Dec 17

Most digital products today emerge from the development process like a monster emerging from a bubbling tank. Developers, instead of planning and executing with their users in mind, end up creating technological solutions over which they ultimately have little control. Like mad scientists, they fail because they have not imbued their creations with humanity.

-- Alan Cooper, About Face 2.0, p. 5.

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Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work


 
Time and place:
Chicago, Illinois, USA
November 6-10, 2004
Conf. description:
The ACM CSCW conference is a leading forum for presenting and discussing research and development achievements concerning the use of computer technologies to support collaborative activities, as well as the impact of digital collaboration technologies on users, groups, organizations and society.
Next conference:
is coming up
Feb11
11 Feb 2012 in Bellevue, Washington, USA
Series:
This is a preferred venue for people like Robert E. Kraut, Tom Rodden, Saul Greenberg, Christian Heath, and Carl Gutwin. Part of the CSCW - Conference On Computer-Supported Cooperative Work conference series.
ISBN:
1581138105
Publisher:
EDIT

References from this conference (2004)

The following articles are from "Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work":

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Articles

p. 192-201

Bardram, Jakob E. and Hansen, Thomas Riisgaard (2004): The AWARE architecture: supporting context-mediated social awareness in mobile cooperation. In: Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work November 6-10, 2004, Chicago, Illinois, USA. pp. 192-201.

p. 252-261

Tse, Edward, Histon, Jonathan, Scott, Stacey and Greenberg, Saul (2004): Avoiding Interference: How People Use Spatial Separation and Partitioning in SDG Workspaces. In: Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work November 6-10, 2004, Chicago, Illinois, USA. pp. 252-261. Available online

Single Display Groupware (SDG) lets multiple co-located people, each with their own input device, interact simultaneously over a single communal display. While SDG is beneficial, there is risk of interference: when two people are interacting in close proximity, one person can raise an interface component (such as a menu, dialog box, or movable palette) over another person's working area, thus obscuring and hindering the other's actions. Consequently, researchers have developed special purpose interaction components to mitigate interference techniques. Yet is interference common in practice? If not, then SDG versions of conventional interface components could prove more suitable. We hypothesize that collaborators spatially separate their activities to the extent that they partition their workspace into distinct areas when working on particular tasks, thus reducing the potential for interference. We tested this hypothesis by observing co-located people performing a set of collaborative drawing exercises in an SDG workspace, where we paid particular attention to the locations of their simultaneous interactions. We saw that spatial separation and partitioning occurred consistently and naturally across all participants, rarely requiring any verbal negotiation. Particular divisions of the space varied, influenced by seating position and task semantics. These results suggest that people naturally avoid interfering with one another by spatially separating their actions. This has design implications for SDG interaction techniques, especially in how conventional widgets can be adapted to an SDG setting.

© All rights reserved Tse et al. and/or ACM Press




 

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Changes to this page (conference)

23 Jul 2007: Conference Proceedings was added to the bibliography (approved by an editor)
28 May 2003: Added the conference to the bibliography

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URL: http://www.interaction-design.org/references/conferences/proceedings_of_the_2004_acm_conference_on_computer_supported_cooperative_work.html
Dec 17

Most digital products today emerge from the development process like a monster emerging from a bubbling tank. Developers, instead of planning and executing with their users in mind, end up creating technological solutions over which they ultimately have little control. Like mad scientists, they fail because they have not imbued their creations with humanity.

-- Alan Cooper, About Face 2.0, p. 5.

Featured chapter

Authoritative overview of End-User Development (EUD) including 4 HD video interviews filmed in Rome, Italy. EUD is really all about democratization of computing.

Read the full chapter

Help us help you!