[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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 Authors
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
© Copyright 2014 Authors
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
© Copyright 2014 Authors
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
© Copyright 2013 ACM
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
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
© Copyright 2012 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2009 Author
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
© Copyright 2007 Elsevier B.V.
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
© Copyright 2007 Elsevier B.V.
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
© Copyright 2005 ACM
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
© Copyright 2004 ACM
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
© Copyright 2004 ACM
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
© Copyright 2004 ACM
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
© Copyright 2001 Elsevier Science Publishers
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
© Copyright 2000 Taylor and Francis Ltd.
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
© Copyright 2000 Taylor and Francis Ltd.
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
© Copyright 1997 ACM
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.