Article

A Meta-Design Model for Creative Distributed Collaborative Design

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Abstract

As collaboration in creating software systems becomes more complex and frequent among multidisciplinary teams, finding new strategies to support this collaboration becomes crucial. The challenge is to bridge the communication gaps among stakeholders with diverse cultural and professional backgrounds. Moreover, future uses and issues cannot be completely anticipated at design time, and it is necessary to develop open-ended software environments that can be evolved and tailored in opportunistic ways to tackle co-evolution of users and systems. A conceptual meta-design model, the Hive-Mind Space HMS model, has been proposed to support multidisciplinary design teams' collaboration and foster their situated innovation. The model provides localized habitable environments for diverse stakeholders and tools for them to tailor the system, allowing the co-evolution of systems and practices. The authors explore the possibility of utilizing boundary objects within the HMS model to facilitate the communication amongst stakeholders as well as their participation in the creative distributed design process. Two concrete case studies, a factory automation and the Valchiavenna Portal, demonstrate the implementation of the HMS model and provide a possible solution to overcome the complex, evolving and emerging nature of the collaborative design.

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When terminology gets people riled up, you know that something lurks beneath the surface. In this Whiteboard , Gerard Torenvliet describes and decries the loss of meaning that the term affordance has suffered over the years, as widely read authors have redefined it and as readers and users have muddied it. Gerard argues that clarity in usability work---and the ability to participate in requirements definition---depend on our using the term's original meaning, and he urges us to reclaim it.
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This dissertation addresses the question of how to use software components to build tailorable software systems. Tailorable software systems can be adapted to changing or diversified requirements after initial development and deployment. Traditionally, software components are used in the development phase of a software system in order to reduce costs and increase quality. Here, novel principles and methods are developed and evaluated that permit the maintenance and manipulation of a system’s compositional structure during its use. A first exploratory experiment using existing component technologies shows that the approach of component-based tailorability raises two main technical problems. First, one has to design an appropriate component model that permits the decomposition of a software system according to its expected evolution. The experiment shows that the appropriateness of a component model is primarily determined by the forms of component interaction it supports. If the interactions required by a given decomposition cannot be implemented, the approach fails to provide the necessary range of tailorability. Second, one needs a runtime and tailoring environment that manages the system’s component structures. The environment should distinguish between a component plan and its instances, thus permitting the sharing of plans and their subsequent changes. Furthermore, in the case of shared component plans, a method is needed for restricting the effect of a change to subset of instances. Both problems are first addressed on a formal level. Within the framework of data space theory, a mathematical model of component interaction is developed. Based on this model, a theorem shows that the combination of two forms of basic interaction (events and shared variables) permits the high-quality implementation of interactions resulting from arbitrary system decompositions. The second problem is addressed by a formal model of a runtime and tailoring environment, defining its central elements and methods, in particular the runtime tailoring operations. As proof-of-concept, both solutions are implemented in the JAVA programming language. The FLEXIBEANS component model extends the existing JAVABEANS model with the shared variable interaction style demanded by the theoretical results. The EVOLVE platform is a runtime and tailoring environment for component-based multi-user systems that are distributed over the Internet. In combination, FLEXIBEANS and EVOLVE are employed to provide a number of example systems with the property of tailorability. This shows the applicability of the component-based tailorability approach. The final discussion points to directions of future research.
Article
Scientific work is heterogeneous, requiring many different actors and viewpoints. It also requires cooperation. The two create tension between divergent viewpoints and the need for generalizable findings. We present a model of how one group of actors managed this tension. It draws on the work of amateurs, professionals, administrators and others connected to the Museum of Vertebrate Zoology at the University of California, Berkeley, during its early years. Extending the Latour-Callon model of interessement, two major activities are central for translating between viewpoints: standardization of methods, and the development of `boundary objects'. Boundary objects are both adaptable to different viewpoints and robust enough to maintain identity across them. We distinguish four types of boundary objects: repositories, ideal types, coincident boundaries and standardized forms.
Article
This paper suggests that experience influences what 'readers' of graphical representations look at and hence what they see, so that readership skills—both perceptual and interpretive—for graphical notations must be learned. It draws on results from two sets of empirical studies: observational studies of expert hardware designers using electronics schematics, and experiments comparing readability of textual and graphical programming notations. Less experienced users appear unable to exploit (or even notice) the graphical cues that might help them. The paper discusses 'secondary notion', 'the match-mismatch hypothesis' and a model of the programmer as an 'active reader', in order to shed some light on what distinguishes expert from novice behaviour. It observes that clarity in a representation may well rely on good use of features that are not formally part of the notation, and it concludes that the importance of training and experience with respect to the use of graphical notations has been underestimated.
Article
Design is a process that is tightly coupled to use and that continues during the use of a system. This chapter discusses what may be involved in continuing design in use, and how one, in the initial design process, may create systems that are tailorable. Ideal tailorable systems are those in which there are means for the users, or supporters near the users, to make them fit different work situations. Tailoring a system, continuing designing in use, is an activity different from initial design. The activity is related to specific use situations and the result is not a new system, but a modified system, that is, a system with a history that relates it to the earlier version and problems with its use. The chapter also discusses various activities involved in modifying computer systems.
Article
Today end users are no longer mere consumers of computer tools but increasingly need to be more active producers of information and software artifacts. New techniques for engineering software are needed to support end users in this new role. This paper introduces one of these techniques, namely unwitting end-user development, and explains the BANCO architecture, which has been designed to support unwitting end-user development allowing the creation of systems customized to end-user culture, end-user role, and platform in use, as well as system re-use and evolution. It also supports consistency in interaction styles, particularly in web applications. This reasoning is made concrete through an example that presents a factory-automation prototype built using the BANCO architecture.
Article
In this paper, we introduce map-based wikis describing the contextual and cultural mediation performed by them. Such virtual interactive systems allow users, having different cultural backgrounds, different expertise and roles, and using different devices, to create and manage a shared knowledge base. The mediation activity made by map-based wikis is cultural in that users that belong to different cultures and speaking different languages can access the same knowledge base and share their knowledge with the others, and contextual because of the ability of the system to mediate between users acting different roles and between users that access the system with different devices, mobile and desktop. The discussion is made concrete by the example of Valchiavenna BANCO Prototype.
Conference Paper
As collaboration in creating information systems becomes more frequent and more complex among multidisciplinary teams, finding new models for supporting this collaboration becomes valuable. However, the challenge for the collaboration is how to bridge the communication gaps among stakeholders with different cultural backgrounds utilizing different systems of signs, languages and representations [1] and possibly having different perceptions as well as interpretations. Communication is therefore needed to reach a common meaning about the messages they exchange. Another big challenge in collaboration is to provide the right tools or platform, which with new affordances [3] support stakeholders' creative collaboration. The aim of this research is to investigate End-User Development and meta-design approaches for supporting creative collaborative design and to design a space to facilitate diverse stakeholders effectively communicate with each other as well as actively participate in the iterative design process.
Conference Paper
The Constructed Narratives project has been designed for use in public spaces where there is the opportunity for individuals and groups of people, who are not acquainted with each other, to encounter the game and subsequently each other. The goal is to provide a platform that supports discourse in environments where "keeping comfortable distance" between oneself and others is the norm. The system framework developed for this project can be applied for use in computer supported collaborative learning (CSCL), and collaborative design activities in the tradition of computer supported collaborative work (CSCW). The current domain explored in the Constructed Narratives project is computer systems designed to enable shared experience through play, or computer supported collaborative play (CSCP). This paper examines the theories that influenced and design methodologies used by an interdisciplinary team of artists, designers and technologists used to develop solutions for multiple wicked design problems that can arise during the development of the system architecture for a tangible social interface.
Conference Paper
The use of whiteboards is pervasive across a wide range of work domains. But some of the qualities that make them successful—an intuitive interface, physical working space, and easy erasure—inherently make them poor tools for archival and reuse. If whiteboard content could be made available in times and spaces beyond those supported by the whiteboard alone, how might it be appropriated? We explore this question via ReBoard, a system that automatically captures whiteboard images and makes them accessible through a novel set of user-centered access tools. Through the lens of a seven week workplace field study, we found that by enabling new workflows, ReBoard increased the value of whiteboard content for collaboration.
Book
For years pundits have predicted that information technology will obliterate the need for everything from travel to supermarkets to business organizations to social life itself. They have heralded the coming of the virtual office, digital butlers, electronic libraries, and virtual universities. Beaten down by info-glut and exasperated by computer systems with software crashes, viruses, and unintelligible error messages, individual users tend to wax less enthusiastic about technological predictions. Amid the hype and the never-narrowing gap between promise and performance, they find it hard to get a vision of the true potential of the digital revolution. John Seely Brown and Paul Duguid in their book The Social Life of Information (Boston: Harvard Business School Press, 2000) help us see through frenetic visions of the future to the real forces for change in society. Arguing elegantly for the important role that human sociability plays in the world of bits, this book, and the chapters published here in First Monday, gives us an optimistic look beyond the simplicities of information and individuals. The authors show how a better understanding of the contribution that communities, organizations, and institutions make to learning, knowledge, and judgement can lead to the richest possible use of technology in our work and everyday lives.
Article
We - the users turned creators and distributors of content - are TIME's Person of the Year 2006, and AdAge's Advertising Agency of the Year 2007. We form a new Generation C. We have MySpace, YouTube, and OurMedia; we run social software, and drive the development of Web 2.0. But beyond the hype, what's really going on? In this groundbreaking exploration of our developing participatory online culture, Axel Bruns establishes the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. This book shows that what's emerging here is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collaborative communities: produsage. The implications of the gradual shift from production to produsage are profound, and will affect the very core of our culture, economy, society, and democracy.
Article
To create successful interactive systems, user interface designers need to cooperate with developers and application domain experts in an interdisciplinary team. These groups, however, usually miss a common terminology to exchange ideas, opinions, and values. This paper presents an approach that uses pattern languages to capture this knowledge in software development, HCI, and the application domain. A formal, domain-independent definition of design patterns allows for computer support without sacrificing readability, and pattern use is integrated into the usability engineering lifecycle. As an example, experience from building an award-winning interactive music exhibit was turned into a pattern language, which was then used to inform follow-up projects and support HCI education.