Publication statistics

Pub. period:2001-2011
Pub. count:29
Number of co-authors:52


Number of publications with 3 favourite co-authors:

Ming-Hui Wen:
Michael Roberts:
Greg Wadley:



Productive colleagues

Nicolas Ducheneaut's 3 most productive colleagues in number of publications:

W. Keith Edwards:62
Rebecca E. Grinter:57
Victoria Bellotti:41

Upcoming Courses

go to course
Psychology of Interaction Design: The Ultimate Guide
Starts tomorrow LAST CALL!
go to course
User-Centred Design - Module 3
90% booked. Starts in 5 days

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !


Our Latest Books

The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
start reading
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading

Nicolas Ducheneaut

Personal Homepage:


Publications by Nicolas Ducheneaut (bibliography)

 what's this?
Edit | Del

Yee, Nick, Ducheneaut, Nicolas, Nelson, Les and Likarish, Peter (2011): Introverted elves & conscientious gnomes: the expression of personality in World of Warcraft. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 753-762.

Personality inference can be used for dynamic personalization of content or system customization. In this study, we examined whether and how personality is expressed in Virtual Worlds (VWs). Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with their VW behavioral metrics over a four-month period. Many behavioral cues in VWs were found to be related to personality. For example, Extraverts prefer group activities over solo activities. We also found that these behavioral indicators can be used to infer a player's personality.

© All rights reserved Yee et al. and/or their publisher

Edit | Del

Yee, Nick, Ducheneaut, Nicolas, Yao, Mike and Nelson, Les (2011): Do men heal more when in drag?: conflicting identity cues between user and avatar. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 773-776.

Studies in the Proteus Effect have shown that users conform to stereotypes associated with their avatar's appearance. In this study, we used longitudinal behavioral data from 1,040 users in a virtual world to examine the behavioral outcome of conflicting gender cues between user and avatar. We found that virtual gender had a significant effect on in-game behaviors for both healing and player-vs-player activity.

© All rights reserved Yee et al. and/or their publisher

Edit | Del

Brown, Barry, Lampe, Cliff, Rodden, Kerry and Ducheneaut, Nicolas (2010): Models, theories and methods of studying online behaviour. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4449-4452.

While there is a growing body of work that documents online behavior in its different forms, there has been little research that develops holistic models and theories of online behavior. This workshop will draw together internet researchers to develop new understandings of online behavior across a diversity of activities and applications. The emphasis is on new theories and models that can be used to understand and predict social behavior as underlying technologies change. This workshop will work as a valuable bridge across individual disciplines and empirical studies supporting the generalization of understandings and approaches.

© All rights reserved Brown et al. and/or their publisher

Edit | Del

Ducheneaut, Nicolas, Wen, Ming-Hui, Yee, Nicholas and Wadley, Greg (2009): Body and mind: a study of avatar personalization in three virtual worlds. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1151-1160.

An increasingly large number of users connect to virtual worlds on a regular basis to conduct activities ranging from gaming to business meetings. In all these worlds, users project themselves into the environment via an avatar: a 3D body which they control and whose appearance is often customizable. However, considering the prevalence of this form of embodiment, there is a surprising lack of data about how and why users customize their avatar, as well as how easy and satisfying the existing avatar creation tools are. In this paper, we report on a study investigating these issues through a questionnaire administered to more than a hundred users of three virtual worlds offering widely different avatar creation and customization systems (Maple Story, World of Warcraft, and Second Life). We illustrate the often-surprising choices users make when creating their digital representation and discuss the impact of our findings for the design of future avatar creation systems.

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

Edit | Del

Wadley, Greg and Ducheneaut, Nicolas (2009): The 'out-of-avatar experience': object focused collaboration in Second Life. In: Proceedings of the 11th European Conference on Computer-Supported Cooperative Work 2009. pp. 323-342.

Much of our current understanding of collaboration around objects in collaborative virtual environments comes from studies conducted with experimental immersive systems. Now Internet-based desktop virtual worlds (VWs) have become a popular form of 3d environment, and have been proposed for a variety of workplace scenarios. One popular VW, Second Life (SL), allows its users to create and manipulate objects. This provides an opportunity to examine the problems and practices of object-focused collaboration in a current system and compare them to prior results. We studied small groups as they assembled objects in SL under varying conditions. In this paper we discuss the problems they encountered and the techniques they used to overcome them. We present measures of camera movement and verbal reference to objects, and discuss the impact of the UI upon these behaviors. We argue that while well-documented old problems remain very much alive, their manifestation in SL suggests new possibilities for supporting collaboration in 3d spaces. In particular, directly representing users' focus of attention may be more efficient than indirectly representing it via avatar gaze or gestures.

© All rights reserved Wadley and Ducheneaut and/or their publisher

Edit | Del

Wadley, Greg, Gibbs, Martin R. and Ducheneaut, Nicolas (2009): You can be too rich: mediated communication in a virtual world. In: Proceedings of OZCHI09, the CHISIG Annual Conference on Human-Computer Interaction 2009. pp. 49-56.

Internet-based virtual worlds (VWs) have emerged as a popular form of collaborative virtual environment. Most have offered only text chat for user communication; however several VWs have recently introduced voice. While research has demonstrated benefits of voice, its introduction into the popular VW Second Life (SL) was controversial, and some users have rejected it. In order to understand the benefits and problems that voice brings to virtual worlds, we used qualitative methods to gather data from SL users and analyse it. We discuss our results in the light of media-richness theory and its critiques, arguing that preferences for voice or text reflect a broader problem of managing social presence in virtual contexts.

© All rights reserved Wadley et al. and/or their publisher

Edit | Del

Ducheneaut, Nicolas, Partridge, Kurt, Huang, Qingfeng, Price, Bob, Roberts, Mike, Bellotti, Victoria and Begole, Bo (2009): Collaborative Filtering Is Not Enough? Experiments with a Mixed-Model Recommender for Leisure Activities. In: Proceedings of the 2009 Conference on User Modeling, Adaptation and Personalization 2009. pp. 295-306.

Collaborative filtering (CF) is at the heart of most successful recommender systems nowadays. While this technique often provides useful recommendations, conventional systems also ignore data that could potentially be used to refine and adjust recommendations based on a user's context and preferences. The problem is particularly acute with mobile systems where information delivery often needs to be contextualized. Past research has also shown that combining CF with other techniques often improves the quality of recommendations. In this paper, we present results from an experiment assessing user satisfaction with recommendations for leisure activities that are obtained from different combinations of these techniques. We show that the most effective mix is highly dependent on a user's familiarity with a geographical area and discuss the implications of our findings for future research.

© All rights reserved Ducheneaut et al. and/or their publisher

Edit | Del

Bellotti, Victoria, Begole, Bo, Chi, Ed H., Ducheneaut, Nicolas, Fang, Ji, Isaacs, Ellen, King, Tracy, Newman, Mark W., Partridge, Kurt, Price, Bob, Rasmussen, Paul and Roberts, Michael (2008): Activity-based serendipitous recommendations with the Magitti mobile leisure guide. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1157-1166.

This paper presents a context-aware mobile recommender system, codenamed Magitti. Magitti is unique in that it infers user activity from context and patterns of user behavior and, without its user having to issue a query, automatically generates recommendations for content matching. Extensive field studies of leisure time practices in an urban setting (Tokyo) motivated the idea, shaped the details of its design and provided data describing typical behavior patterns. The paper describes the fieldwork, user interface, system components and functionality, and an evaluation of the Magitti prototype.

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

Edit | Del

Ducheneaut, Nicolas, Moore, Robert J., Oehlberg, Lora, Thornton, James D. and Nickell, Eric (2008): Social TV: Designing for Distributed, Sociable Television Viewing. In International Journal of Human-Computer Interaction, 24 (2) pp. 136-154.

Media research has shown that people enjoy watching television as a part of socializing in groups. However, many constraints in daily life limit the opportunities for doing so. The Social TV project builds on the increasing integration of television and computer technology to support sociable, computer-mediated group viewing experiences. In this article, we describe the initial results from a series of studies illustrating how people interact in front of a television set. Based on these results, we propose guidelines as well as specific features to inform the design of future "social television" prototypes.

© All rights reserved Ducheneaut et al. and/or Lawrence Erlbaum Associates

Edit | Del

Moore, Robert J., Gathman, E. Cabell Hankinson, Ducheneaut, Nicolas and Nickell, Eric (2007): Coordinating joint activity in avatar-mediated interaction. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 21-30.

Massively multiplayer online games (MMOGs) currently represent the most widely used type of social 3D virtual worlds with millions of users worldwide. Although MMOGs take face-to-face conversation as their metaphor for user-to-user interaction, avatars currently give off much less information about what users are doing than real human bodies. Consequently, users routinely encounter slippages in coordination when engaging in joint courses of action. In this study, we analyze screen-capture video of user-to-user interaction in the game, City of Heroes, under two conditions: one with the game's standard awareness cues and the other with enhanced cues. We use conversation analysis to demonstrate interactional slippages caused by the absence of awareness cues, user practices that circumvent such limitations and ways in which enhanced cues can enable tighter coordination.

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

Edit | Del

Ducheneaut, Nicolas, Yee, Nicholas, Nickell, Eric and Moore, Robert J. (2007): The life and death of online gaming communities: a look at guilds in world of warcraft. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 839-848.

Massively multiplayer online games (MMOGs) can be fascinating laboratories to observe group dynamics online. In particular, players must form persistent associations or "guilds" to coordinate their actions and accomplish the games' toughest objectives. Managing a guild, however, is notoriously difficult and many do not survive very long. In this paper, we examine some of the factors that could explain the success or failure of a game guild based on more than a year of data collected from five World of Warcraft servers. Our focus is on structural properties of these groups, as represented by their social networks and other variables. We use this data to discuss what games can teach us about group dynamics online and, in particular, what tools and techniques could be used to better support gaming communities.

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

Edit | Del

Newman, Mark W., Ducheneaut, Nicolas, Edwards, W. Keith, Sedivy, Jana Z. and Smith, Trevor F. (2007): Supporting the unremarkable: experiences with the obje Display Mirror. In Personal and Ubiquitous Computing, 11 (7) pp. 523-536.

Edit | Del

Voida, Stephen, Edwards, W. Keith, Newman, Mark W., Grinter, Rebecca E. and Ducheneaut, Nicolas (2006): Share and share alike: exploring the user interface affordances of file sharing. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 221-230.

With the rapid growth of personal computer networks and the Internet, sharing files has become a central activity in computer use. The ways in which users control the what, how, and with whom of sharing are dictated by the tools they use for sharing; there are a wide range of sharing practices, and hence a wide range of tools to support these practices. In practice, users' requirements for certain sharing features may dictate their choice of tool, even though the other affordances available through that tool may not be an ideal match to the desired manner of sharing. In this paper, we explore users' current practices in file sharing and examine the tools used to share files. Based on our findings, we unpack the features and affordances of these tools into a set of dimensions along which sharing tools can be characterized. Then, we present the set of user interface features we have prototyped in an interface called a sharing palette, which provides a platform for exploration and experimentation with new modalities of sharing. We briefly present the tool as a whole and then focus on the individual features of the sharing palette that support reported styles of sharing.

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

Edit | Del

Ducheneaut, Nicolas, Yee, Nicholas, Nickell, Eric and Moore, Robert J. (2006): "Alone together?": exploring the social dynamics of massively multiplayer online games. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 407-416.

Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this paper, we use longitudinal data collected directly from the game to examine play and grouping patterns in one of the largest MMOGs: World of Warcraft. Our observations show that the prevalence and extent of social activities in MMOGs might have been previously over-estimated, and that gaming communities face important challenges affecting their cohesion and eventual longevity. We discuss the implications of our findings for the design of future games and other online social spaces.

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

Edit | Del

Medynskiy, Yevgeniy, Ducheneaut, Nicolas and Farahat, Ayman (2006): Using hybrid networks for the analysis of online software development communities. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 513-516.

Social network-based systems usually suffer from two major limitations: they tend to rely on a single data source (e.g. email traffic), and the form of network patterns is often privileged over their content. To go beyond these limitations we describe a system we developed to visualize and navigate hybrid networks constructed from multiple data sources -- with a direct link between formal representations and the raw content. We illustrate the benefits of our approach by analyzing patterns of collaboration in a large Open Source project, using hybrid networks to uncover important roles that would otherwise have been missed.

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

Edit | Del

Sack, Warren, Detienne, Francoise, Ducheneaut, Nicolas, Burkhardt, Jean-Marie, Mahendran, Dilan and Barcellini, Flore (2006): A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software. In Computer Supported Cooperative Work, 15 (2) pp. 229-250.

Open Source Software (OSS) development challenges traditional software engineering practices. In particular, OSS projects are managed by a large number of volunteers, working freely on the tasks they choose to undertake. OSS projects also rarely rely on explicit system-level design, or on project plans or schedules. Moreover, OSS developers work in arbitrary locations and collaborate almost exclusively over the Internet, using simple tools such as email and software code tracking databases (e.g. CVS). All the characteristics above make OSS development akin to weaving a tapestry of heterogeneous components. The OSS design process relies on various types of actors: people with prescribed roles, but also elements coming from a variety of information spaces (such as email and software code). The objective of our research is to understand the specific hybrid weaving accomplished by the actors of this distributed, collective design process. This, in turn, challenges traditional methodologies used to understand distributed software engineering: OSS development is simply too "fibrous" to lend itself well to analysis under a single methodological lens. In this paper, we describe the methodological framework we articulated to analyze collaborative design in the Open Source world. Our framework focuses on the links between the heterogeneous components of a project's hybrid network. We combine ethnography, text mining, and socio-technical network analysis and visualization to understand OSS development in its totality. This way, we are able to simultaneously consider the social, technical, and cognitive aspects of OSS development. We describe our methodology in detail, and discuss its implications for future research on distributed collective practices.

© All rights reserved Sack et al. and/or Kluwer Academic Publishers

Edit | Del

Ducheneaut, Nicolas (2005): Socialization in an Open Source Software Community: A Socio-Technical Analysis. In Computer Supported Cooperative Work, 14 (4) pp. 323-368.

Open Source Software (OSS) development is often characterized as a fundamentally new way to develop software. Past analyses and discussions, however, have treated OSS projects and their organization mostly as a static phenomenon. Consequently, we do not know how these communities of software developers are sustained and reproduced over time through the progressive integration of new members. To shed light on this issue I report on my analyses of socialization in a particular OSS community. In particular, I document the relationships OSS newcomers develop over time with both the social and material aspects of a project. To do so, I combine two mutually informing activities: ethnography and the use of software specially designed to visualize and explore the interacting networks of human and material resources incorporated in the email and code databases of OSS. Socialization in this community is analyzed from two perspectives: as an individual learning process and as a political process. From these analyses it appears that successful participants progressively construct identities as software craftsmen, and that this process is punctuated by specific rites of passage. Successful participants also understand the political nature of software development and progressively enroll a network of human and material allies to support their efforts. I conclude by discussing how these results could inform the design of software to support socialization in OSS projects, as well as practical implications for the future of these projects.

© All rights reserved Ducheneaut and/or Kluwer Academic Publishers

Edit | Del

Voida, Amy, Grinter, Rebecca E., Ducheneaut, Nicolas, Edwards, W. Keith and Newman, Mark W. (2005): Listening in: practices surrounding iTunes music sharing. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 191-200.

This paper presents a descriptive account of the social practices surrounding the iTunes music sharing of 13 participants in one organizational setting. Specifically, we characterize adoption, critical mass, and privacy; impression management and access control; the musical impressions of others that are created as a result of music sharing; the ways in which participants attempted to make sense of the dynamic system; and implications of the overlaid technical, musical, and corporate topologies. We interleave design implications throughout our results and relate those results to broader themes in a music sharing design space.

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

Edit | Del

Ducheneaut, Nicolas and Watts, Leon A. (2005): In Search of Coherence: A Review of E-Mail Research. In Human-Computer Interaction, 20 (1) pp. 11-48.

E-mail research encompasses a vast and diverse body of work that accumulated over the past 30 years. In this article, we take a critical look at the research literature and ask two simple questions: What is e-mail research? Can it help us reinvent e-mail? Rather than defining an overarching framework, we survey the literature and identify three metaphors that have guided e-mail research up to this day: e-mail as a file cabinet extending human information processing capabilities, e-mail as a production line and locus of work coordination, and, finally, e-mail as a communication genre supporting social and organizational processes. We propose this taxonomy so that designers of future e-mail systems can forge their own direction of research, with knowledge of other directions that have been explored in the past. As an illustration of the possible future work we want to encourage with this review, we conclude with a description of several guidelines for the reinvention of e-mail inspired by our journey through the literature.

© All rights reserved Ducheneaut and Watts and/or Taylor and Francis

Edit | Del

Bellotti, Victoria, Ducheneaut, Nicolas, Howard, Mark, Smith, Ian and Grinter, Rebecca E. (2005): Quality Versus Quantity: E-Mail-Centric Task Management and Its Relation With Overload. In Human-Computer Interaction, 20 (1) pp. 89-138.

It is widely acknowledged that many professionals suffer from "e-mail overload." This article presents findings from in-depth fieldwork that examined this phenomenon, uncovering six key challenges of task management in e-mail. Analysis of qualitative and quantitative data suggests that it is not simply the quantity but also the collaborative quality of e-mail task and project management that causes this overload. We describe how e-mail becomes especially overwhelming when people use it for tasks that involve participation of others; tasks cannot be completed until a response is obtained and so they are interleaved. Interleaving means that the e-mail user must somehow simultaneously keep track of multiple incomplete tasks, often with the only reminder for each one being an e-mail message somewhere in the inbox or a folder. This and other insights from our fieldwork led us to a new design philosophy for e-mail in which resources for task and project management are embedded directly within an e-mail client as opposed to being added on as separate components of the application. A client, TaskMaster, embodying these ideas, was developed and tested by users in managing their real e-mail over an extended period. The design of the client and results of its evaluation are also reported.

© All rights reserved Bellotti et al. and/or Taylor and Francis

Edit | Del

Golle, Philippe and Ducheneaut, Nicolas (2005): Keeping bots out of online games. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 262-265.

Edit | Del

Golle, Philippe and Ducheneaut, Nicolas (2005): Preventing bots from playing online games. In Computers in Entertainment, 3 (3) p. 3.

Edit | Del

Bellotti, Victoria, Dalal, Brinda, Good, Nathaniel, Flynn, Peter, Bobrow, Daniel G. and Ducheneaut, Nicolas (2004): What a to-do: studies of task management towards the design of a personal task list manager. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 735-742.

This paper reports on the results of studies of task management to support the design of a task list manager. We examined the media used to record and organize to-dos and tracked how tasks are completed over time. Our work shows that, contrary to popular wisdom, people are not poor at prioritizing. Rather, they have well-honed strategies for tackling particular task management challenges. By illustrating what factors influence task completion and how representations function to support task management, we hope to provide a strong foundation for the design of a personal to-do list manager. We also present some preliminary efforts in this direction.

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

Edit | Del

Ducheneaut, Nicolas and Moore, Robert J. (2004): The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 360-369.

Playing computer games has become a social experience. Hundreds of thousands of players interact in massively multiplayer online games (MMORPGs), a recent and successful genre descending from the pioneering multi-user dungeons (MUDs). These new games are purposefully designed to encourage interactions among players, but little is known about the nature and structure of these interactions. In this paper, we analyze player-to-player interactions in two locations in the game Star Wars Galaxies. We outline different patterns of interactivity, and discuss how they are affected by the structure of the game. We conclude with a series of recommendations for the design and support of social activities within multiplayer games.

© All rights reserved Ducheneaut and Moore and/or ACM Press

Edit | Del

Bellotti, Victoria, Ducheneaut, Nicolas, Howard, Mark and Smith, Ian (2003): Taking email to task: the design and evaluation of a task management centered email tool. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 345-352.

Edit | Del

Ducheneaut, Nicolas and Bellotti, Victoria (2003): Ceci n'est pas un Objet? Talking About Objects in E-mail. In Human-Computer Interaction, 18 (1) pp. 85-110.

E-mail, far from being a poor, technically limited substitute for face-to-face communication, has some unique and compelling properties that make it ideally suited for talking about objects. In this article we show how e-mail users have evolved new forms of electronic deictic references to refer to work objects and have taken full advantage of the fluid boundaries between the different roles that e-mail can assume. We also illustrate how e-mail users draw on the persistence of the medium to make sense of the objects being talked about and sometimes even transform the conversation itself into an object of conversation. We conclude with several design suggestions for future electronic mail software based on these findings.

© All rights reserved Ducheneaut and Bellotti and/or Taylor and Francis

Edit | Del

Bellotti, Victoria, Ducheneaut, Nicolas, Howard, Mark, Neuwirth, Christine, Smith, Ian and Smith, Trevor (2002): FLANNEL: adding computation to electronic mail during transmission. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 1-10.

In this paper, we describe FLANNEL, an architecture for adding computational capabilities to email. FLANNEL allows email to be modified by an application while in transit between sender and receiver. This modification is done without modification to the endpoints -- mail clients -- at either end. This paper also describes interaction techniques that we have developed to allow senders of email to quickly and easily select computations to be performed by FLANNEL. Through, our experience, we explain the properties that applications must have in order to be successful in the context of FLANNEL.

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

Edit | Del

Bellotti, Victoria, Ducheneaut, Nicolas, Howard, Mark, Smith, Ian and Neuwirth, Christine (2002): Innovation in extremis: evolving an application for the critical work of email and information management. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 181-192.

We describe our experience of trying to develop a novel application that transforms information management (both coordination-based and personal) from stand-alone resources into resources deeply embedded in email. We explored two models for accomplishing this goal; these were to embed these resources in the email channel and to embed them in the client. Our exploration of the first model was intensive, in-depth and ultimately unsuccessful in large part due to our design process. We adopted Extreme Programming (XP) as a means to explore our second model more efficiently. This paper describes our motivations and experiences while exploring our first model before XP and then the advantages and disadvantages of turning to XP in the exploration of our second model.

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

Edit | Del

Ducheneaut, Nicolas and Bellotti, Victoria (2001): E-mail as habitat: an exploration of embedded personal information management. In Interactions, 8 (5) pp. 30-38. Citation

Add publication
Show list on your website

Join our community and advance:




Join our community!

Page Information

Page maintainer: The Editorial Team