Tech Reports
Tech Report kmi-05-10 Abstract
The Modelling, Capture, and Use of Social Context in Online Tasks
Techreport ID: kmi-05-10
Date: 2005
Author(s): Tom Heath
This report consists of three parts. Part I reviews how users online tasks have been conceptualised in previous literature, and how researchers have defined and used context in support of user tasks. Novel conceptualisations of user tasks online and user context factors are then presented and contrasted with earlier work, before a discussion of how these context factors have been supported in previous applications. The modelling of social context is then considered in greater detail, with particular focus on aspects such as the nature of social relationships and trust between individuals. Research gaps identified through this review of the literature are summarised to conclude this section. Part II addresses specific outputs of the research to date. In particular, the conceptualisations of user tasks online and user contexts are discussed in more detail, including coverage of the assumptions they are based upon and the background to their development. Specific technical work carried out is also described, including the planning of a social context application, analysis of tools and technologies that may be utilised, and development of relevant technical skills. Drawing on the gaps identified in Part I of the report, Part III introduces the questions that will be addressed by the research. After justifying the research questions, the methods that will be used are outlined and discussed, including overall plans for how the research will be carried out.
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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