Vicky L. O'Day
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Publications by Vicky L. O'Day (bibliography)
» 1999 «
Mynatt, Elizabeth D., Adler, Annette, Ito, Mizuko, Linde, Charlotte and O'Day, Vicky L. (1999): The network communities of SeniorNet. In: Bødker, Susanne, Kyng, Morten and Schmidt, Kjeld (eds.) ECSCW 99 - Proceedings of the Sixth European Conference on Computer Supported Cooperative Work 12-16 September, 1999, Copenhagen, Denmark. p. 219.
» 1998 «
O'Day, Vicky L., Bobrow, Daniel G., Bobrow, Kimberly, Shirley, Mark, Hughes, Billie and Walters, Jim (1998): Moving Practice: From Classrooms to MOO Rooms. In Computer Supported Cooperative Work, 7 (1) pp. 9-45
We discuss design considerations in moving practice through the boundary from physical to virtual places. Although the examples are grounded in a school environment, we believe that the design tradeoffs apply to any networked collaborative space. The context for discussion is Pueblo, a MOO-based, cross-generation network learning community centered around a K-6 elementary school. The development of practice in Pueblo draws upon teachers' and students' experience with semi-structured classroom participation frameworks -- informal structures of social interaction which foster certain ways of thinking, doing, and learning through guided activities and conversations. We have translated several familiar frameworks into the Pueblo setting, using the classroom versions as models to be adapted and transformed as they are aligned with the affordances of the MOO. We identify four design dimensions that have emerged as particularly interesting and important in this process: audience, asynchrony and synchrony, attention and awareness, and prompts for reflection. We illustrate design choices in each dimension using several of the participation frameworks that have been translated into Pueblo. We discuss the relation between MOO affordances and design choices and provide examples of successful and unsuccessful alignment between them.
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Mynatt, Elizabeth D., O'Day, Vicky L., Adler, Annette and Ito, Mizuko (1998): Network Communities: Something Old, Something New, Something Borrowed.... In Computer Supported Cooperative Work, 7 (1) pp. 123-156
Collaboration has long been of considerable interest to both designers and researchers in the CHI and CSCW communities. This paper contributes to this discussion by proposing the concept of network communities as a new genre of collaboration for this discussion. Network communities are robust and persistent communities based on a sense of locality that spans both the virtual and physical worlds of their users. They are a technosocial construct that requires understanding of both the technology and the sociality embodying them. We consider several familiar systems as well as historical antecedents to describe the affordances these systems offer their community of users. Based on our own experience as designers, users and researchers of a variety of network communities, we extend this initial design space along three dimensions: the boundary negotiations between real and virtual worlds, support for social rhythms and the emergence and development of community. Finally we offer implications for designers, researchers and community members based on our findings.
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O'Day, Vicky L., Bobrow, Daniel G. and Shirley, Mark (1998): Network Community Design: A Social-Technical Design Circle. In Computer Supported Cooperative Work, 7 (3) pp. 315-337
Network communities are especially interesting and useful settings in which to look closely at the co-evolution of technology and social practice, to begin to understand how to explore the full space of design options and implications. In a network community we have a magnified view of the interactions between social practice and technical mechanisms, since boundaries between designers and users are blurred and co-evolution here is unusually responsive to user experience. This paper is a reflection on how we have worked with social and technical design elements in Pueblo, a school-centered network community supported by a MOO (an Internet-accessible, text-based virtual world). Four examples from Pueblo illustrate different ways of exploring the design space. The examples show how designers can rely on social practice to simplify a technical implementation, how they can design technical mechanisms to work toward a desirable social goal, how similar technical implementations can have different social effects, and how social and technical mechanisms co-evolve. We point to complexities of the design process and emphasize the contributions of mediators in addressing communication breakdowns among a diverse group of designers.
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» 1997 «
Mynatt, Elizabeth D., Adler, Annette, Ito, Mizuko and O'Day, Vicky L. (1997): Design for Network Communities. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 210-217. Available online
Collaboration has long been of considerable interest in the CHI community. This paper proposes and explores the concept of network communities as a crucial part of this discussion. Network communities are a form of technology-mediated environment that foster a sense of community among users. We consider several familiar systems and describe the shared characteristics these systems have developed to deal with critical concerns of collaboration. Based on our own experience as designers and users of a variety of network communities, we extend this initial design space along three dimensions: the articulation of a persistent sense of location, the boundary tensions between real and virtual worlds, and the emergence and evolution of community.
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» 1996 «
O'Day, Vicky L., Bobrow, Daniel G. and Shirley, Mark (1996): The Social-Technical Design Circle. In: Olson, Gary M., Olson, Judith S. and Ackerman, Mark S. (eds.) Proceedings of the 1996 ACM conference on Computer supported cooperative work November 16 - 20, 1996, Boston, Massachusetts, United States. pp. 160-169.
Computer systems developed for groups of people often have built-in social imperatives, either explicitly or implicitly brought to bear during technology design and use. Even when users are active, ongoing participants in design, conflicts can arise between the social assumptions inscribed in technical mechanisms and those in existing or proposed social practices, resulting in changes to both. This paper describes the joint evolution of tools and social practices in Pueblo, a school-centered learning community supported by a MOO (an Internet-accessible virtual world). Examples illustrate how one can design and use a social practice to simplify a technical implementation, and how one can make a choice in technical implementation to work towards a desirable social goal. Social and technical practices in a network community co-evolve as social values and policies become clearer and as growth in the community pushes it toward changes in the distribution of authority and power.
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» 1993 «
Berlin, Lucy M., Jeffries, Robin, O'Day, Vicky L., Paepcke, Andreas and Wharton, Cathleen (1993): WHERE Did You Put It? Issues in the Design and Use of a Group Memory. In: Ashlund, Stacey, Mullet, Kevin, Henderson, Austin, Hollnagel, Erik and White, Ted (eds.) Proceedings of the ACM CHI 93 Human Factors in Computing Systems Conference April 24-29, 1993, Amsterdam, The Netherlands. pp. 23-30. Available online
Collaborating teams of knowledge workers need a common repository in which to share information gathered by individuals or developed by the team. This is difficult to achieve in practice, because individual information access strategies break down with group information -- people can generally find things that are on their own messy desks and file systems, but not on other people's. The design challenge in a group memory is thus to enable low-effort information sharing without reducing individuals' finding effectiveness. This paper presents the lessons from our design and initial use of a hypertext-based group memory, TeamInfo. We expose the serious cognitive obstacles to a shared information structure, discuss the uses and benefits we have experienced, address the effects of technology limitations, and highlight some unexpected social and work impacts of our group memory.
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O'Day, Vicky L. and Jeffries, Robin (1993): Information Artisans: Patterns of Result Sharing by Information Searchers. In: Kaplan, Simon M. (ed.) Proceedings of the ACM Conference on Organizational Computing Systems 1993 November 1-4, 1993, Milpitas, California, USA. pp. 98-107. Available online
We studied the uses of information search results by regular clients of professional intermediaries. We found that all of the participants in our study acted as intermediaries themselves, sharing information they had received from library searches with others in their work settings. There were four basic models of sharing: updating team members, consulting, broadcasting, and putting information into a shared archive. In many sharing scenarios, the library clients acted as information artisans, creating new artifacts by transforming and enhancing their search results before passing them on. When possible, the library clients delivered their new information artifacts in collaborative settings, to ensure that recipients understood and could apply the results and to allow opportunities for follow-up search requests. These observations suggest that new functionality is needed for information search systems, to support the analysis, manipulation, and packaging of search results, and collaborative information delivery with intertwined communication and information components.
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Mar 19th, 2010
Changes to this page (author)
24 Feb 2010: Enabled abstracts to be shown on Vicky L. O'Day's author page.28 Apr 2003: Added the author to the bibliography