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Tech Report kmi-96-12 Abstract


Negotiating the Construction of Organisational Memory Using Hypermedia Argument Spaces
Techreport ID: kmi-96-12
Date: 1996
Author(s): Simon Buckingham Shum
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This paper describes an approach to capturing organisational memory in which teams use a hypermedia tool to analyse and discuss complex problems. Graphical argument spaces are constructed as competing ideas are debated. Firstly this supports the processes of discussion and negotiation which are central to knowledge work, typically as problems are defined, project constraints shift, and teams reconcile competing agendas. Graphical argumentation provides a shared working memory in meetings by focusing discussion. Secondly, the product of using such a tool to conduct discussions is a shared long term memory of the intellectual investment, thus resisting 'organisational amnesia.' Hypermedia groupware provides a way to link informal, socially embedded knowledge with other work artifacts such as reports, sketches and simulations. Examples of this approach's application are surveyed, followed by consideration of the cognitive, group and organisational dynamics that can support, or obstruct such an approach. The concluding discussion seeks to situate this approach in relation to others, by proposing four questions that an approach should seek to answer. These questions seek to clarify the interdependencies between economics, technologies, work practices, and the power and responsibility that controlling knowledge repositories brings.

Publication(s):

Workshop on Knowledge Media for Improving Organisational Expertise, 1st International Conference on Practical Aspects of Knowledge Management, Basel, Switzerland, 30-31 October 1996.
 
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Social Software is...


Social Software
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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.