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The right story at the right time

In response to the lack of systematic study of architectural practice, the Building Stories methodology propounds storytelling as a vehicle for studying active cases, i.e., projects that are in the process of being designed and built. The story format provides a dense, compact way to deal with and communicate the complex reality of a real-world project, while respecting the interrelated nature of events, people and circumstances that shape its conception. With an eye to establishing a valuable knowledge resource of and for the profession, the paper explores how stories can be stored, organized and accessed so as to turn the growing story repository into a convenient instrument for students, educators and practitioners.

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The multiple faces of social intelligence design

The articles included in this special issue of AI and Society, take on the challenge posed by these authors, tackling this subject of study through a conceptual framework that connects the relationship between the individual and the interactive environment by means of social mediation. The theoretical ground to these conceptualizations comes from the paradigm of social intelligence design (SID) as defined by Nishida that it is explained by Nijholt et al. as ‘‘the necessary ability for people to relate to understand and interact effectively with others’’ and their particular concern to understand ‘‘how Social Intelligence is mediated through the use of emerging information and communication technologies’’ (2009, p. 2). This paradigm therefore involves the development of systematic approaches concerning design and implementation of systems and environments, ranging from team-based collaboration systems that facilitate common ground building, goaloriented interactions among participants, to communitycentered systems that support large scale online dialog and instructional design.

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Mind-ing the Task :The role of context in usability research

In this paper we describe our findings regarding the role of context in usability evaluation, particularly how the nature of the tasks can affect the users’ perception of the performance of a particular application. Our findings show a relationship between the variation in the nature of the tasks used for usability evaluation on the one hand, and the way in which subjects evaluated these applications afterwards by using user-administered questionnaires on the other hand. These findings contradict the absolute benchmarking goal of some of these tools, thus raising questions about the possibility of achieving that kind of benchmarks in software usability evaluation, and about how comparative measurements of the benefits of software and technology take place in laboratory conditions.

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How relative absolute can be: SUMI and the impact of the nature of the task in measuring perceived software usability

This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software quality will be affected most likely by the nature of the testing materials used for the evaluation.

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Developing methods to understand discourse and workspace in distributed computer-mediated interaction

Renate Fruchter,  Humberto E. Cavallin Abstract This paper presents ongoing research towards understanding the discourse and workspace in computer-mediated interactions. We present a series of methods developed to study non-collocated…

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Design in Mind

Ann Heylighen, Humberto Cavallin,and Matteo Bianchin Abstract Research on the relationship between design and the creation of knowledge is a relatively recent phenomenon. In architecture, for instance, it was not…

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