<?xml version="1.0" encoding="UTF-8"?><xml><records><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%">Tao Dong</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</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%">Social Overlays: Collectively Making Websites More Usable</style></title><secondary-title><style face="normal" font="default" size="100%">14th IFIP Conference on Human-Computer Interaction (Interact 2013)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">crowdsourcing</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">web</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2013</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2013</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;Many small organizations lack the expertise and resources to conduct usability evaluations of their websites. Social Overlays, presented here, is a new system that allows a community of users to collectively improve their website. Social Overlays enables end–users to identify and repair common user interface problems through creating “overlays” on web pages as part of their regular use, thereby improving usability while reducing the need for professional services. In short, Social Overlays harnesses the diversity of experience and ideas within a community to &quot;crowd source&quot; usability. To evaluate Social Overlays, we examined whether a group of community members without any usability training could use Social Overlays to identify and repair UI problems on their medium–sized community’s website. We found that they could. Community users were able to uncover a large number of UI problems and formulate reasonable solutions to the problems they identified. In addition, we compared Social Overlays to two standard ways of assessing web-site usability: expert inspection and usability testing. We found that Social Overlays users identified more problems, and their reported problems differed in useful ways from those found by the experts and the usability testing team.&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 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>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Eric Cook</style></author><author><style face="normal" font="default" size="100%">Stephanie D. Teasley</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%">Contribution, Commercialization &amp; Audience: Understanding Participation in an Online Creative Community</style></title><secondary-title><style face="normal" font="default" size="100%">ACM Group 2009</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">amateurs</style></keyword><keyword><style  face="normal" font="default" size="100%">audiences</style></keyword><keyword><style  face="normal" font="default" size="100%">commercialization</style></keyword><keyword><style  face="normal" font="default" size="100%">community of practice</style></keyword><keyword><style  face="normal" font="default" size="100%">creativity</style></keyword><keyword><style  face="normal" font="default" size="100%">learning</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">online community</style></keyword><keyword><style  face="normal" font="default" size="100%">professionals</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">user-generated content</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></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;This paper presents a qualitative study of attitudes towards participation and contribution in an online creative community. The setting of the work is an online community of practice focused on the use and development of a user-customizable music software package called Reaktor. Findings from the study highlight four emergent topics in the discourse related to user contributions to the community: contribution assessment, support for learning, perceptions of audience and tensions about commercialization. Our analysis of these topics frames discussion about the value and challenges of attending to amateur and professional users in online creative communities.&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%">Kevin K. Nam</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Questions in, Knowledge iN? A study of Naver’s Question Answering Community</style></title><secondary-title><style face="normal" font="default" size="100%">ACM Conference on Human Factors in Computing Systems (CHI’09)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collective help</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise finding</style></keyword><keyword><style  face="normal" font="default" size="100%">information access</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><keyword><style  face="normal" font="default" size="100%">question-answering</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></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;Large general-purposed community question-answering sites are becoming popular as a new venue for generating knowledge and helping users in their information needs. In this paper we analyze the characteristics of knowledge generation and user participation behavior in the largest question-answering online community in South Korea, Naver Knowledge-iN. We collected and analyzed over 2.6 million question/answer pairs from fifteen categories between 2002 and 2007, and have interviewed twenty six users to gain insights into their motivations,roles, usage and expertise. We find altruism, learning, and competency are frequent motivations for top answerers to participate, but that participation is often highly intermittent. Using a simple measure of user performance, we find that higher levels of participation correlate with better performance. We also observe that users are motivated in part through a point system to build a comprehensive knowledge database. These and other insights have significant implications for future knowledge generating online communities.&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%">Zhang, Jun</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%">Searching for Expertise in Social Networks: A Simulation of Potential Strategies</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2005 International ACM SIGGROUP Conference on Supporting Group Work (Group&#039;05)</style></secondary-title></titles><keywords><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%">organizational simulations</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">social networks</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</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%">71–80</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 search for people with suitable expertise all of the time in their social networks - to answer questions or provide help. Recently, efforts have been made to augment this searching. However, relatively little is known about the social characteristics of various algorithms that might be useful. In this paper, we examine three families of searching strategies that we believe may be useful in expertise location. We do so through a simulation, based on the Enron email data set. (We would be unable to suitably experiment in a real organization, thus our need for a simulation.) Our emphasis is not on graph theoretical concerns, but on the social characteristics involved. The goal is to understand the tradeoffs involved in the design of social network based searching engines.&lt;br&gt;&amp;nbsp;&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%">Starr, Brian</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social activity indicators for groupware</style></title><secondary-title><style face="normal" font="default" size="100%">Computer</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">chat system</style></keyword><keyword><style  face="normal" font="default" size="100%">distributed groupware</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing systems</style></keyword><keyword><style  face="normal" font="default" size="100%">geographically dispersed people</style></keyword><keyword><style  face="normal" font="default" size="100%">social activity indicator</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing</style></keyword><keyword><style  face="normal" font="default" size="100%">social computing systems</style></keyword><keyword><style  face="normal" font="default" size="100%">social information</style></keyword><keyword><style  face="normal" font="default" size="100%">social psychology theory</style></keyword><keyword><style  face="normal" font="default" size="100%">social visualizations</style></keyword><keyword><style  face="normal" font="default" size="100%">team mates</style></keyword><keyword><style  face="normal" font="default" size="100%">UI systems</style></keyword><keyword><style  face="normal" font="default" size="100%">user interfaces</style></keyword><keyword><style  face="normal" font="default" size="100%">user-interface functionality</style></keyword><keyword><style  face="normal" font="default" size="100%">work groups</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-OnlyDOI</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">29</style></volume><pages><style face="normal" font="default" size="100%">37–42</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Suppose you&#039;re a member of a few development teams, working with people who are geographically dispersed. You&#039;re using distributed groupware to work with your team mates. How do you decide when to work on a project and when to ignore requests to work on a project, when there are enough users on the groupware system to bother using it, who is available to answer a question, and which applications should get the most real estate on your screen? To help answer these questions, distributed groupware systems must indicate something about the social world they represent-who is on the system and what they are doing. User interfaces for groupware (or computer supported cooperative work (CSCW) applications) must therefore convey social information. It&#039;s energizing to know, for example, that your team mates are busy working away on a project. And it&#039;s nice to know when your friends or colleagues are available on a chat system. You might not need to know the semantics of the messages or documents involved, just that some activity is occurring. This is true for systems used by work groups as well as those used by an organization or a community of users. We think such social indicators should be a standard part of the CSCW user interface. On the basis of social psychology theory, we believe that a class of social indicator, which we call social activity indicators, is a simple, powerful way to improve user-interface functionality. Furthermore, social activity indicators are easy to build.&lt;/p&gt;</style></abstract></record></records></xml>