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1.
  • Barkhuus, Louise, et al. (författare)
  • Social Infrastructures as Barriers and Foundation for Informal Learning : Technology Integration in an Urban After-School Center
  • 2012
  • Ingår i: Computer Supported Cooperative Work. - : Springer. - 0925-9724 .- 1573-7551. ; 21:1, s. 81-103
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper we explore the relationship between social learning environments and the technological ecologies that practitioners, learners, and researchers develop to sustain them. Through an examination of ethnographic research conducted at an urban after- school learning program we show how social, technological and power infrastructures influence learning and interaction in this setting. Adopting a holistic approach we examine how technologies are integrated into activities in this program to support the learning of the after-school youth. We emphasize both positive and negative infrastructures that contribute to the learning environment and discuss how identifying these infrastructures are one of the first steps towards understanding and informing technology design in informal learning settings.
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2.
  • Bennerstedt, Ulrika, 1979, et al. (författare)
  • Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds
  • 2010
  • Ingår i: 'Computer Supported Cooperative Work (CSCW). An International Journal. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 19:2, s. 201-230
  • Tidskriftsartikel (refereegranskat)abstract
    • This is a study of interaction in massively multiplayer online games. The general interest concerns how action is coordinated in practices that neither rely on the use of talk-in-interaction nor on a socially present living body. For the participants studied, the use of text typed chat and the largely underexplored domain of virtual actions remain as materials on which to build consecutive action. How, then, members of these games can and do collaborate, in spite of such apparent interactional deprivation, are the topics of the study. More specifically, it addresses the situated practices that participants rely on in order to monitor other players’ conduct, and through which online actions become recognizable as specific actions with implications for the further achievement of the collaborative events. The analysis shows that these practices share the common phenomenon of projections. As an interactional phenomenon, projection of the next action has been extensively studied. In relation to previous research, this study shows that the projection of a next action can be construed with resources that do not build on turns-at-talk or on actions immediately stemming from the physical body—in the domain of online games, players project activity shifts by means of completely different resources. This observation further suggests that projection should be possible through the reconfiguration of any material, on condition that those reconfigurations and materials are recurrent aspects of some established practice.
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3.
  • Blomberg, Jeanette, et al. (författare)
  • Participatory Design : Issues and Concerns
  • 1998
  • Ingår i: Computer Supported Cooperative Work. - : Springer. - 0925-9724 .- 1573-7551. ; 7:3-4, s. 167-185
  • Tidskriftsartikel (refereegranskat)
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4.
  • Blomberg, Jeanette, et al. (författare)
  • Reflections on 25 Years of Ethnography in CSCW
  • 2013
  • Ingår i: Computer Supported Cooperative Work. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 22:4-6, s. 373-423
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article we focus attention on ethnography's place in CSCW by reflecting on how ethnography in the context of CSCW has contributed to our understanding of the sociality and materiality of work and by exploring how the notion of the 'field site' as a construct in ethnography provides new ways of conceptualizing 'work' that extends beyond the workplace. We argue that the well known challenges of drawing design implications from ethnographic research have led to useful strategies for tightly coupling ethnography and design. We also offer some thoughts on recent controversies over what constitutes useful and proper ethnographic research in the context of CSCW. Finally, we argue that as the temporal and spatial horizons of inquiry have expanded, along with new domains of collaborative activity, ethnography continues to provide invaluable perspectives.
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5.
  • Cerna, K., et al. (författare)
  • Changing Categorical Work in Healthcare: the Use of Patient-Generated Health Data in Cancer Rehabilitation
  • 2020
  • Ingår i: Computer Supported Cooperative Work-the Journal of Collaborative Computing and Work Practices. - : Springer Science and Business Media LLC. - 0925-9724. ; 29, s. 563-586
  • Tidskriftsartikel (refereegranskat)abstract
    • Categorical work in chronic care is increasingly dependent on digital technologies for remote patient care. However, remote care takes many forms and while various types of digital technologies are currently being used, we lack a nuanced understanding of how to design such technologies for specific novel usages. In this paper, we focus on digital technologies for patient-generated health data and how their use changes categorical work in chronic care. Our aim is to understand how categorical work changes, which novel forms of categorical work emerge and what the implications are for the care relation. This paper is based on an ethnographic study of healthcare professionals' work at a pelvic cancer rehabilitation clinic and their interactions with patients. In this setting, supportive talks between patients and nurses are central. To understand the complexities of categorical work in chronic care when patient-generated health data are introduced, we contrast the traditional supportive talks with supportive talks where the nurses had access to the patients' patient-generated health data. We identify and analyze challenges connected to novel forms of categorical work. Specifically, we focus on categorical work and how it can undergo changes. Our empirical findings show how changes occur in the way patients' lived experience of the chronic disease aligns with the categories from chronic care, as well as in the way the nurse works with clinical categories during the talk. These insights help us further understand the implications of patient generated-data use in supportive talks. We contribute to an improved understanding of the use of patient-generated health data in clinical practice and based on this, we identify design implications for how to make categorical work more collaborative.
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6.
  • Czarniawska, Barbara, 1948 (författare)
  • Nomadic work as a life-story plot
  • 2014
  • Ingår i: Computer Supported Cooperative Work. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 23:2, s. 205-221
  • Tidskriftsartikel (refereegranskat)abstract
    • Interviews aimed at a reconstruction of working-life stories of ‘digital immigrants’ and ‘digital natives’ revealed, unsurprisingly, that such stories are emplotted with the aid of existing repertoires. What is more surprising, though, is the fact that ‘nomadic plots’ can be borrowed from opposite political repertoires, and that they cease serving as effective interpretative templates in the face of changing circumstances, such as the financial crisis. A focus group consisting of alleged self-described nomads indicated that the choice of this life plot is related to such matters as family circumstances and political situations during early childhood, as well as a present gender-mitigated family situation. Other studies focusing on the younger generation reveal that nomadic work as a life story plot does not lose its attraction. Narrative analysis suggests, however, that the notions of ‘digital immigrants’ and ‘nomadic work’ are more complex than their use in the media may suggest.
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7.
  • Fakas, Georgios John, et al. (författare)
  • The electronic laboratory journal : a collaborative and cooperative learning environment for web-based experimentation
  • 2005
  • Ingår i: Computer Supported Cooperative Work (CSCW). - : Kluwer Academic Publishers. - 0925-9724 .- 1573-7551. ; 14:3, s. 189-216
  • Tidskriftsartikel (refereegranskat)abstract
    • Numerous tools have been developed for supporting the collaboration between students in education, tools that mainly include facilities for sharing documents and enabling discussions. However, these environments do not emphasize the use of facilities that sustain collaborative work in the framework of remote experimentation carried out by a group of students located at different places. The electronic laboratory journal (eJournal) paradigm proposed in this paper is a collaborative and cooperative environment for Web-based experimentation in engineering education. The eJournal enhances the traditional laboratory journal, by providing a group of students with Web-based tools to collect, annotate, organize and share the data chunks necessary to complete their experimentation assignments. The data chunks, called fragments, may be composed of numerous objects of any format, such as text, images, graphics, manuscripts, measurement logs or experimental results. Fragments can be uploaded from local disks or imported from Web components. The eJournal also handles the submission of results to the educators and facilitates remote supervision, assistance and tutoring of the students. The eJournal paradigm is currently assessed at the School of Engineering, the Ecole Polytechnique Federate de Lausanne (EPFL), in the framework of hands-on experimentation activities focusing on remote manipulation of real setups and Web-based simulation. This paper presents the eJournal environment, its application and its evaluation as an enabling Web-based application for flexible learning.
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8.
  • Handler, Reinhard, 1979-, et al. (författare)
  • Open Data, Crowdsourcing and Game Mechanics : A case study on civic participation in the digital age
  • 2016
  • Ingår i: Computer Supported Cooperative Work. - : Springer Science+Business Media B.V.. - 0925-9724 .- 1573-7551. ; 25:2-3, s. 153-166
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this paper is to shed light on the dynamics of civic participation, media agency, anddata practices. To do so we analyse an investigative journalism story run by The Guardian that combinedopen data, crowdsourcing and game mechanics with the purpose of engaging readers. The case studyhighlights how data can be made accessible to people who usually do not have access; how game mechanicscan be deployed in order to foster civic participation by offering users a sense of autonomy, competence andrelatedness; and how crowdsourcing can organise a large group of people into achieving a common goal. Thecombination of these three elements resulted in a case for civic participation in the digital era.
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9.
  • Hansson, Karin, et al. (författare)
  • Capitalizing Relationships : Modes of Participation in Crowdsourcing
  • 2019
  • Ingår i: Computer Supported Cooperative Work. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; 28:5, s. 977-1000
  • Tidskriftsartikel (refereegranskat)abstract
    • While crowds online are increasingly used for data gathering and problem solving, the relationships and structures within these processes remain largely unexamined. For understanding the usage of crowdsourcing and to design appropriate technologies and processes, it is important to understand how different tools support relationships in these contexts. Based on an extensive literature review of existing crowdsourcing tools and practices, we contribute with the development of a typology of alienation in crowdsourcing by using Marx's theory of alienation. The theory serves as a lens to compare and contrast a number of currently available tools for crowdsourcing, focusing on how relationships between participants are supported and capitalized within the tool. We show how different types of crowdsourcing practices can be described in terms of alienation where the producer, the producers, the consumers, and products are connected in different modes of participation. This systematical application of Marx theory of alienation provides a way to compare the technical support for social relationships in a number of platforms used for crowdsourcing.
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10.
  • Hansson, Karin, 1967-, et al. (författare)
  • Choice, Negotiation, and Pluralism : a Conceptual Framework for Participatory Technologies in Museum Collections
  • 2022
  • Ingår i: Computer Supported Cooperative Work. - : Springer Science and Business Media LLC. - 0925-9724 .- 1573-7551. ; :31, s. 603-631
  • Tidskriftsartikel (refereegranskat)abstract
    • In an era of big data and fake news, museums' collection practices are particularly important democratic cornerstones. Participatory technologies such as crowdsourcing or wikis have been put forward as a means to make museum collections more open and searchable, motivated by a desire for efficiency but also as a way to engage the public in the development of a more diverse and polyphonic heritage. However, there is a lack of a nuanced vocabulary to describe participatory technologies in terms of democracy. Without a deeper understanding of how technology shapes the overall structures, there is a risk that the tools instead undermine democratic ambitions.Addressing the need to conceptualize democracy in these contexts, we therefore develop a framework for participatory technologies with an eye toward the long-term development and preservation of cultural heritage. In this framework different democratic processes intersect with democratic values, from a liberal conception of democracy to a more deliberative democracy, to an agonistic pluralism emphasizing the importance of acknowledging conflict and diversity.To firmly ground our vocabulary in museum collection practices, we have investigated two cases from museums in the US that have opposite participatory strategies for enriching images with metadata; the Smithsonian Transcription Center, and the National Gallery of Art collection on Wikimedia Commons. These cases demonstrate how the framework can be used to identify patterns of participation showing the support for different values and processes.Furthermore, our conceptual investigation points out a contradiction in Human-Computer Interaction (HCI) research, between the pluralism and conflicts emphasized in more critical and participatory design perspectives used in the development of design, and the features in the actual design of participatory technologies, emphasizing consistency and access.
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