24 results on '"Fincher, Sally"'
Search Results
2. In Search of Salience: A Response-time and Eye-movement Analysis of Bookmark Recognition.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Poole, Alex, Ball, Linden J., and Phillips, Peter
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Bookmarks are a valuable webpage re-visitation technique, but it is often difficult to find desired items in extensive bookmark collections. This experiment used response-time measures and eye-movement tracking to investigate how different information structures within bookmarks influence their salience and recognizability. Participants were presented with a series of news websites. The task following presentation of each site was to find the bookmark indexing the previously-seen page as quickly as possible. The Informational Structure of bookmarks was manipulated (top-down vs. bottom-up verbal organizations), together with the Number of Informational Cues present (one, two or three). Only this latter factor affected gross search times: Two cues were optimal, one cue was highly sub-optimal. However, more detailed eye-movement analyses of fixation behaviour on target items revealed interactive effects of both experimental factors, suggesting that the efficacy of bookmark recognition is crucially dependent on having an optimal combination of information quantity and information organization. [ABSTRACT FROM AUTHOR]
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- 2005
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3. Comparing Interaction in the Real World and CAVE Virtual Environments.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Sutcliffe, Alistair, de Bruijn, Oscar, Gault, Brian, Fernando, Terrence, and Tan, Kevin
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An experimental comparison of interaction in the real world and a CAVE virtual environment was carried out, varying interaction with and without virtual hands and comparing two manipulation tasks. The double-handed task was possible in the real world but nearly impossible in the VE, leading to changed behaviour. The single-handed task showed more errors in the VE but few behaviour differences. Users encountered more errors in the CAVE condition without the virtual hand than with it, and few errors in the real world. Visual feedback caused many usability problems in both tasks. The implications for VE usability and virtual prototyping are discussed. [ABSTRACT FROM AUTHOR]
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- 2005
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4. Evaluating Usability and Challenge during Initial and Extended Use of Children's Computer Games.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Bekker, Mathilde, Barendregt, Wolmet, Crombeen, Silvia, and Biesheuvel, Mariëlle
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This paper describes a study that examines the amount and kinds of usability and challenge problems, which can be found during initial and extended use of children's computer games. On the one hand the amount of problems might decrease over time, because users become more experienced. On the other hand, new errors may occur during extended use because users start making more errors related to increased carelessness. We discuss the chances of finding problems and relative importance of problems found during formative evaluations of initial and extended use of children's computer games. [ABSTRACT FROM AUTHOR]
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- 2005
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5. A Context-aware Locomotion Assistance Device for the Blind.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Jacquet, Christophe, Bourda, Yolaine, and Bellik, Yacine
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In this paper, we present a study which aims at designing a locomotion assistance device that can deliver semantic information about its surrounding environment at any time. As a first step towards this goal, we introduce an original model suited for the description of building structure, and we present an algorithm that exploits these descriptions. Then, we explain how it is possible to link semantics to structure. Finally, we expose some research directions for user positioning and human-computer interface design. [ABSTRACT FROM AUTHOR]
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- 2005
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6. Enhancing Contextual Analysis to Support the Design of Development Tools.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Roast, Chris, Dearden, Andy, and Khazaei, Babak
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Designing interactive computer systems involves relating informal understandings of practice to the formal language and notations of the computer. For interactive systems that support certain types of ‘knowledge work', this relationship is mirrored in the user interface. For example, the users of spreadsheets, aircraft flight management systems, or even domestic heating controllers, can find themselves having to relate their informal understanding of what is required to the notations embodied in such tools. The benefit of effectively utilising these capabilities is considerable, however it requires the use of abstractions and pre-planning, which can impose considerable cognitive burdens on the user. A key design issue for such innovations is to understand how a new system can be integrated into its environment. These considerations may be critical to the uptake of the system by its intended users. In addition, such technologies commonly promote a qualitative shift in working practices that can challenge the value of traditional contextual analysis assessments. This paper reports on a study to support the redesign of a novel tool that is intended for use by authors of highly interactive DVDs. The tool provides users with powerful abstractions allowing them to radically extend the interactivity available in the medium of DVD. The investigation shows how contextual studies can be enhanced by combining them with analytic methods to provide an efficient practical framework that is suitable to support successive design assessments. [ABSTRACT FROM AUTHOR]
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- 2005
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7. Context matters: Evaluating Interaction Techniques with the CIS Model.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Appert, Caroline, Beaudouin-Lafon, Michel, and Mackay, Wendy E
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This article introduces the Complexity of Interaction Sequences model (CIS). CIS describes the structure of interaction techniques and the SimCIS simulator uses these descriptions to predict their performance in the context of an interaction sequence. The model defines the complexity of an interaction technique as a measure of its effectiveness within a given context. We tested CIS to compare three interaction techniques: fixed unimanual palettes, fixed bimanual palettes and toolglasses. The model predicts that the complexity of both palettes depends on interaction sequences, while toolglasses are less context-dependent. CIS also predicts that fixed bimanual palettes outperform the other two techniques. Predictions were tested empirically with a controlled experiment and confirmed the hypotheses. We argue that, in order to be generalizable, experimental comparisons of interaction techniques should include the concept of context sensitivity. CIS is a step in this direction as it helps predict the performance of interaction techniques according to the context of use. [ABSTRACT FROM AUTHOR]
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- 2005
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8. The Geometry of Web Search.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, McCarthy, John D., Sasse, M Angela, and Riegelsberger, Jens
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This paper introduces the concept of a search geometry to describe the eye behaviour of users searching with different tasks across multiple sites. To validate the concept, we present results from an eye tracking study of four common tasks on three different Web portals. The findings show a consistent search geometry that describes eye behaviour across the different sites and tasks. The geometry illustrates that a small set of page regions account for a large proportion of eye movements. The results are briefly discussed in relation to theories of information foraging and information scent. [ABSTRACT FROM AUTHOR]
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- 2005
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9. A First Empirical Study of Direct Combination in a Ubiquitous Environment.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, and Holland, Simon
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In dynamic ubiquitous environments, end users may need to create services by causing two or more devices or resources to interoperate together in ad-hoc circumstances. In general, users can find this kind of process hard to manage. At the same time, existing UI architectures are not well suited to supporting such activities. It is proposed that a good basis for addressing these and related problems in a principled, scaleable way is the principle of Direct Combination (DC). The principle is summarized, and analytical arguments are presented that predict that DC can reduce the amount of search required by the user. Other things being equal, such a reduction in search would be expected to offer interactions which are faster, less frustrating, and impose less mental load on the user. We present a proof-of-concept implementation, and a small-scale evaluation of a DC interface. Within the limitations of a preliminary evaluation, consistent support is offered across several measures for the analytical predictions. [ABSTRACT FROM AUTHOR]
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- 2005
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10. Decentralized Remote Diagnostics: A Study of Diagnostics in the Marine Industry.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Kuschel, Jonas, and Ljungberg, Fredrik
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We present the results of a study of diagnostics work in the marine industry, with the purpose of exploring design implications for remote diagnostics. We divide diagnostics work in three analytical categories, called ‘defining the problem', ‘investigating cause and solving the problem', and ‘involving central experts'. The three main characteristics of these categories are; the importance of being co-located with each other and the boat, the collaborative practice, and the reliance of local knowledge. Against this background, we suggest a decentralized approach to remote diagnostics, which focuses on the local service technician. The decentralized approach suggested contrasts our research from the prevailing centralized model of remote diagnostics, in which the local technician plays a minor role. [ABSTRACT FROM AUTHOR]
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- 2005
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11. Designing for Social Inclusion: Computer Mediation of Trust Relations Between Citizens and Public Service Providers.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Grimsley, Michael, Meehan, Anthony, and Tan, Anna
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Trust has a direct impact on the extent to which citizens engage with public and community services. This paper advances a framework which seeks to support HCI designers and managers in promoting ICT-mediated citizen engagement with public services through a strategy of trust promotion. The framework is based upon an analysis of evidence from large-scale community surveys which demonstrate a significant relationship between levels of user trust and users' experience of public services and reveals experiential factors that promote users' trust. [ABSTRACT FROM AUTHOR]
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- 2005
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12. The Re-design of a PDA-based System for Supporting People with Parkinson's Disease.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, and Göransson, Bengt
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This paper describes the re-design of the user interface and the interaction for the PDA-based (Personal Digital Assistant) system mediPal. The aim with the system is to help people with Parkinson's disease to a better life by supporting them in their day-to-day struggle with their chronic illness. In the paper we discuss the re-design — the process and the resulting user interface. The focus is on the evaluation of an earlier version of the system and how that led up to an improved user interface through user-centred systems design (UCSD). The paper also discusses how a practitioner can accomplish UCSD in the context of product development and consultant work. [ABSTRACT FROM AUTHOR]
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- 2005
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13. Tales, Tours, Tools, and Troupes: A Tiered Research Method to Inform Ubiquitous Designs for the Elderly.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Lundell, Jay, and Morris, Margaret
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As the elder population continues to increase throughout the world, there is a tremendous need for technologies that will keep elders healthy and self-sufficient in their homes. Ubiquitous, smart home technologies can fulfill this role, but a thorough understanding of elders' routines, lifestyles, and home environments is required in order to develop effective aids. This paper describes our research approach, which evolved from stories related in household interviews (‘tales'), ethnographic observation of elders' routines and environments (‘tours'), analysis of artefacts (‘tools') and finally interactive performances (‘troupes') to convey and elicit feedback about the capabilities of future home technologies for the elderly. This combination of methods revealed a range of user values, behaviours, coping styles, and requirements for ubiquitous technology that would otherwise have been difficult to gather in this domain of ubiquitous, ‘invisible' computing. [ABSTRACT FROM AUTHOR]
- Published
- 2005
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14. BMX Bandits: The Design of an Educational Computer Game for Disaffected Youth.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Waraich, Atif, and Wilson, Gareth
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This paper briefly describes the design, development and evaluation of a prototype multimedia Interactive Learning Environment (ILE). This utilized narrative and a game type environment in an attempt to provide an engaging and motivating learning experience for a group of young people attending Salford Youth Service. The main area addressed was how to ensure that the ILE would appeal to children who found traditional approaches to learning difficult. Additionally, an important aim of the project was to engage the learners in the design process as they were identified as having low self-esteem. A previously developed design framework which focuses on the needs and views of the learners and aims to facilitate both requirements gathering and design issues using a narrative based approach was used. The ILE that has been developed is influenced by the design of computer games as this was a common interest of the focus group who participated in the design. The ILE is briefly described and an initial evaluation of its use presented. The paper concludes by identifying the aspects of the ILE, which appealed to the students and assesses the affect of the motivational aspects. [ABSTRACT FROM AUTHOR]
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- 2005
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15. The Usability of Handwriting Recognition for Writing in the Primary Classroom.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Read, Janet C., MacFarlane, Stuart, and Horton, Matthew
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This paper describes an empirical study with children that compared the three methods of writing — using pencil and paper, using the QWERTY keyboard at a computer, and using a pen and graphics tablet. The children wrote short stories. Where the graphics tablet was used, the text was recognized and presented to the children as ASCII text. Measures of user satisfaction, quantity of writing produced, and quality of writing produced were taken. In addition, the recognition process was evaluated by comparing what the child wrote with the resulting ASCII text. The results show that for the age group considered, writing at the tablet was as efficient as, and produced comparable writing to, the pencil and paper. The keyboard was less efficient. Key usability problems with the handwriting recognition interface are identified and classified, and we propose some solutions in the form of design guidelines for both recognition-based and pen-based computer writing interfaces. [ABSTRACT FROM AUTHOR]
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- 2005
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16. Constructing a Player-Centred Definition of Fun for Video Games Design.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Davis, Stephen Boyd, and Carini, Christina
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Research was carried out with twenty-seven games players, using a number of techniques. This was academic research, but intended to be useful in the development of existing and new genres of game. Considering the future application of such techniques, perhaps outside academia, their cost-benefit will be important. The authors report both on what they discovered about the two games studied, and also on the strengths and weaknesses of the techniques employed. [ABSTRACT FROM AUTHOR]
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- 2005
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17. Supporting User Decisions in Travel and Tourism.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Dearden, Andy, and Lo Chiu, M.
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Travel and tourism makes up a large proportion of business to customer (B2C) e-commerce activity, and e-commerce in this sector is growing rapidly. Users can find vast amounts of travel related information and purchase a wide range of travel related goods and services through the Internet. This presents users with a complex decision-making task when planning a trip or a holiday using on-line facilities. This paper examines a range of accounts of decision making developed both in the context of e-commerce and in travel and tourism. The accounts are compared with data from an investigation using a think-aloud protocol examining a simulated decision task. The results of the investigation suggest that neither the e-commerce models nor the accounts of decision making in travel and tourism, provide completely adequate accounts of user behaviours if used in isolation. Rather elements from both sets of models must be considered relevant. Based on the findings a preliminary framework for the design of new decision-support tools is suggested. [ABSTRACT FROM AUTHOR]
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- 2005
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18. Designing for Expert Information Finding Strategies.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Fields, Bob, Keith, Suzette, and Blandford, Ann
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This paper reports on a study of evaluating and generating requirements for the user interface of a digital library. The study involved observation of librarians using the digital library, working on information finding problems on behalf of clients of the library. The study showed that librarians, familiar with the particular digital library system and with information retrieval work in general, possess a repertoire of relatively simple, yet effective, strategies for carrying out searches, and that non-librarians tend not to deploy the same strategies. After describing the study and the most commonly observed strategies, this paper makes some suggestions for how an understanding of how the librarians organize their activities may generate design ideas for user interfaces that aid ‘ordinary' users in making use of the strategies that help librarians to be effective users. [ABSTRACT FROM AUTHOR]
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- 2005
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19. User Interface Overloading: A Novel Approach for Handheld Device Text Input.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Hudson, James Allan, Dix, Alan, and Parkes, Alan
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Text input with a PDA is not as easy as it should be, especially when compared to a desktop set up with a standard keyboard. The abundance of attempted solutions to the text input problem for mobile devices provides evidence of the difficulties, and suggests the need for more imaginative approaches. We propose a novel gesture driven layer interaction model using animated transparent overlays, which integrates agreeably with common windowing models. [ABSTRACT FROM AUTHOR]
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- 2005
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20. An Empirical Comparison of Transparency on One and Two Layer Displays.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Aboelsaadat, Wael, and Balakrishnan, Ravin
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Two layer displays are constructed by overlaying one transparent flat panel on another, with a discernible physical separation between layers. This layout could increase the available pixels without increasing the width and height of the display. However, it is unclear if the second physical layer provides any advantage over simple alpha-blended transparency on a single layer display. We investigate this issue in two controlled experiments that compare performance between one and two layer displays in users' perception of two potentially interfering virtual layers of information. Results show that for spatially overlapping stimuli, interference from the background stimuli on the perception of foreground stimuli is similar for both displays, while interference from the foreground stimuli on the perception of the background stimuli is higher with two layer displays. For spatially non-overlapping stimuli, perception is degraded on the two layer display if the distracter object is placed on the front layer. [ABSTRACT FROM AUTHOR]
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- 2005
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21. An Evaluation of Workspace Awareness in Collaborative, Gesture-based Diagramming Tools.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Damm, Christian Heide, and Hansen, Klaus Marius
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Designing usable real-time, distributed collaboration tools is a complex but important task. Workspace awareness can potentially help in making real-time, distributed collaboration tools more usable through a communication of who is in the shared workspace and what they are doing. We present qualitative evaluations of the workspace awareness features of a gesture-based diagramming tool, Distributed Knight, that supports real-time, distributed collaboration. These studies suggest that using simple, non-intrusive awareness means results in fewer breakdowns, more symmetric collaboration patterns, better coordination, and higher perceived usability. [ABSTRACT FROM AUTHOR]
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- 2005
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22. Towards the Development of CSCW: An Ethnographic Approach.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Iqbal, Rabat, and James, Anne
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Effective and rigorous analysis of cooperative work settings is crucial to the successful development of CSCW systems. This paper investigates the relationship between the social organization of the work settings and the system development. Objectives of this paper are therefore twofold. First, it effectively analyses the social aspects of the work practices using the state-of-the-art techniques of ethnography. Such analysis provides rich and concrete portrayal of the situation thus helps systematic design of CSCW systems. Second it uses the standard Unified Modelling Language (UML) in order to represent and model the findings of the ethnographic analysis. UML-based representation of the findings has proven to be an important aid to the development of CSCW systems. [ABSTRACT FROM AUTHOR]
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- 2005
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23. Understanding Interaction in Ubiquitous Guerrilla Performances in Playful Arenas.
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Fincher, Sally, Markopoulos, Panos, Moore, David, Ruddle, Roy, Sheridan, Jennifer G., Dix, Alan, Lock, Simon, and Bayliss, Alice
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The inherent freedom of playful arenas combined with intimate ubiquitous technologies has led to a new breed of guerrilla performance. We draw on theory from computing, performance and club culture to illustrate the Performance Triad model, a method for the analysis, deconstruction and understanding of tripartite interaction in playful arenas. We then apply the Performance Triad model to Schizophrenic Cyborg a part reversal of wearable computing technology where the user is outfitted with an electronic communication display and yet this display is visible to others not the cyborgs themselves. This ubiquitous performance investigates the shifting boundaries between performer, participant and observer and of technology-enhanced guerrilla performance. [ABSTRACT FROM AUTHOR]
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- 2005
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24. Usability pattern language: Creating a community.
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Borchers, Jan, Fincher, Sally, Griffiths, Richard, Pemberton, Lyn, and Siemon, Elke
- Published
- 2001
- Full Text
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