerable confusion surrounds the notion of context what it means, what it includes, and what role it plays in interactive systems. This paper suggests that the representational stance implied by conventional interpretations of context misinterprets the role of context in everyday human activity, and proposes an alternative model that suggests different directions for design.
Argumentation-based design rationale: What use at what cost
- International Journal of Human-Computer Studies
, 1994
"... A design rationale (DR) is a representation of the reasoning behind the design of an artifact. In recent years, the use of semiformal notations for structuring arguments about design decisions has attracted much interest within the human-computer interaction and software engineering communities, lea ..."
Abstract
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Cited by 99 (3 self)
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A design rationale (DR) is a representation of the reasoning behind the design of an artifact. In recent years, the use of semiformal notations for structuring arguments about design decisions has attracted much interest within the human-computer interaction and software engineering communities, leading to a number of DR notations and support environments. This paper examines two foundational claims made by argumentation-based DR approaches: that expressing DR as argumentation is useful, and that designers can use such notations. The conceptual and empirical basis for these claims is examined, firstly by surveying relevant literature on the use of argumentation in non-design contexts (from which current DR efforts draw much inspiration), and secondly, by surveying DR work. Evidence is classified according to the research contribution it makes, the kind of data on which claims are based (anecdotal or experimental), the extent to which the claims made are substantiated, and whether or not the users of the approach were also the researchers. In the survey, a trend towards tightly integrating DR with other design representations is noted, but it is argued that taken too far, this may result in the loss of the original vision of argumentative
Transcending the Individual Human Mind—Creating Shared Understanding through Collaborative Design
- ACM Transactions on Computer Human-Interaction
, 2000
"... Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead ..."
Abstract
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Cited by 93 (37 self)
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Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead to new insights, new ideas, and new artifacts. New media that allow owners of problems to contribute to framing and resolving complex design problems can extend the power of the individual human mind. Based on our past work and study of other approaches, systems, and collaborative and participatory processes, this article identifies challenges we see as the limiting factors for future collaborative human-computer systems. The Envisionment and Discovery Collaboratory (EDC) is introduced as an integrated physical and computational environment addressing some of these challenges. The vision behind the EDC shifts future development away from the computer as the focal point, toward an emphasis that tries to improve our understanding of the human, social, and cultural system that creates the context for use. This work is based on new conceptual principles that include creating shared understanding among various stakeholders, contextualizing information to the task at hand, and creating objects to think with in collaborative design activities.
Software-Realized Scaffolding to Facilitate Programming for Science Learning
, 1995
"... this paper, I present: . Definitions of scaffolding and software-realized scaffolding; . A description of Emile as an instance of a computer-based learning environment designed to provide software-realized scaffolding; . The setting for the evaluation of Emile, data collected, and analysis methods u ..."
Abstract
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Cited by 52 (5 self)
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this paper, I present: . Definitions of scaffolding and software-realized scaffolding; . A description of Emile as an instance of a computer-based learning environment designed to provide software-realized scaffolding; . The setting for the evaluation of Emile, data collected, and analysis methods used; and . The results, discussion, and my conclusions.
Agentsheets: A Tool for Building Domain-Oriented Dynamic, Visual Environments
, 1993
"... Cultures deal with their environments by adapting to them and simultaneously changing them. This is particularly true for technological cultures, such as the dynamic culture of computer users. To date, the ability to change computing environments in non-trivial ways has been dependent upon the skil ..."
Abstract
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Cited by 48 (3 self)
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Cultures deal with their environments by adapting to them and simultaneously changing them. This is particularly true for technological cultures, such as the dynamic culture of computer users. To date, the ability to change computing environments in non-trivial ways has been dependent upon the skill of programming. Because this skill has been hard to acquire, most computer users must adapt to computing environments created by a small number of programmers. In response to the scarcity of programming ability, the computer science community has concentrated on producing general-purpose tools that cover wide spectrums of applications. As a result, contemporary programming languages largely ignore the intricacies arising from complex interactions between different people solving concrete problems in specific domains. This dissertation describes Agentsheets, a substrate for building domain-oriented, visual, dynamic programming environments that do not require traditional programming skills. It discusses how Agentsheets supports the relationship among people, tools, and problems in the context of four central themes: (1) Agentsheets features a versatile construction paradigm to build dynamic, visual environments for a wide range of problem domains such as art, artificial life, distributed artificial intelligence, education, environmental design, and
The Conversational Classroom
- In 34rd ACM Technical Symposium on Computer Science Education (SIGCSE
, 2003
"... Concepts taught in large, lower-division computer science courses are carefully explained in standard textbooks. Thus we hypothesized that the classroom experience should not consist primarily of a restatement of those explanations by the professor. Instead, it should provide an opportunity for the ..."
Abstract
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Cited by 42 (5 self)
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Concepts taught in large, lower-division computer science courses are carefully explained in standard textbooks. Thus we hypothesized that the classroom experience should not consist primarily of a restatement of those explanations by the professor. Instead, it should provide an opportunity for the students to team through a process of conversation among themselves and with the professor. We were able to establish such a process in a sophomore-level course with an enrollment of 116 students. This change led to a doubling of the percentage of A and A- grades compared to historical values.
A Perspective on Software Agents Research
, 1999
"... This paper sets out, ambitiously, to present a brief reappraisal of software agents research. Evidently, software agent technology has promised much. However some five years after the word `agent' came into vogue in the popular computing press, it is perhaps time the efforts in this fledgling area a ..."
Abstract
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Cited by 42 (0 self)
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This paper sets out, ambitiously, to present a brief reappraisal of software agents research. Evidently, software agent technology has promised much. However some five years after the word `agent' came into vogue in the popular computing press, it is perhaps time the efforts in this fledgling area are thoroughly evaluated with a view to refocusing future efforts. We do not pretend to have done this in this paper -- but we hope we have sown the first seeds towards a thorough first 5-year report of the software agents area. The paper contains some strong views not necessarily widely accepted by the agent community.
How Bodies Matter: Five Themes for Interaction Design
- Carnegie Mellon University
, 2006
"... Our physical bodies play a central role in shaping human experience in the world, understanding of the world, and interactions in the world. This paper draws on theories of embodiment — from psychology, sociology, and philosophy — synthesizing five themes we believe are particularly salient for inte ..."
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Cited by 37 (8 self)
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Our physical bodies play a central role in shaping human experience in the world, understanding of the world, and interactions in the world. This paper draws on theories of embodiment — from psychology, sociology, and philosophy — synthesizing five themes we believe are particularly salient for interaction design: thinking through doing, performance, visibility, risk, and thick practice. We introduce aspects of human embodied engagement in the world with the goal of inspiring new interaction design approaches and evaluations that better integrate the physical and computational worlds. Author Keywords Embodiment, bodies, embodied interaction, ubiquitous
Must – A method for Participatory Design
- Human-Computer Interaction
, 1996
"... The article presents a conceptual framework and a coherent method for design in an organizational context within the participatory design tradition. The MUST method has been developed throughout 10 projects in Danish and American organizations, and it has recently been evaluated and adopted by 3 Dan ..."
Abstract
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Cited by 36 (3 self)
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The article presents a conceptual framework and a coherent method for design in an organizational context within the participatory design tradition. The MUST method has been developed throughout 10 projects in Danish and American organizations, and it has recently been evaluated and adopted by 3 Danish organizations. The method is based on thorough participation with users and managers, and it combines the use of ethnographic techniques and intervention. The article describes the application area and perspective of the method, presents 6 general principles on which the method is based, and describes 5 main activities providing a stepwise decision-making process in the overall design process. Each of the main activities are illustrated by an example taken from our last project. The article concludes by summing up the

