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Tech Report kmi-96-16 Abstract


The Cognitive Ergonomics of Knowledge-Based Design Support Systems
Techreport ID: kmi-96-16
Date: 1996
Author(s): Tamara Sumner, Nathalie Bonnardel and Benedikte Harstad
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Critiquing systems are a type of active, knowledge-based design support system. They propose to positively influence designers' cognitive processes by pointing out potential problems and contentious issues while designers work. To investigate the effects such systems have on the activities of professional designers, a design environment containing a critiquing system was designed, built, and evaluated for a specific area: phone-based interface design. Four professional designers were observed using the environment to solve realistic design tasks. Our protocol analyses indicate that such systems do influence the behavior of designers, but often indirectly. Designers were observed anticipating the activity of the system and taking preventative steps to avoid it. Differential effects depending on the designers' level of domain experience were also observed. Overall, the system was better suited to the needs of highly experienced designers.

Publication(s):

In the Proceedings of the Conference on Computer-Human Interaction (CHI '97), Atlanta (March 22-27), 1997, pp. 83-90.
 
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Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

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.