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2. Creative Content Management: Importance, Novelty, and Affect as Design Heuristics for Learning Management Systems.
- Author
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McDaniel, Rudy, Fanfarelli, Joseph R., and Lindgren, Robb
- Subjects
- *
INTERNET content management systems , *CREATIVE ability , *LEARNING , *COMPUTER software , *LEARNING Management System - Abstract
: This paper examines creativity in content management (CM) by presenting a case study analysis of an original, open-source, web-based learning-management system (LMS). It explores existing literature and suggests new ideas about creativity and CM.Background : How can we conceptualize creativity in relation to CM? How can creativity be operationalized into specific design practices within CM? What dimensions of creativity should be considered when designing or evaluating creative CM systems?Research questions : Theoretical research in content-management systems (CMSs) and LMSs has revealed a gap in our field's current understanding of how creativity relates to CM. Research studies related to the measurement of creativity have provided insight into characteristics and methodologies that could be adopted and adapted to evaluate creativity in CM. Studies from the learning sciences have investigated where LMSs fall short and suggested where new opportunities exist to better facilitate the informational needs of users. These works have pointed to a need for research on integrating creativity and CM, both in content and in the systems that manage content, and have laid the groundwork for this study.Situating the case : This research investigates theories of creativity as they relate to CM by conducting a case study analysis of unique instructional software designed to deliver content to students enrolled in a university course. The primary evidence is taken from notes about the design and evaluation of the software and from survey data illustrating students’ user experiences.Methodology : We developed a classification strategy for exploring creativity along three dimensions—importance, novelty, and affect—and then used this strategy to explore a unique system's approach to deal with content challenges in each of those areas. User experience impressions provide evidence of successes and failures of experimental CM in these domains.About the case : The study finds that this original LMS design did contain features that exhibited novelty, importance, and affect, and that such features can be used to identify creativity in product design as well as to assess the design of complex software systems such as CMSs and LMSs. This detailed analysis of an original design for an LMS suggests new ideas for implementing and using CMSs and LMSs in technical communication. The study concludes by presenting a rubric for evaluating creativity in CMSs and LMSs, or for designing such systems with creativity in mind. [ABSTRACT FROM PUBLISHER]Conclusions - Published
- 2017
- Full Text
- View/download PDF
3. Toward Accommodating Gender Differences in Multimedia Communication.
- Author
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Tong, Amelia and Klecun, Ela
- Subjects
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INTERACTIVE multimedia , *MULTIMEDIA communications , *TECHNOLOGY , *MULTIMEDIA systems , *COMPUTER software ,SEX differences (Biology) - Abstract
While there have been measurable improvements in the technical development of multimedia, research from a sociotechnical viewpoint suggests that the benefits of multimedia technology, especially in fulfilling user requirements, do not always live up to initial promises. This paper aims to address one of the fundamental, but often neglected, areas in user requirements, i.e., gender-related issues. The paper identifies and discusses gender differences in multimedia communication and suggests how the differences can be addressed. It proposes a model for accommodating gender differences in multimedia communication. [ABSTRACT FROM AUTHOR]
- Published
- 2004
- Full Text
- View/download PDF
4. Genre Analysis in Technical Communication.
- Author
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Luzón, María José
- Subjects
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COMMUNICATION of technical information , *PROGRAMMING languages , *ELECTRONIC data processing , *ARTIFICIAL languages , *COMPUTER programmers , *COMPUTER software - Abstract
An increasing body of research relies on genre to analyze academic and professional communication and to describe how members of a community use language. The purpose of this paper is to provide a review of genre-based research in technical communication and to describe the different approaches to genre and to genre teaching. While some research focuses on the textual analysis of genres, other studies focus on the analysis of the social context and the ideology and structure of the discourse community that owns the genre, and on the role of genres as social rhetorical actions of the community. These two perspectives are also reflected in the teaching of genre in technical communication. [ABSTRACT FROM AUTHOR]
- Published
- 2005
- Full Text
- View/download PDF
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