<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Büyüktür, Ayşe G.</style></author><author><style face="normal" font="default" size="100%">Hung, Pei-Yao</style></author><author><style face="normal" font="default" size="100%">Meade, Michelle</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Sociotechnical Design for the Care of People with Spinal Cord Injuries</style></title><secondary-title><style face="normal" font="default" size="100%">Designing Healthcare That Works:  A Socio-technical Approach</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2018</style></year></dates><pages><style face="normal" font="default" size="100%">1-18</style></pages><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jones, Jasmine</style></author><author><style face="normal" font="default" size="100%">Merritt, David</style></author><author><style face="normal" font="default" size="100%">Ackerman, Mark S.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">KidKeeper: Design for Capturing Audio Mementos of Everyday Life for Parents of Young Children</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">audio</style></keyword><keyword><style  face="normal" font="default" size="100%">candid</style></keyword><keyword><style  face="normal" font="default" size="100%">capture</style></keyword><keyword><style  face="normal" font="default" size="100%">children</style></keyword><keyword><style  face="normal" font="default" size="100%">curation</style></keyword><keyword><style  face="normal" font="default" size="100%">digital memento</style></keyword><keyword><style  face="normal" font="default" size="100%">family memory</style></keyword><keyword><style  face="normal" font="default" size="100%">memorabilia</style></keyword><keyword><style  face="normal" font="default" size="100%">memory artifact</style></keyword><keyword><style  face="normal" font="default" size="100%">parents</style></keyword><keyword><style  face="normal" font="default" size="100%">tangible</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2017</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">1864–1875</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4335-0</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Children grow up fast. Many parents want to capture the candid, fleeting moments of their young children&#039;s lives to treasure later, but these moments are difficult to anticipate and to capture without disruption. Current technologies to address this are limited to indiscriminately capturing everything, or are dependent on parents&#039; presence and prescience to initiate capture and manually record the moment. To address these limitations, we introduce KidKeeper, a toy-like system to capture, select, and deliver everyday family memories with minimal effort and disruption to family life. It uses an innovative approach to capture that we call &quot;integrated capture,&quot; that combines previous attempts to continuously capture family memories with the practice-oriented approach of &quot;unremarkable computing&quot; to embed capture capabilities unobtrusively into everyday activities. In our study, we explore how technologies like KidKeeper mediate and align the different interests and values of various family members, namely parents who want precious moments and children who want to play, towards accomplishing a family goal to capture memories of everyday life.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Merritt, David</style></author><author><style face="normal" font="default" size="100%">Jones, Jasmine</style></author><author><style face="normal" font="default" size="100%">Ackerman, Mark S.</style></author><author><style face="normal" font="default" size="100%">Lasecki, Walter S.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Kurator: Using The Crowd to Help Families With Personal Curation Tasks</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">crowdsourcing</style></keyword><keyword><style  face="normal" font="default" size="100%">curation</style></keyword><keyword><style  face="normal" font="default" size="100%">digital audio</style></keyword><keyword><style  face="normal" font="default" size="100%">digital curation</style></keyword><keyword><style  face="normal" font="default" size="100%">hybrid intelligence</style></keyword><keyword><style  face="normal" font="default" size="100%">mixed-expertise</style></keyword><keyword><style  face="normal" font="default" size="100%">personal curation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2017</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">1835–1849</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;People capture photos, audio recordings, video, and more on a daily basis, but organizing all these digital artifacts quickly becomes a daunting task. Automated solutions struggle to help us manage this data because they cannot understand its meaning. In this paper, we introduce Kurator, a hybrid intelligence system leveraging mixed-expertise crowds to help families curate their personal digital content. Kurator produces a refined set of content via a combination of automated systems able to scale to large data sets and human crowds able to understand the data. Our results with 5 families show that Kurator can reduce the amount of effort needed to find meaningful memories within a large collection. This work also suggests that crowdsourcing can be used effectively even in domains where personal preference is key to accurately solving the task.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Merritt, David</style></author><author><style face="normal" font="default" size="100%">Hung, Pei-Yao</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Treem, Jeffrey W.</style></author><author><style face="normal" font="default" size="100%">Leonardi, Paul M.</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Expertise Finding: A Socio-Technical Design Space Analysis</style></title><secondary-title><style face="normal" font="default" size="100%">Expertise, Communication, and Organizing</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">expertise finding</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">MISSING_URL_ABSTRACT</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Oxford University</style></publisher><pub-location><style face="normal" font="default" size="100%">New York</style></pub-location><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Maher, Molly</style></author><author><style face="normal" font="default" size="100%">Kaziunas, Elizabeth</style></author><author><style face="normal" font="default" size="100%">Ackerman, Mark</style></author><author><style face="normal" font="default" size="100%">Derry, Holly</style></author><author><style face="normal" font="default" size="100%">Forringer, Rachel</style></author><author><style face="normal" font="default" size="100%">Miller, Kristen</style></author><author><style face="normal" font="default" size="100%">O&#039;Reilly, Dennis</style></author><author><style face="normal" font="default" size="100%">An, Larry C</style></author><author><style face="normal" font="default" size="100%">Tewari, Muneesh</style></author><author><style face="normal" font="default" size="100%">Hanauer, David A</style></author><author><style face="normal" font="default" size="100%">Choi, Sung Won</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">User-Centered Design Groups to Engage Patients and Caregivers with a Personalized Health Information Technology Tool</style></title><secondary-title><style face="normal" font="default" size="100%">Biology of Blood and Marrow Transplantation</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">bone marrow transplant</style></keyword><keyword><style  face="normal" font="default" size="100%">caregivers</style></keyword><keyword><style  face="normal" font="default" size="100%">design group</style></keyword><keyword><style  face="normal" font="default" size="100%">engagement</style></keyword><keyword><style  face="normal" font="default" size="100%">health IT</style></keyword><keyword><style  face="normal" font="default" size="100%">patient activation</style></keyword><keyword><style  face="normal" font="default" size="100%">pediatric; hematopoietic cell transplantation</style></keyword><keyword><style  face="normal" font="default" size="100%">user-centered design</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-OnlyDOI</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">22</style></volume><pages><style face="normal" font="default" size="100%">349–358</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Health information technology (IT) has opened exciting avenues for capturing, delivering and sharing data, and offers the potential to develop cost-effective, patient-focused applications. In recent years, there has been a proliferation of health IT applications such as outpatient portals. Rigorous evaluation is fundamental to ensure effectiveness and sustainability, as resistance to more widespread adoption of outpatient portals may be due to lack of user friendliness. Health IT applications that integrate with the existing electronic health record and present information in a condensed, user-friendly format could improve coordination of&amp;nbsp;care and communication. Importantly, these applications should be developed systematically with appropriate methodological design and testing to ensure usefulness, adoption, and sustainability. Based on our prior work that identified numerous information needs and challenges of HCT, we developed an experimental prototype of a health IT tool, the BMT Roadmap. Our goal was to develop a tool that could be used in the real-world, daily practice of HCT patients and caregivers (users) in the inpatient setting. Herein, we examined the views, needs, and wants of users in the design and development process of the BMT Roadmap through user-centered Design Groups. Three important themes emerged: 1) perception of core features as beneficial (views), 2)&amp;nbsp;alerting the design team to potential issues with the user interface (needs); and 3) providing a deeper understanding of the user experience in terms of wider psychosocial requirements (wants). These findings resulted in changes that led to an improved, functional BMT Roadmap product, which will be tested as an intervention in the pediatric HCT population in the fall of 2015 (&lt;a data-itrprs=&quot;Y&quot; data-url=&quot;/science/RedirectURL?_method=externObjLink&amp;amp;_locator=url&amp;amp;_cdi=272926&amp;amp;_issn=10838791&amp;amp;_origin=article&amp;amp;_zone=art_page&amp;amp;_targetURL=http%253A%252F%252FClinicalTrials.gov&quot; href=&quot;http://clinicaltrials.gov/&quot; onclick=&quot;var newWidth=((window.screen.availWidth*90)/100);var newHeight=((window.screen.availHeight*90)/100);var parms = &#039;status=yes,location=yes,&#039; + &#039;scrollbars=yes,resizable=yes,directories=yes,&#039; + &#039;toolbar=yes,menubar=yes,&#039; + &#039;width=&#039; + newWidth + &#039;,height=&#039; + newHeight + &#039;,screenX=10,screenY=10&#039;;var externalWin; externalWin=window.open(&#039;&#039;,&#039;externObjLink&#039;,parms); externalWin.focus()&quot; target=&quot;externObjLink&quot;&gt;ClinicalTrials.gov&lt;/a&gt;&lt;a data-itrprs=&quot;Y&quot; data-url=&quot;/science/RedirectURL?_method=externObjLink&amp;amp;_locator=ctgov&amp;amp;_cdi=272926&amp;amp;_issn=10838791&amp;amp;_origin=article&amp;amp;_zone=art_page&amp;amp;_targetURL=http%253A%252F%252Fclinicaltrials.gov%252Fshow%252FNCT02409121&quot; href=&quot;http://clinicaltrials.gov/show/NCT02409121&quot; onclick=&quot;var newWidth=((window.screen.availWidth*90)/100);var newHeight=((window.screen.availHeight*90)/100);var parms = &#039;status=yes,location=yes,&#039; + &#039;scrollbars=yes,resizable=yes,directories=yes,&#039; + &#039;toolbar=yes,menubar=yes,&#039; + &#039;width=&#039; + newWidth + &#039;,height=&#039; + newHeight + &#039;,screenX=10,screenY=10&#039;;var externalWin; externalWin=window.open(&#039;&#039;,&#039;externObjLink&#039;,parms); externalWin.focus()&quot; target=&quot;externObjLink&quot;&gt;NCT02409121&lt;/a&gt;).&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Michael S. Bernstein</style></author><author><style face="normal" font="default" size="100%">Little, Greg</style></author><author><style face="normal" font="default" size="100%">Miller, Robert C.</style></author><author><style face="normal" font="default" size="100%">Hartmann, Björn</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">David R. Karger</style></author><author><style face="normal" font="default" size="100%">Crowell, David</style></author><author><style face="normal" font="default" size="100%">Panovich, Katrina</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Soylent: A Word Processor with a Crowd Inside</style></title><secondary-title><style face="normal" font="default" size="100%">Commun. ACM</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">crowdsourcing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-OnlyDOI</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">58</style></volume><pages><style face="normal" font="default" size="100%">85–94</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;This paper introduces architectural and interaction patterns for integrating crowdsourced human contributions directly into user interfaces. We focus on writing and editing, complex endeavors that span many levels of conceptual and pragmatic activity. Authoring tools offer help with pragmatics, but for higher-level help, writers commonly turn to other people. We thus present Soylent, a word processing interface that enables writers to call on Mechanical Turk workers to shorten, proofread, and otherwise edit parts of their documents on demand. To improve worker quality, we introduce the Find-Fix-Verify crowd programming pattern, which splits tasks into a series of generation and review stages. Evaluation studies demonstrate the feasibility of crowdsourced editing and investigate questions of reliability, cost, wait time, and work time for edits.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Sacha Zyto</style></author><author><style face="normal" font="default" size="100%">David R. Karger</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mahajan, Sanjoy</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Successful Classroom Deployment of a Social Document Annotation System</style></title><secondary-title><style face="normal" font="default" size="100%">ACM Conference on Human Factors in Computing Systems (CHI’12), May, 2012</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">annotation</style></keyword><keyword><style  face="normal" font="default" size="100%">collaboration</style></keyword><keyword><style  face="normal" font="default" size="100%">e-learning</style></keyword><keyword><style  face="normal" font="default" size="100%">forum</style></keyword><keyword><style  face="normal" font="default" size="100%">hypertext</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2012</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2012</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-OnlyDOI</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;NB is an in-place collaborative document annotation website targeting students reading lecture notes and draft textbooks. Serving as a discussion forum in the document margins, NB lets users ask and answer questions about their reading material &lt;em&gt;as they are reading&lt;/em&gt;. NB users can read and annotate documents using their web browsers, without any special plug-ins. We describe the NB system and its evaluation in real class environment, where students used it to submit their reading assignments, ask questions and get or provide feedback. We show that this tool can be and has been successfully incorporated into a number of different classes at different institutions. To understand how and why, we focus on a particularly successful class deployment where the instructor adapted his teaching style to take students&#039; comment into account. We analyze the annotation practices that were observed - including the way geographic locality was exploited in ways unavailable in traditional forums - and discuss general design implications for online annotation tools in academia.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jiang Yang</style></author><author><style face="normal" font="default" size="100%">Morris, Meredith Ringel</style></author><author><style face="normal" font="default" size="100%">Jaime Teevan</style></author><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Culture Matters: A Survey Study of Social Q&amp;A Behavior</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the International Conference on Weblogs and Social Media (ICWSM’11)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">collective help</style></keyword><keyword><style  face="normal" font="default" size="100%">intercultural</style></keyword><keyword><style  face="normal" font="default" size="100%">QA</style></keyword><keyword><style  face="normal" font="default" size="100%">social search</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Online social networking tools are used around the world by people to ask questions of their friends, because friends provide direct, reliable, contextualized, and interactive responses. However, although the tools used in different cultures for question asking are often very similar, the way they are used can be very different, reflecting unique inherent cultural characteristics. We present the results of a survey designed to elicit cultural differences in people’s social question asking behaviors across the United States, the United Kingdom, China, and India. The survey received responses from 933 people distributed across the four countries who held similar job roles and were employed by a single organization. Responses included information about the questions they ask via social networking tools, and their motivations for asking and answering questions online. The results reveal culture as a consistently significant factor in predicting people’s social question and answer behavior. The prominent cultural differences we observe might be traced to people’s inherent cultural characteristics (e.g., their cognitive patterns and social orientation), and should be comprehensively considered in designing social search systems.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Michael S. Bernstein</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Ed H. Chi</style></author><author><style face="normal" font="default" size="100%">Robert C. Miller</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The trouble with social computing systems research</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2011 annual conference on Human factors in computing systems, extended abstracts  (CHI EA ’11)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">evaluation</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">systems research</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">5/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-OnlyDOI</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Social computing has led to an explosion of research in understanding users, and it has the potential to similarly revolutionize systems research. However, the number of papers designing and building new sociotechnical systems has not kept pace. We analyze challenges facing social computing systems research, ranging from misaligned methodological incentives, evaluation expectations, double standards, and relevance compared to industry. We suggest improvements for the community to consider so that we can chart the future of our field.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jungwoo Kim</style></author><author><style face="normal" font="default" size="100%">Atul Prakash</style></author><author><style face="normal" font="default" size="100%">Zhenan Hong</style></author><author><style face="normal" font="default" size="100%">Jacob Mandel</style></author><author><style face="normal" font="default" size="100%">Tao Dong</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Bringing the field into the lab: supporting capture and replay of contextual data for the design of context-aware applications</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 23nd annual ACM symposium on User interface software and technology (UIST ’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">context-aware</style></keyword><keyword><style  face="normal" font="default" size="100%">data capture</style></keyword><keyword><style  face="normal" font="default" size="100%">design tools</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete-NoFile</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;When designing context-aware applications, it is difficult to for designers in the studio or lab to envision the contextual conditions that will be encountered at runtime. Designers need a tool that can create/re-create naturalistic contextual states and transitions, so that they can evaluate an application under expected contexts. We have designed and developed RePlay: a system for capturing and playing back sensor traces representing scenarios of use. RePlay contributes to research on ubicomp design tools by embodying a structured approach to the capture and playback of contextual data. In particular, RePlay supports: capturing naturalistic data through Capture Probes, encapsulating scenarios of use through Episodes, and supporting exploratory manipulation of scenarios through Transforms. Our experiences using RePlay in internal design projects illustrate its potential benefits for ubicomp design.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Barbara Mirel</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Barbara M. Hayes</style></author><author><style face="normal" font="default" size="100%">William Aspray</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Designing Information to Facilitate Chronic Disease Management: Clinician-Patient Interactions in Diabetes Care</style></title><secondary-title><style face="normal" font="default" size="100%">Health Informatics: A Patient-Centered Approach to Diabetes</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">diabetes</style></keyword><keyword><style  face="normal" font="default" size="100%">health communication</style></keyword><keyword><style  face="normal" font="default" size="100%">health informatics</style></keyword><keyword><style  face="normal" font="default" size="100%">information access</style></keyword><keyword><style  face="normal" font="default" size="100%">medical informatics</style></keyword><keyword><style  face="normal" font="default" size="100%">patient care</style></keyword><keyword><style  face="normal" font="default" size="100%">patient information</style></keyword><keyword><style  face="normal" font="default" size="100%">support groups</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><pages><style face="normal" font="default" size="100%">364-406</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;This chapter examines the information needs of patients like the participants with diabetes in the observed group. This group of people had previously demonstrated receptivity to managing their diabetes for a productive life and lifestyle. As with a large proportion of patients with diabetes, however, sustaining this commitment was&lt;br&gt;difficult.&lt;/p&gt;&lt;p&gt;Similar to the complex needs of people with other chronic medical conditions, these patients’ sustained self-care was confounded by&lt;br&gt;multiple physiological conditions, emotional and psychological responses, social support needs, competing priorities, and varying&lt;br&gt;competences in communicating needs to the medical community (Klemm &amp;amp; Wheeler, 2005).&amp;nbsp; Although these patients did not need constant attention and help, and although they were self-motivated and almost entirely well educated, the information resources that are typically provided did not seem to work for them.&lt;/p&gt;&lt;p&gt;Through studying this particularly engaged and motivated group of longterm patients with diabetes, we were able to delineate critical problems that even engaged and motivated people trying to take care of a chronic disease necessarily face. Observing these participants, then, allowed us to see where standard information sources were lacking.&lt;/p&gt;&lt;p&gt;This chapter also explores what we need to understand better about content and framing in information exchanges to identify possible approaches for evoking patient responsiveness and for fostering a reflectivity-for-action that may have sustained results. As the care manager who led this group said, the purpose of the group was to provide information for future action.&amp;nbsp; Our analysis shows that these participants engaged in personalized information exchanges to understand the trade-offs and alternatives they faced.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social Regulation in an Online Game: Uncovering the Problematics of Code</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 16th ACM international conference on Supporting group work (GROUP’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">code</style></keyword><keyword><style  face="normal" font="default" size="100%">ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">games</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">police</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">social control</style></keyword><keyword><style  face="normal" font="default" size="100%">social interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">social life</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword><keyword><style  face="normal" font="default" size="100%">socio-technical design</style></keyword><keyword><style  face="normal" font="default" size="100%">software infrastructure</style></keyword><keyword><style  face="normal" font="default" size="100%">user study</style></keyword><keyword><style  face="normal" font="default" size="100%">virtual communities</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><isbn><style face="normal" font="default" size="100%">978-1-4503-0387-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in important ways. As such, it is critical to understand the implications of code - we want to know what the use of code means for socio-technical design. In this paper, based on an ethnographic study of an online game, we examine social regulation in an online game world as a case study of socio-technical design using code. We wanted to know how changing interaction based in code conditioned use in our site. We found that code changed social regulation in three specific ways. First, code made some user actions that were socially unwanted to be immediately visible. Second, code could prevent some actions from occurring or punish users immediately. Finally, software was not able to see all action. Some user actions were too nuanced or subtle for code to catch; others were too ambiguous to place into code. Following Agre, we argue i that a &quot;grammar of action&quot; resulting from the use of code limits the kinds of behaviors that can be seen and dealt with. These findings suggest that there is more than just a gap between the social world and technical capabilities. There are new possibilities, tradeoffs, and limitations that must be considered in socio-technical design, and all come simultaneously.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Barbara Mirel</style></author><author><style face="normal" font="default" size="100%">Barton, Ellen</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Researching telemedicine: Capturing complex clinical interactions with a simple interface design</style></title><secondary-title><style face="normal" font="default" size="100%">Technical communication quarterly</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">depression monitoring</style></keyword><keyword><style  face="normal" font="default" size="100%">patient-clinician communication</style></keyword><keyword><style  face="normal" font="default" size="100%">telemedicine</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">17</style></volume><pages><style face="normal" font="default" size="100%">358–378</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Telemedicine has been shown to be an effective means of managing follow-up care in chronic diseases such as depression. Exactly why telemedicine calls work, however, remains largely unknown because there are no adequate research tools to describe the complex communicative interactions in these encounters. We report here an ongoing project to investigate the efficacy of telemedicine in depression care, arguing that technical communication specialists have unique contributions to make to this kind of research.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hansen, Derek L</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Resnick, Paul J</style></author><author><style face="normal" font="default" size="100%">Munson, Sean</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Virtual community maintenance with a collaborative repository</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the American Society for Information Science and Technology Annual Meeting (ASIST&#039;07)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">answer repository</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge distillation</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">Q&amp;A communities</style></keyword><keyword><style  face="normal" font="default" size="100%">QA</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2007</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">MISSING_URL_KEYWORDS</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">1–20</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Virtual communities, like all communities, require ongoing community maintenance activities. This paper presents an empirical study examining how a wiki repository was used to help overcome some of the community maintenance challenges common to help-based email list discussions. Specifically, we found that inclusion of off-topic but related content on the wiki enabled list members to keep the discussion on-topic while still addressing the needs of members. Offloading of repetitive and potentially contentious “holy war” debates to the wiki encouraged list members to summarize their arguments into a meaningful information product. The community&#039;s use of the wiki in helping answer frequently asked questions helped attract new members and helped them gain the knowledge they needed to comfortably contribute to the email list. It also helped active participants answer questions more efficiently and effectively by supporting the reuse of information. Finally, the wiki supported peripheral participation by new and former members. This study demonstrates that the architecture of information collections and information flows in an online community has a significant impact on the social processes related to community maintenance.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Scott D. Mainwaring</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Cranor, Lorrie Faith</style></author><author><style face="normal" font="default" size="100%">Garfinkel, Simson</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Privacy Issues and Human-Computer Interaction</style></title><secondary-title><style face="normal" font="default" size="100%">Security and usability: designing secure systems that people can use</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">privacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><publisher><style face="normal" font="default" size="100%">O&#039;Reilly Media</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><pages><style face="normal" font="default" size="100%">19--26</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;&amp;nbsp;This chapter will largely view HCI in its broader context. HCI is not just about user interfaces but also about the user experience&amp;nbsp; of systems: how people perceive and understand, reason and learn about, and react and adapt to digital technologies. To borrow the terminology Sasse and Flechais2&amp;nbsp; use in discussing security, HCI has come to deal not only with process&amp;nbsp; (how systems are used, designed, and developed) and product &amp;nbsp;(the systems themselves and their interfaces), but also panorama&amp;nbsp; (cultural and organizational contexts that support, discourage, or otherwise shape the systems they envelope). Privacy, like security, implicates all of these levels. It is by its nature both a question of the user and his or her data but also the user and others’ use of that data. Our interests, therefore, will be those of HCI-writ-large.&lt;/p&gt;&lt;p&gt;While HCI has gone through several generations of computational technologies, it has carried a number of research themes forward. As mentioned, this chapter will consider the various HCI themes and their research findings that may be important when designing, constructing, or evaluating privacy mechanisms. Before exploring these HCI research streams, however, we first need a working definition of privacy, and to compare and contrast privacy concerns with HCI concerns.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social regulation of online multiplayer games</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Thesis</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">University of California, Irvine, PhD Thesis</style></publisher><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Social regulation of user behavior is a key aspect of the community maintenance required to ensure the continued success and well-being of virtual worlds as “Third Places” (Oldenburg, 1989). Accordingly, this dissertation focuses on social regulation within two fantasy-based game MUDs (Multi-user Dungeons) which will be referred to as Illusion and Odyssey. Briefly, social regulation can be defined as “social arrangements employed to keep the behavior of some people in line with the expectations of others” (Hewitt and Hewitt, 1996). One key focus of the work is on providing an ethnographic account of the work performed by the games&#039; administrators, immortals, in order to regulate player behavior. Immortals were observed to use both situated and typified reasoning in order to evaluate situations in a tractable and manageable manner. Such evaluation differs between virtual and physical spaces with respect to both the fluidity of identity and the visibility of information cues.&lt;/p&gt;&lt;p&gt;The second key focus of this work is on the role of software code in regulating behavior. On the two studied systems, code is not merely used as a passive tool by the immortals in the form of specialized commands to monitor player behavior and issue punishments but it also plays a much more active, autonomous role. Both systems utilize specialized software routines that automatically enforce restrictions on behavior that were previously enforced by the immortals. Such code serves as the active agent of regulation by continuously monitoring behavior within the game world and taking regulatory action accordingly. The analysis of the use of coded rules for regulation focuses on differences in the ways in which immortals and coded rules perform regulation. These differences rest primarily in the range and type of information cues used; code was observed to use a narrow set of cues, while immortals considered a much wider set of cues including issues of intent and extenuating circumstances.&lt;/p&gt;&lt;p&gt;In summary, this dissertation presents a detailed account of the regulatory work performed directly by system administrators and by autonomous code so that virtual “third places” might continue to thrive and prosper.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Ackerman, Mark S</style></author><author><style face="normal" font="default" size="100%">Mcdonald, David W</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Collaborative support for informal information in collective memory systems</style></title><secondary-title><style face="normal" font="default" size="100%">Information Systems Frontiers</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">community memory</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communications</style></keyword><keyword><style  face="normal" font="default" size="100%">corporate memory</style></keyword><keyword><style  face="normal" font="default" size="100%">cscw</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">group memory</style></keyword><keyword><style  face="normal" font="default" size="100%">help</style></keyword><keyword><style  face="normal" font="default" size="100%">incremental formalization</style></keyword><keyword><style  face="normal" font="default" size="100%">informal information</style></keyword><keyword><style  face="normal" font="default" size="100%">information access</style></keyword><keyword><style  face="normal" font="default" size="100%">information refining</style></keyword><keyword><style  face="normal" font="default" size="100%">information retrieval</style></keyword><keyword><style  face="normal" font="default" size="100%">information systems</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge shairng</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational memory</style></keyword><keyword><style  face="normal" font="default" size="100%">system</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2000</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">2</style></volume><pages><style face="normal" font="default" size="100%">333–347</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Informal information, such as the expertise of an organization or the workarounds practiced by a community, is a critical part of organizational or collective memory systems. From a user-centered perspective, a user merely wishes to get his work done, and to do this, he must solve his immediate problems. We have examined how to incorporate this problem solving into a collective memory, as well as how to incorporate the learning that accrues to it or from it. We report here on two systems, the Cafe ConstructionKit and the Collaborative Refinery, as well as an application, Answer Garden 2, built using these two systems. The Cafe ConstructionKit provides toolkit mechanisms for incorporating communication flows among people (as well as agents) into an organizational memory framework, and the Collaborative Refinery system provides mechanisms for distilling and refining the informal information obtained through these communication flows. The Answer Garden 2 application demonstrates the utility of these two underlying systems.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Expertise Recommender: A Flexible Recommendation System and Architecture</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2000 ACM Conference on Computer Supported Cooperative Work (CSCW&#039;00)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collaborative filtering</style></keyword><keyword><style  face="normal" font="default" size="100%">expert locators</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise finding</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise location</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">information seeking</style></keyword><keyword><style  face="normal" font="default" size="100%">recommendation systems</style></keyword><keyword><style  face="normal" font="default" size="100%">software architecture</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2000</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">231–240</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Locating the expertise necessary to solve difficult problems is a nuanced social and collaborative problem. In organizations, some people assist others in locating expertise by making referrals. People who make referrals fill key organizational roles that have been identified by CSCW and affiliated research. Expertise locating systems are not designed to replace people who fill these key organizational roles. Instead, expertise locating systems attempt to decrease workload and support people who have no other options. Recommendation systems are collaborative software that can be applied to expertise locating. This work describes a general recommendation architecture that is grounded in a field study of expertise locating. Our expertise recommendation system details the work necessary to fit expertise recommendation to a work setting. The architecture and implementation begin to tease apart the technical aspects of providing good recommendations from social and collaborative concerns.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Ackerman, Mark S</style></author><author><style face="normal" font="default" size="100%">Mandel, Eric</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Memory in the small: Combining collective memory and task support for a scientific community</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Organizational Computing and Electronic Commerce</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">astrophysics</style></keyword><keyword><style  face="normal" font="default" size="100%">collaborative memory</style></keyword><keyword><style  face="normal" font="default" size="100%">community memory</style></keyword><keyword><style  face="normal" font="default" size="100%">data analysis</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational memory</style></keyword><keyword><style  face="normal" font="default" size="100%">science community</style></keyword><keyword><style  face="normal" font="default" size="100%">scientific memory</style></keyword><keyword><style  face="normal" font="default" size="100%">system</style></keyword><keyword><style  face="normal" font="default" size="100%">UI visualizations</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1999</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">9</style></volume><pages><style face="normal" font="default" size="100%">105–127</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Many forms of memory exist embedded within the processes and tasks of an organization or community. Memory in the small, or memory utilized in the performance of an institutionally important task, serves as an effective task support mechanism. By basing memory on tasks (and basing task support on memory), memory systems can provide additional and necessary support services for organizations and communities. As an example of memory in the small, in this article we describe a software system, called the ASSIST, that combines memory with task performance for a scientific community. The ASSIST utilizes and stores the collective memory of astrophysicists about data analysis, and is used worldwide by astrophysicists. In this article, we also consider the architectural and theoretical issues involved when combining memory with task performance.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Muramatsu, Jack</style></author><author><style face="normal" font="default" size="100%">Ackerman, Mark S</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Computing, social activity, and entertainment: A field study of a game MUD</style></title><secondary-title><style face="normal" font="default" size="100%">Computer Supported Cooperative Work (CSCW)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">combat MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">entertainment</style></keyword><keyword><style  face="normal" font="default" size="100%">games</style></keyword><keyword><style  face="normal" font="default" size="100%">MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">participant-observation</style></keyword><keyword><style  face="normal" font="default" size="100%">play</style></keyword><keyword><style  face="normal" font="default" size="100%">social worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">system design</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1998</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">7</style></volume><pages><style face="normal" font="default" size="100%">87–122</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Are game and entertainment systems different than work-oriented systems? What drives the user&#039;s experience in a collaborative game? To answer these questions, we performed a participant-observation study of a combat MUD, a game similar to Dungeons and Dragons. Our interest is in how this social world is arranged and managed (rather than, for example, in how participants form or display individual identities). The study explores the social arrangements and activities that give meaning and structure to the participants. We found that conflict and cooperation were the dominant social activities on this MUD, much more so than sociability. The game&#039;s management played a critical function in maintaining and promoting these activities. Moreover, novelty and entertainment were important for the design of both the system features and the sociality itself.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Just Talk to Me: A Field Study of Expertise Location</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 1998 ACM Conference on Computer Supported Cooperative Work (CSCW&#039;98)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">bug reporting</style></keyword><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">computer mediated communications</style></keyword><keyword><style  face="normal" font="default" size="100%">expert locators</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise finding</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise location</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise networks</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">information seeking</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge networks</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge sharing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1998</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/1998</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">315–324</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Everyday, people in organizations must solve their problems to get their work accomplished. To do so, they often must find others with knowledge and information. Systems that assist users with finding such expertise are increasingly interesting to organizations and scientific communities. But, as we begin to design and construct such systems, it is important to determine what we are attempting to augment. Accordingly, we conducted a five-month field study of a medium-sized software firm. We found the participants use complex, iterative behaviors to minimize the number of possible expertise sources, while at the same time, provide a high possibility of garnering the necessary expertise. We briefly consider the design implications of the identification, selection, and escalation behaviors found during our field study.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Starr, Brian</style></author><author><style face="normal" font="default" size="100%">Hindus, Debby</style></author><author><style face="normal" font="default" size="100%">Scott D. Mainwaring</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Hanging on the &#039;Wire: A Field Study of an Audio-only Media Space</style></title><secondary-title><style face="normal" font="default" size="100%">ACM Transactions on Computer-Human Interaction</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">audio</style></keyword><keyword><style  face="normal" font="default" size="100%">audio spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communication</style></keyword><keyword><style  face="normal" font="default" size="100%">electronic social spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">media spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">mediated communication</style></keyword><keyword><style  face="normal" font="default" size="100%">norms</style></keyword><keyword><style  face="normal" font="default" size="100%">privacy</style></keyword><keyword><style  face="normal" font="default" size="100%">rich interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">social interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">social presence</style></keyword><keyword><style  face="normal" font="default" size="100%">speech interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">telepresence</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1997</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">4</style></volume><pages><style face="normal" font="default" size="100%">39–66</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;The primary focus of this article is an analysis of an audio-only media space from a computer-supported cooperative work (CSCW) perspective. To explore whether audio by itself is suitable for shared media systems, we studied a workgroup using an audio-only media space. This media space, called Thunderwire, combined high-quality audio with open connec-tions to create a shared space for its users. The two-month field study provided a richly nuanced understanding of this audio spaces social use. The system afforded rich sociable interactions. As well, users were able to create a useful, usable social space; however, through an analysis of the social norms that the participants formulated, we show that they had to take into account being in an audio-only environment. Within the field study, then, audio by itself was sufficient for a usable media space and a useful social space, but users were forced to adapt to many audio-only and system conditions. The article also considers audios implications for privacy.&lt;/p&gt;</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">McDonald, David W.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Answer Garden 2: Merging Organizational Memory with Collaborative Help</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 1996 ACM Conference on Computer Supported Cooperative Work (CSCW&#039;96)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">community memory</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communications</style></keyword><keyword><style  face="normal" font="default" size="100%">corporate memory</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">group memory</style></keyword><keyword><style  face="normal" font="default" size="100%">help</style></keyword><keyword><style  face="normal" font="default" size="100%">information access</style></keyword><keyword><style  face="normal" font="default" size="100%">information refining</style></keyword><keyword><style  face="normal" font="default" size="100%">information retrieval</style></keyword><keyword><style  face="normal" font="default" size="100%">information systems</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational memory</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1996</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/1996</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">97–105</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;This research examines a collaborative solution to a common problem, that of providing help to distributed users. The Answer Garden 2 system provides a secondgeneration architecture for organizational and community memory applications. After describing the need for Answer Garden 2’s functionality, we describe the architecture of the system and two underlying systems, the Cafe ConstructionKit and Collaborative Refinery. We also present detailed descriptions of the collaborative help and collaborative refining facilities in the Answer Garden 2 system&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hindus, Debby</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Scott D. Mainwaring</style></author><author><style face="normal" font="default" size="100%">Starr, Brian</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Thunderwire: A Field Study of an Audio-only Media Space</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 1996 ACM Conference on Computer Supported Cooperative Work (CSCW&#039;96)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">audio</style></keyword><keyword><style  face="normal" font="default" size="100%">audio spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communication</style></keyword><keyword><style  face="normal" font="default" size="100%">electronic social spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">media spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">mediated communication</style></keyword><keyword><style  face="normal" font="default" size="100%">norms</style></keyword><keyword><style  face="normal" font="default" size="100%">rich interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">social interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">social presence</style></keyword><keyword><style  face="normal" font="default" size="100%">speech interactions</style></keyword><keyword><style  face="normal" font="default" size="100%">telepresence</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1996</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">238–247</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;To explore the potential of using audio by itself in a shared media system, we studied a workgroup using an audio-only media space. This media space, called Thunderwire, combined high-quality audio with open connections to create a shared space for its users. The two-month field study provided a richly nuanced understanding of this audio space&#039;s social use. The system afforded rich sociable interactions. Indeed, within the field study, audio by itself afforded a telepresent environment for its users. However while a usable media space and a useful social space, Thunderwire required its users to adapt to many audio-only conditions.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Mandel, Eric</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Memory in the small: An application to provide task-based organizational memory for a scientific community</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the Twenty-Eighth Hawaii International Conference on System Sciences (HICSS&#039;95)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collaborative memory</style></keyword><keyword><style  face="normal" font="default" size="100%">collective memory</style></keyword><keyword><style  face="normal" font="default" size="100%">group memory</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational memory</style></keyword><keyword><style  face="normal" font="default" size="100%">scientific communities</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1995</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">323–332</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Many forms of organizational memory must exist embedded within the organizational processes and tasks. This paper argues that &quot;memory-in-the small,&quot; memory utilized in the performance of an organizational task, can serve as an effective performance support mechanism. By basing organizational memory upon organizational tasks (and basing task support upon organizational memory), organizational memory systems can provide additional and necessary support services for organizations and communities. As an example of memory-in-the-small, this paper describes a software application, called the ASSIST, that combines organizational memory with task performance for a scientific community. The ASSIST utilizes and stores the collective memory of astrophysicists about data analysis, and is used world-wide by astrophysicists. The paper also considers the theoretical and architectural issues involved when combining organizational memory with task performance.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Malone, Thomas W.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Answer Garden: A Tool for Growing Organizational Memory</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the ACM Conference on Office Information Systems (COCS&#039;90)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Answer Garden</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational memory</style></keyword><keyword><style  face="normal" font="default" size="100%">Q&amp;A</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1990</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">31–39</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Answer Garden allows organizations to develop databases of commonly asked questions that grow &quot;organically&quot; as new questions arise and are answered. It is designed to help in situations (such as field service organizations and customer &quot;hot lines&quot;) where there is a continuing stream of questions, many of which occur over and over, but some of which the organization has never seen before. The system includes a branching network of diagnostic questions that helps users find the answers they want. If the answer is not present, the system automatically sends the question to the appropriate expert, and the answer is returned to the user as well as inserted into the branching network. Experts can also modify this network in response to users&#039; problems. Our initial Answer Garden database contains questions and answers about how to use the X Window System.&lt;/p&gt;</style></abstract></record></records></xml>