This paper presents the user-centred iterative design of software that supports collaborative writing. The design grew out of a study of how people write together that included a survey of writers and a laboratory stu...
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ISBN:
(纸本)9780897915755
This paper presents the user-centred iterative design of software that supports collaborative writing. The design grew out of a study of how people write together that included a survey of writers and a laboratory study of writing teams linked by a variety of communications media. The resulting taxonomy of collaborative writing is summarized in the paper, followed by a list of design requirements for collaborative writing software suggested by the work. The paper describes two designs of the software. The first prototype supports synchronous writing and editing from workstations linked over local area and wide area networks. The second prototype also supports brainstorming, outlining, and document review, as well as asynchronous work. Lessons learned from the user testing and actual usage of the two systems are also presented.
Builders of groupware writing technologies need a better understanding of collaborative writing if their systems are to adequately address user needs. The authors present a taxonomy of joint writing based on an analys...
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Builders of groupware writing technologies need a better understanding of collaborative writing if their systems are to adequately address user needs. The authors present a taxonomy of joint writing based on an analysis of interviews with authors who have written documents together. The taxonomy describes joint writing in terms of four components: roles played in the collaboration, activities performed in the writing process, document control methods used, and writing strategies employed. The authors conclude by outlining a set of design requirements for collaborative writing that are suggested by the interviews and the taxonomy, and by evaluating six existing systems with respect to these requirements.< >
Software visualization is the use of interactive computergraphics, typography, graphic design, animation, and cinematography to enhance the interface between the software engineer or the computer science student and ...
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Software visualization is the use of interactive computergraphics, typography, graphic design, animation, and cinematography to enhance the interface between the software engineer or the computer science student and their programs. Although several taxonomies of software visualization have been proposed, they use few dimensions and do not span the space of important distinctions between systems. The authors propose a novel and systematic taxonomy of six areas making up thirty characteristic features of software visualization technology. The taxonomy is presented and illustrated in terms of its application to seven systems of historic importance and technical interest.< >
Video mediated communication alters our perception of the way in which we interact and communicate. In contrast to face to face or audio only (e.g., telephone) communication, there is relatively little systematic rese...
Video mediated communication alters our perception of the way in which we interact and communicate. In contrast to face to face or audio only (e.g., telephone) communication, there is relatively little systematic research on the effect of video conferencing on communication within groups of people at dispersed locations (Harrison, 1991b; Harrison et al, 1992b; Sellen, 1992; Wolf, 1988; Cohen, 1982; Short, Williams, and Christie, 1976). In this paper we describe a study of how participants at three distant locations perceived differences between face to face (within site) and video mediated (between site) communication. Results indicate that participants perceived between site, mediated communication to be unnatural and uncomfortable. They felt there were problems with gaining floor control and with conversation flow. Additionally, participants perceived the between site, mediated communication to be less interactive, less social, and less enjoyable than the face to face, within site communication. The insights gained through this and other case studies, summarized here, will be used to guide our future research. This study is one in a series of field trials and controlled experiments aimed at understanding the human factors issues associated with video communication and the design of such systems.
作者:
Cole, R.Brune, C.Physics Department
Learning Skills Center University of California Davis California 95616 Rodney W. Cole:is an Adjunct Lecturer for the Physics Department at the University of California
Davis and a Senior Learning Skills Counselor for the Learning Skills Center. He received his PhD from the University of Wyoming in 1978 and his BS from the University of Illinois in 1973. His research is in teaching physics methodology and computer animation of time domain solutions in electromagnetism. He has been involved with CAEME computer software development. He is a recipient of the UC Davis Instructional Technology Award and has participated in the Summer Computer Graphics Project at Lawrence Livermore National Laboratory. Curtis M. Brune:is a senior majoring in Physics at the University of California
Davis. He is a member of Phi Beta Kappa Phi Kappa Phi and Pi Mu Epsilon a national honorary mathematical society. Recently he has participated in the Instructional Technology Symposium at UC Davis. (Photo not available at this time.)
In this article we explore the role computing can play in an electromagnetics class. Our aim is not to provide answers, but to open a discussion on several topics related to the use of the computer as a learning aid. ...
In this article we explore the role computing can play in an electromagnetics class. Our aim is not to provide answers, but to open a discussion on several topics related to the use of the computer as a learning aid. We provide some examples of what we have done in an introductory electricity and magnetism class using a program called SilverHammer that maps electric and magnetic fields for point charges. However, the point of this article is not to say that this is the only way computers should be used, but rather to point out that we really have only scratched the surface of a very versatile tool. Those who are presently working in this area are the pioneers, and will see the use of the computer go from these first applications to being an indispensable medium for learning. The computer may well let us create virtual scenarios that allow us to explore ideas and relationships with a heretofore unattained proficiency.
Icons are used increasingly in interfaces because they are compact "universal" pictographic representations of computer functionality and processing. Animated icons can bring to life symbols representing com...
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An experiment is described comparing three devices (a mouse, a trackball, and a stylus with tablet) in the performance of pointing and dragging tasks. During pointing, movement times were shorter and error rates were ...
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The authors describe LOGOmotion, a programming environment that is visually enhanced, animated, unobtrusive, extensible, and monomorphic. The programmer can obtain with ease visual and animated presentations of the ex...
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The authors describe LOGOmotion, a programming environment that is visually enhanced, animated, unobtrusive, extensible, and monomorphic. The programmer can obtain with ease visual and animated presentations of the execution of programs written in the LOGO language. The programmer can also define new methods of program presentation by writing visualization procedures in LOGO without altering the original program code. Methods may include classical debugging tools such as traces, as well as more modern visualization aids such as the animation of program behavior. The design goals and fundamental principles of the system are discussed. Illustrations of its use and implementation are presented.< >
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