Tech Reports
Tech Report KMI-06-16 Abstract
Sensemaking on the Pragmatic Web: A Hypermedia Discourse Perspective
Techreport ID: KMI-06-16
Date: 2006
Author(s): Simon Buckingham Shum
Abstract: The complexity of the dilemmas we face on an organizational, societal and global scale forces us into sensemaking activity. We need tools for expressing and contesting perspectives flexible enough for real time use in meetings, structured enough to help manage longer term memory, and powerful enough to filter the complexity of extended deliberation and debate on an organizational or global scale. This has been the motivation for a programme of basic and applied action research into Hypermedia Discourse, which draws on research in hypertext, information visualization, argumentation, modelling, and meeting facilitation. This paper proposes that this strand of work shares a key principle behind the Pragmatic Web concept, namely, the need to take seriously diverse perspectives and the processes of meaning negotiation. Moreover, it is argued that the hypermedia discourse tools described instantiate this principle in practical tools which permit end-user control over modelling approaches in the absence of consensus.
Publication(s):
Buckingham Shum, S. (2006). Sensemaking on the Pragmatic Web: A Hypermedia Discourse Perspective. Proc. PragWeb'06: 1st International Conference on the Pragmatic Web, Stuttgart, 21-23 Sept. Springer-Verlag: Berlin. [PrePrint: http://kmi.open.ac.uk/publications/pdf/KMI-TR-06-16.pdf
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.
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