HW1 Jane Meyers

Last modified by Hal Eden on 2010/08/20 11:06
Nice work. I made some inline comments, take them as suggestion for further improvements rather than critique

Human Computer Interaction

Human and computer interaction refers to a large research area at the intersection of many diverse fields, e.g. computer science, cognitive psychology, etc., whose primary focus are the interactions that take place between people and the computers systems they use. #bubblec('Although commonly misunderstood as the study and design of computer interfaces, in reality HCI incorporates a much broader range of research topics.', 'Wikipedia seems to define HCI as the interaction that happens at the interface. Why do you think you disagree with wikipedia in this point? What do you see as the interface, what is meant by it on the wikipedia article? -- What I would recommend: Try to avoid very broad and overused terms like interface and instead try to describe concepts with your own words')

http://en.wikipedia.org/wiki/Human_computer_interaction


Computer Supported Cooperative Work (CSCW)

CSCW is a multi-disciplinary research field whose focus is the study of how collaborative activities can be coordinated in a computer environment. CSCW is not limited to specific environments and includes all possible combinations of when and where collaborating individuals work.

http://en.wikipedia.org/wiki/CSCW

Dourish, P.; Bellotti, V. (1992). "Awareness and coordination in shared workspaces". Proceedings of the 1992 ACM conference on Computer-supported cooperative work: 107-114,, ACM Press New York, NY, USA.

Computer-Supported Collaborative Learning (CSCL)

CSCL seems to be a research topic closely related to CSCW, where instead of supporting working and awareness environments the cooperative environment is meant to support learning activities. CSCL seems to gaining more notice as formal online education and learning environments become popular. Wikipedia described an emerging type of CSCL called "opportunistic collaboration" whose process consists of grouping, breaking, and regrouping individuals in different teams where topics can be circulated and discusses while advancing the entire group.

http://en.wikipedia.org/wiki/Computer-supported_collaborative_learning

http://en.wikipedia.org/wiki/Opportunistic_collaboration

Design of Interactive Systems

I once read the below book by Alan Cooper, one if not the founder of Visual Basic, whose book humorously describes the problems that result when business, deadlines and politics drive the development of computer systems. This book primarily focuses on rules of thumb and things to keep in mind when designing software interfaces.

The Inmates are Running the Asylum - Alan Cooper

Participatory Design

Participatory design is an approach which actively involves and incorporates potential end users in the process of a designing a system. Participants in this approach can be consulted in all stages of development: from the initial conception and innovation of the system to tangible interactions with prototypes. The purpose of this approach is to ensure that the resulting system is usable and that functional requirements and needs are met.

Finn Kensing , Jeanette Blomberg, Participatory Design: Issues and Concerns, Computer Supported Cooperative Work, v.7 n.3-4, p.167-185, 1998


User Modeling

The purpose of User Modeling is to create realistic cognitive models of potential users, such that systems can be tested and developed without involving real users. As with user testing and participatory design the goal of user modeling is to create a usable and useful system by making assumptions about the background knowledge and domain familiarity of potential users and exploiting this knowledge in the design.

http://en.wikipedia.org/wiki/User_modeling

Fischer, G. User Modeling in Human-Computer Interaction. User Modeling and User-Adapted Interaction, Dordrecht, The Netherlands: Kluwer Academic Publishers. (to appear)(2000).

Museum 2.0

"Museum 2.0" was named after the notorious "Web 2.0" buzz word. Web 2.0 refers to the next generation of internet applications whose content is created, managed, shared, and controlled by a community of users. In this generation of web applications users are encouraged to create and actively participate social online communities. Like Web 1.0, museums used to be authoritative content distributors. Although public information institutions like libraries and museums are being replaced by more easily accessible online technologies and services, this does not mean they are no longer important or necessary. Unlike desktop applications, museums offer participants the unique experience of physically, immersively, and socially exploring an unfamiliar environment. It can also offer a very "hands on" approach to learning and education. #bubblec('Typically museums educate and', 'it seems to me that this is true for science museums but not necessarily for MoMa or other art museums. -- Again try to avoid such broad terms when possible') provide information about issues particularly relevant to their local community, whether it be historical, environmental, etc. in nature. This physical local forum could potentially offer unique opportunities for reflection and significance that purely online communities could not easily match.

Therefore, it is necessary that like Web 1.0, museums join the user generated content, or rather community generated content, movement. The ability to offer a dynamic, rich, and currently relevant information environment could serve to revitalize and redefine the purpose of such public institutions. Therefore I would argue that Museum 2.0 is a DSS subfield, which can be viewed as the intersection of digital technologies, public information institutions, and community members.

http://museumtwo.blogspot.com/

Silence of the Lands Research Project

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Created by Jane Meyers on 2008/09/02 20:40

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