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[1] Predicting Answering Behaviour in Online Question Answering Communities Session 7 / Burel, Grégoire / Mulholland, Paul / He, Yulan / Alani, Harith Proceedings of the 2015 ACM Conference on Hypertext and Social Media 2015-09-01 p.201-210
ACM Digital Library Link
Summary: The value of Question Answering (Q&A) communities is dependent on members of the community finding the questions they are most willing and able to answer. This can be difficult in communities with a high volume of questions. Much previous has work attempted to address this problem by recommending questions similar to those already answered. However, this approach disregards the question selection behaviour of the answers and how it is affected by factors such as question recency and reputation. In this paper, we identify the parameters that correlate with such a behaviour by analysing the users' answering patterns in a Q&A community. We then generate a model to predict which question a user is most likely to answer next. We train Learning to Rank (LTR) models to predict question selections using various user, question and thread feature sets. We show that answering behaviour can be predicted with a high level of success, and highlight the particular features that influence users' question selections.

[2] Modelling Question Selection Behaviour in Online Communities WebSci Track Papers & Posters / Burel, Grégoire / Mulholland, Paul / He, Yulan / Alani, Harith Companion Proceedings of the 2015 International Conference on the World Wide Web 2015-05-18 v.2 p.357-358
ACM Digital Library Link
Summary: Value of online Question Answering (Q&A) communities is driven by the question-answering behaviour of its members. Finding the questions that members are willing to answer is therefore vital to the efficient operation of such communities. In this paper, we aim to identify the parameters that correlate with such behaviours. We train different models and construct effective predictions using various user, question and thread feature sets. We show that answering behaviour can be predicted with a high level of success.

[3] Mobile technology to support coherent story telling across freely explored outdoor artworks Locative media / Wolff, Annika / Mulholland, Paul / Maguire, Mark / O'Donovan, Danielle Proceedings of the 2014 International Conference on Advances in Computer Entertainment Technology 2014-11-11 p.3
ACM Digital Library Link
Summary: Museum professionals create exhibitions that tell stories about museum objects. The exhibits are usually arranged to reveal the relationships between them and to highlight the story being told. But sometimes objects are in fixed places and cannot be re-positioned. This paper presents a solution to the problem of how to tell conceptually coherent stories across a set of fixed artworks within the grounds of a museum and to reveal relationships between them. A study was conducted in which QR codes were used to provide access, through mobile devices, to online information about artworks. A notion of conceptual coherence and coverage of artworks was used to construct online story trails linking artworks to each other based on overlap of key story features such as setting, people and themes. Visitors were free at all times to follow their own path through the museum grounds and choose which objects they wanted to stop and engage with. The QR code trail was evaluated on an outdoor art trail at the Irish Museum of Modern Art (IMMA). Analytics of page access were used to identify how often visitors scanned QR codes and to what extent, once they had visited the online information about an artwork, they were likely to follow the story links.

[4] Eliciting Domain Knowledge Using Conceptual Metaphors to Inform Interaction Design: A Case Study from Music Interaction Short papers / Wilkie, Katie / Holland, Simon / Mulholland, Paul Proceedings of the 28th BCS International Conference on Human-Computer Interaction 2014-09-12 p.32
ewic.bcs.org/content/ConWebDoc/54219
Summary: Interaction design for domains that involve complex abstractions can prove challenging. This problem is particularly acute in domains where the intricate nature of domain-specific knowledge can be difficult for even the most experienced expert to conceptualise or articulate. One promising solution to the problem of representing complex domain abstractions involves the use of conceptual metaphors. Previous applications of conceptual metaphors to abstract domains have yielded encouraging results. However, the design of appropriate methods for eliciting conceptual metaphors for the purposes of informing interaction design remains an open question. In this paper, we report on a series of studies carried out to elicit conceptual metaphors from domain experts, using music as a case study, reflecting on the benefits and drawbacks of each approach.

[5] Posters NIME 2014: New Interfaces for Musical Expression 2014-06-30 p.26
sched.co/RIsCh5
A Gesture Detection with Guitar Pickup and Earphones
	+ Suh, Sangwon
	+ Lee, Jeong-seob
	+ Yeo, Woon Seung
A Max/MSP Approach for Incorporating Digital Music via Laptops in Live Performances of Music Bands
	+ Amo, Yehiel
	+ Zissu, Gil
	+ Eloul, Shaltiel
	+ Shlomi, Eran
	+ Schukin, Dima
	+ Kalifa, Almog
A Real Time Common Chord Progression Guide on the Smartphone for Jamming Pop Song on the Music Keyboard
	+ Lui, Simon
An Exploration of Peg Solitaire as a Compositional Tool
	+ Keatch, Kirsty
Auraglyph: Handwritten Computer Music Composition and Design
	+ Salazar, Spencer
	+ Wang, Ge
Body As Instrument: Performing with Gestural Interfaces
	+ Mainsbridge, Mary
	+ Beilharz, Kirsty
Circle Squared and Circle Keys -- Performing on and with an unstable live algorithm for the Disklavier
	+ Dahlstedt, Palle
Composing Embodied Sonic Play Experiences: Towards Acoustic Feedback Ecology
	+ van Troyer, Akito
Design & Evaluation of an Accessible Hybrid Violin Platform
	+ Overholt, Dan
	+ Gelineck, Steven
Dynamical Interactions with Electronic Instruments
	+ Mudd, Tom
	+ Dalton, Nick
	+ Holland, Simon
	+ Mulholland, Paul
eMersion | Sensor-controlled Electronic Music Modules & Digital Data Workstation
	+ Udell, Chet
	+ Sain, James Paul
FingerSynth: Wearable Transducers for Exploring the Environment and Playing Music Everywhere
	+ Dublon, Gershon
	+ Paradiso, Joseph A.
Hand and Finger Motion-Controlled Audio Mixing Interface
	+ Ratcliffe, Jarrod
How to Make Embedded Acoustic Instruments
	+ Berdahl, Edgar
Interactive Parallax Scrolling Score Interface for Composed Networked Improvisation
	+ Canning, Rob
Mobile Device Percussion Parade
	+ Snyder, Jeff
	+ Sarwate, Avneesh
	+ Chen, Carolyn
	+ Fishman, Noah
	+ Collins, Quinn
	+ Ergun, Cenk
	+ Mulshine, Michael
Musical Interface to Audiovisual Corpora of Arbitrary Instruments
	+ Neupert, Max
	+ Goßmann, Joachim
New Open-Source Interfaces for Group Based Participatory Performance of Live Electronic Music
	+ Barraclough, Timothy J
	+ Murphy, Jim
	+ Kapur, Ajay
Orphion: A gestural multi-touch instrument for the iPad
	+ Trump, Sebastian
	+ Bullock, Jamie
Pd-L2Ork Raspberry Pi Toolkit as a Comprehensive Arduino Alternative in K-12 and Production Scenarios
	+ Bukvic, Ivica
PiaF: A Tool for Augmented Piano Performance Using Gesture Variation Following
	+ Van Zandt-Escobar, Alejandro
	+ Caramiaux, Baptiste
	+ Tanaka, Atau
Pitch Canvas: Touchscreen Based Mobile Music Instrument
	+ Strylowski, Bradley
	+ Allison, Jesse
Reappropriating Museum Collections: Performing Geology Specimens and Meterology Data as New Instruments for Musical Expression
	+ Bowers, John
	+ Shaw, Tim
Rub Synth: A Study of Implementing Intentional Physical Difficulty Into Touch Screen Music Controllers
	+ Sarier, Ozan
Sound Analyser: A Plug-in for Real-Time Audio Analysis in Live Performances and Installations
	+ Stark, Adam
Tangle: a Flexible Framework for Performance with Advanced Robotic Musical Instruments
	+ Mathews, Paul
	+ Morris, Ness
	+ Murphy, Jim
	+ Kapur, Ajay
	+ Carnegie, Dale
The Politics of Laptop Ensembles
	+ Knotts, Shelly
	+ Collins, Nick

[6] Storyscope: using theme and setting to guide story enrichment from external data sources / Wolff, Annika / Mulholland, Paul / Collins, Trevor Proceedings of the 2013 ACM Conference on Hypertext and Social Media 2013-05-01 p.79-88
ACM Digital Library Link
Summary: Museum narratives, like other forms of narrative, are developed from an underlying conceptualization of events that can be referred to as the story. Storyscope is a web-based environment for constructing and exploring museum narratives and their underlying concepts. Storyscope aligns with a formal model of story and narrative specialized for a museum context called the curate ontology. This paper will explore the plot-reasoning component of Storyscope that provides intelligent support for the selection of events within the story and their interconnection as a coherent structure to be told within the narrative. Plot reasoning uses both internal knowledge and external information sources, such as Freebase and Factforge, to propose events that can be used to incrementally develop storylines and to employ a museum narrative. The approach taken uses the notions of setting and theme to search and rank events in terms of their relevance to the developing storyline. This paces the expansion of the story in each step, ensures that the story develops in a direction that is of interest to the author and helps to maintain narrative cohesion, an important goal of story-building. Plot development is also supported by methods for clustering events into related plot elements and by using information from Freebase to propose different types of influence relations between story events.

[7] EDITED BOOK Music and Human-Computer Interaction Springer Series on Cultural Computing / Holland, Simon / Wilkie, Katie / Mulholland, Paul / Seago, Allan 2013 n.16 p.292 Springer London
DOI: 10.1007/978-1-4471-2990-5
ISBN: 978-1-4471-2989-9 (print), 978-1-4471-2990-5 (online)
Online Access
Music Interaction: Understanding Music and Human-Computer Interaction (1-28)
	+ Holland, Simon
	+ Wilkie, Katie
	+ Mulholland, Paul
	+ Seago, Allan
Should Music Interaction Be Easy?  (29-47)
	+ McDermott, James
	+ Gifford, Toby
	+ Bouwer, Anders
	+ Wagy, Mark
Amateur Musicians, Long-Term Engagement, and HCI (49-66)
	+ Wallis, Isaac
	+ Ingalls, Todd
	+ Campana, Ellen
	+ Vuong, Catherine
Affective Musical Interaction: Influencing Users' Behaviour and Experiences with Music (67-83)
	+ Bramwell-Dicks, Anna
	+ Petrie, Helen
	+ Edwards, Alistair D. N.
	+ Power, Christopher
Chasing a Feeling: Experience in Computer Supported Jamming (85-99)
	+ Swift, Ben
The Haptic Bracelets: Learning Multi-Limb Rhythm Skills from Haptic Stimuli While Reading (101-122)
	+ Bouwer, Anders
	+ Holland, Simon
	+ Dalgleish, Mat
Piano Technique as a Case Study in Expressive Gestural Interaction (123-138)
	+ McPherson, Andrew P.
	+ Kim, Youngmoo E.
Live Music-Making: A Rich Open Task Requires a Rich Open Interface (139-152)
	+ Stowell, Dan
	+ McLean, Alex
A New Interaction Strategy for Musical Timbre Design (153-169)
	+ Seago, Allan
Pulsed Melodic Processing -- The Use of Melodies in Affective Computations for Increased Processing Transparency (171-188)
	+ Kirke, Alexis
	+ Miranda, Eduardo
Computer Musicking: HCI, CSCW and Collaborative Digital Musical Interaction (189-205)
	+ Fencott, Robin
	+ Bryan-Kinns, Nick
Song Walker Harmony Space: Embodied Interaction Design for Complex Musical Skills (207-221)
	+ Bouwer, Anders
	+ Holland, Simon
	+ Dalgleish, Mat
Evolutionary and Generative Music Informs Music HCI--And Vice Versa (223-240)
	+ McDermott, James
	+ Sherry, Dylan
	+ O'Reilly, Una-May
Video Analysis for Evaluating Music Interaction: Musical Tabletops (241-258)
	+ Xambó, Anna
	+ Laney, Robin
	+ Dobbyn, Chris
	+ Jordà, Sergi
Towards a Participatory Approach for Interaction Design Based on Conceptual Metaphor Theory: A Case Study from Music Interaction (259-270)
	+ Wilkie, Katie
	+ Holland, Simon
	+ Mulholland, Paul
Appropriate and Complementary Rhythmic Improvisation in an Interactive Music System (271-286)
	+ Gifford, Toby

[8] Storyspace: a story-driven approach for creating museum narratives Hypertext and narrative connections / Wolff, Annika / Mulholland, Paul / Collins, Trevor Proceedings of the 23rd ACM Conference on Hypertext and Social Media 2012-06-25 p.89-98
ACM Digital Library Link
Summary: In a curated exhibition of a museum or art gallery, a selection of heritage objects and associated information is presented to a visitor for the purpose of telling a story about them. The same underlying story can be presented in a number of different ways. This paper describes techniques for creating multiple alternative narrative structures from a single underlying story, by selecting different organising principles for the events and plot structures of the story. These authorial decisions can produce different dramatic effects. Storyspace is a web interface to an ontology for describing curatorial narratives. We describe how the narrative component of the Storyspace software can produce multiple narratives from the underlying stories and plots of curated exhibitions. Based on the curator's choice, the narrative module suggests a coherent ordering for the events of a story and its associated heritage objects. Narratives constructed through Storyspace can be tailored to suit different audiences and can be presented in different forms, such as physical exhibitions, museum tours, leaflets and catalogues, or as online experiences.

[9] Applying information foraging theory to understand user interaction with content-based image retrieval Theory and system design / Liu, Haiming / Mulholland, Paul / Song, Dawei / Uren, Victoria / Rüger, Stefan Proceedings of the 2010 Symposium on Information Interaction in Context 2010-08-18 p.135-144
ACM Digital Library Link
Summary: The paper proposes an ISE (Information goal, Search strategy, Evaluation threshold) user classification model based on Information Foraging Theory for understanding user interaction with content-based image retrieval (CBIR). The proposed model is verified by a multiple linear regression analysis based on 50 users' interaction features collected from a task-based user study of interactive CBIR systems. To our best knowledge, this is the first principled user classification model in CBIR verified by a formal and systematic qualitative analysis of extensive user interaction data.

[10] Visual summaries of data: a spatial hypertext approach to user feedback Poster session / Wolff, Annika L. / Mulholland, Paul / Zdrahal, Zdenek Proceedings of the 21st ACM Conference on Hypertext and Hypermedia 2010-06-29 p.287-288
Keywords: categorisation, id3 decision trees, inquiry learning, organisation, spatial hypertext
ACM Digital Library Link
Summary: In this paper we describe the SILVER toolkit, which is designed for tasks in which a user learns by analysing and interpreting a set of resources. The user categorises each resource according to the set of properties that they identify as being applicable to it. Due to the large amount of data generated by this type of task, the user may find it hard to identify patterns in their classification and tagging, to recognise their own inconsistencies or make comparisons between themselves and others. Principles of spatial hypertext can be used to provide visual summaries of the data that can assist the above activities.

[11] Evaluating musical software using conceptual metaphors / Wilkie, Katie / Holland, Simon / Mulholland, Paul Proceedings of the HCI'09 Conference on People and Computers XXIII 2009-09-01 p.232-237
Keywords: Harmony Space, conceptual metaphors, embodied cognition, image schemas, tonal harmony, user interface design
ACM Digital Library Link
Summary: An open challenge for interaction designers is to find ways of designing software to enhance the ability of novices to perform tasks that normally require specialized domain expertise. This challenge is particularly demanding in areas such as music analysis, where complex, abstract, domain-specific concepts and notations occur. One promising theoretical foundation for this work involves the identification of conceptual metaphors and image schemas, found by analyzing discourse. This kind of analysis has already been applied, with some success, both to musical concepts and, separately, to user interface design. The present work appears to be the first to combine these hitherto distinct bodies of research, with the aim of devising a general method for improving user interfaces for music. Some areas where this may require extensions to existing method are noted.
    This paper presents the results of an exploratory evaluation of Harmony Space, a tool for playing, analysing and learning about harmony. The evaluation uses conceptual metaphors and image schemas elicited from the dialogues of experienced musicians discussing the harmonic progressions in a piece of music. Examples of where the user interface supports the conceptual metaphors, and where support could be improved, are discussed. The potential use of audio output to support conceptual metaphors and image schemas is considered.

[12] Re-using digital narrative content in interactive games / Wolff, Annika / Mulholland, Paul / Zdrahal, Zdenek / Joiner, Richard International Journal of Human-Computer Studies 2007 v.65 n.3 p.244-272
Keywords: Interactive narrative; Content reordering; Interface; AI planning algorithms
Link to Article at ScienceDirect
Summary: This paper presents a model, called Scene-Driver, for the re-use of film and television material. We begin by exploring general issues surrounding the ways in which content can be sub-divided into meaningful units for re-use and how criteria might then be applied to the selection and ordering of these units. We also identify and discuss the different means by which a user might interact with the content to create novel and engaging experiences. The Scene-Driver model has been instantiated using content from an animated children's television series called Tiny Planets, which is aimed at children of 5-7-year old. This type of material, being story-based itself, lends itself particularly well to the application of narrative constraints to scene reordering, to provide coherence to the experience of interacting with the content.
    We propose an interactive narrative-driven game architecture, in which a user generates novel narratives from existing content by placing "domino" like tiles. These tiles act as "glue" between scenes and each tile choice dictates certain properties of the next scene to be shown within a game. There are three different game-types, based on three different ways in which tiles can be matched to scenes. We introduce algorithms for generating legal tile-sets for each of these three game-types, which can be extended to include narrative constraints. This ensures that all novel orderings adhere to a minimum narrative plan, which has been identified based on analysis of the Tiny Planets series and on narrative theories. We also suggest ways in which basic narratives can be enhanced by the inclusion of directorial techniques and by the use of more complex plot structures. In our evaluation studies with children in the target age-range, our game compared favourably with other games that the children enjoyed playing.

[13] Worlds and transformations: Supporting the sharing and reuse of engineering design knowledge / Zdrahal, Zdenek / Mulholland, Paul / Valasek, Michael / Bernardi, Ansgar International Journal of Human-Computer Studies 2007 v.65 n.12 p.959-982
Keywords: Design; Collaboration; Design reuse; Design rationale; Knowledge management
Link to Article at ScienceDirect
Summary: Design involves the formulation of a solution, such as a product specification, from initial requirements. Design in industrial and other contexts often involves the building and use of models that allow the designer to test hypotheses and learn from possible design decisions prior to building the physical product. The building and testing of models is a design process in its own right.
    Previous work in knowledge management, design rationale and the psychology of design has demonstrated that designers often vary from prescriptive methodologies of the design process and have problems appropriately describing their design activity in order to support design collaboration and the reuse of design artefacts. Drawing on this work, we support design collaboration and reuse structured according to key transformational episodes in the design process and the design artefacts they produce. To support this, we characterise the design task as progressing through a series of worlds, each comprising its own concepts and vocabulary, and supported by its own design tools. The design process can then be described in terms of important transformations that are made from one world to the next. This allows a targeted approach to rationale capture integrated with work practice and associated with products of the design process.
    This approach has been successfully deployed and tested in two industrial engineering companies. Findings included improved collaboration in design teams, effective reuse and improved training for new members of the design team. This work has more general implications for the development of design rationale methods and tools to support the design process.

[14] Spotlight browsing of resource archives Comprehension through navigation and interaction / Mulholland, Paul / Collins, Trevor / Zdrahal, Zdenek Proceedings of the Sixteenth ACM Conference on Hypertext 2005-09-06 p.23-31
ACM Digital Library Link
Summary: Many organizations, particularly in the heritage sector, have large archives of digital content that they could make available to the general public or special interest groups if they had the appropriate mechanisms. Currently, these organizations can develop pre-crafted web sites, simple database-driven web sites or search facilities for accessing the content. However, none of these can be expected to appropriately present this content or scaffold its effective use.
    Our proposed solution is an approach to navigation that we term spotlight browsing. It has the following key features: (i) Users can select a collection of resources from the archive, shining a spotlight on this area of the archive; (ii) The collection is structured in a number of ways to support its exploration and convey interesting properties of the collection; (iii) Users can see what is on the periphery of their current collection in order to encourage further exploration; (iv) Users can redefine the collection in order to move their spotlight to another area of the archive; (v) Any item viewed while browsing can be bookmarked into a personal collection that can be built up using resources from many different spotlights. The approach has been implemented and tested using an archive of content from a heritage institution.

[15] Scene-driver: a narrative-driven game architecture reusing broadcast animation content / Wolff, Annika / Mulholland, Paul / Zdrahal, Zdenek Proceedings of the 2004 International Conference on Advances in Computer Entertainment Technology 2004-09-02 p.91-99
ACM Digital Library Link
Summary: Currently there is much interest in the development of computer and DVD-based games and activities that supplement or are marketed alongside broadcast television content. Scene-Driver was developed for the purpose of reusing content from an animated children's television series within the context of a narratively coherent game. Content from the children's television series "Tiny Planets" was used in the development and testing of Scene-Driver. Each episode of the series has been divided into a collection of scenes, each of which represents a narrative unit such as conflict introduction and resolution. The game is aimed at children of the ages 5-7 and an interface has been developed which can be intuitively used by children of this age. This interface takes the form of "domino-like" tiles which depict characters and objects from the television series (unlike ordinary dominoes that have numbers on either side). The tiles can be played according to different game rules. The child's choice of tile influences the direction of a narrative. The game and interface have been tested with children of the target age range in two evaluation studies. Both studies demonstrated the potential of Scene-Driver to produce engaging narratively coherent games using children's animation content.

[16] Scene-Driver: reusing broadcast animation content for engaging, narratively coherent games Improving interaction / Wolff, Annika / Mulholland, Paul / Zdrahal, Zdenek Proceedings of the 2004 International Conference on Advanced Visual Interfaces 2004-05-25 p.94-97
Keywords: AI planning algorithms, animated interfaces, child directed interface, interactive narrative, interface evaluation, visual interaction
ACM Digital Library Link
Summary: Scene-Driver is a software toolkit for the reuse of broadcast animation content to provide new engaging experiences for children. It has been developed and tested using content from the children's television series "Tiny Planets". Scene-Driver can be used to produce variations on a domino-like game. When playing, the child selects from a set of tiles that depict, for example, characters from the series. The child manipulates the direction of a story in the Tiny Planet world by their choice of tile. The successful selection of a tile will result in a scene from the show being played. A scene is defined as a section from an episode which has certain self-contained narrative elements such as conflict introduction, conflict resolution or comedic event. A scene-supervisor uses these descriptions to ensure that as well as having all the properties prescribed by the child's choice of tile, the scenes are presented in a coherent order according to certain plot and directorial principles. Inter-scene continuity is provided in the form of transition scenes which depict the departure and arrival of relevant characters between one scene and the next. Preliminary evaluations have demonstrated the potential of Scene-Driver to produce engaging and usable games based on broadcast content for young children.

[17] Story fountain: intelligent support for story research and exploration Virtual environments & stories / Mulholland, Paul / Collins, Trevor / Zdrahal, Zdenek Proceedings of the 2004 International Conference on Intelligent User Interfaces 2004-01-13 p.62-69
ACM Digital Library Link
Summary: Increasingly heritage institutions are making digital artifacts available to the general public and research groups to promote the active exploration of heritage and encourage visits to heritage sites. Stories, such as folklore and first person accounts form a useful and engaging heritage resource for this purpose. Story Fountain provides intelligent support for the exploration of digital stories. The suite of functions provided in Story Fountain together support the investigation of questions and topics that require the accumulation, association or induction of information across the story archive. Story Fountain provides specific support toward this end such as for comparing and contrasting story concepts, the presentation of story paths between concepts, and mapping stories and events according to properties such as who met whom and who lived where.

[18] A methodological approach to supporting organizational learning / Mulholland, Paul / Zdrahal, Zdenek / Domingue, John / Hatala, Marek / Bernardi, Ansgar International Journal of Human-Computer Studies 2001 v.55 n.3 p.337-367
Summary: Many organizations need to respond quickly to change and their workers need to regularly develop new knowledge and skills. The prevailing approach to meeting these demands is on-the-job training, but this is known to be highly ineffective, cause stress and devalue workplace autonomy. Conversely, organizational learning is a process through which workers learn gradually in the work context through experience, reflection on work practice and collaboration with colleagues. Our approach aims to support and enhance organizational learning around enriched work representations. Work representations are tools and documents used to support collaborative working and learning. These are enriched through associations with formal knowledge models and informal discourse. The work representations, informal discourse and associated knowledge models together form on organizational memory from which knowledge can be retrieved later. Our methodological approach to supporting organizational learning is drawn from three industrial case studies concerned with machine maintenance, team planning and hotline support. The methodology encompasses development and design activities, a description of the roles and duties required to sustain the long-term use of the tools, and applicability criteria outlining the kind of organizations that can benefit from this approach.

[19] Integrating Working and Enrichment Approach Learning: A Document / Mulholland, Paul / Zdrahal, Zdenek / Domingue, John John / Hatala, Marek Behaviour and Information Technology 2000 v.19 n.3 p.171-180
Summary: Integrating working and learning is seen as a desirable alternative to traditional training regimes. An integrated approach to working and learning is more gradual, contextual, problem oriented and cost effective. Knowledge technology aims to catalyze workplace learning, but requires the right organisational culture and brings additional costs regarding the articulation, representation and transmission of knowledge. Our approach reduces these costs by making articulation a natural part of collaborative working, designing for both informal and formal knowledge, and facilitating the transition of socially situated knowledge through enriched documents. To be successful, our approach has certain prequesites concerning organisational culture, and the nature of shared documents, organisational knowledge and work activities.

[20] Sharing Engineering Design Knowledge in a Distributed Environment / Zdrahal, Zdenek / Mulholland, Paul / Domingue, John / Hatala, Marek Behaviour and Information Technology 2000 v.19 n.3 p.189-200
Summary: Engineering design is a complex activity, relying heavily on know-how gained from personal experience. Competitive pressures and new technology are making further demands on the skills and experience of designers, as effective knowledge reuse in design is seen as increasingly vital, and the work of design teams is often a collaborative and distributed activity. University students with a thorough knowledge of the engineering domain can be ill prepared for professional practice, with its increasing reliance on skills and know-how as well as knowledge of theory. Our approach aims to better prepare students for professional practice, through hands-on experience of design reuse, participation in distributed collaboration, and the development of presentation and documentation skills. Our case-study in the domain of modelling engineering systems, in which the course materials themselves are evolving and distributed, has ramifications for the publication model of educational materials, and the way students should be prepared for working life.

[21] Using a Fine-Grained Comparative Evaluation Technique to Understand and Design Software Visualization Tools / Mulholland, Paul Empirical Studies of Programmers: Seventh Workshop 1997-10-24 p.91-108
Keywords: Evaluation, Design, Software visualization, Software comprehension, Prolog
Broken Link to ACM Digital Library
Summary: Software Visualization can be defined as the use of graphical and textual formalisms to describe the execution of computer programs. A large amount of Software Visualization technology has been developed to support computer science education, using a range of interface techniques. Far less effort has been devoted to evaluating the technology. As a result, it is unclear how effective Software Visualization tools are, either for students or professional programmers. Even more worrying, it is doubtful whether lessons are being learnt in successive designs of Software Visualization tools, or whether the application of new technologies (e.g. 3D animation and the internet) has become the primary goal, rather than the true goal of making computer programs easier to understand. To counter this problem the study reported here used protocol analysis to develop a fine-grained account of user behaviour, identifying (i) information access from the display, (ii) the use of comprehension strategies, and (iii) misunderstandings of the visualization and execution. The results were able to motivate future deigns which in turn could be compared and improved. The approach is compared to other evaluation techniques which aim to inform design. Finally, the generalizability of the approach is considered.