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Tech Report kmi-97-05 Abstract


Graphical Argumentation and Design Cognition
Techreport ID: kmi-97-05
Date: 1997
Author(s): Simon Buckingham Shum, Allan MacLean, Victoria Bellotti and Nick Hammond
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Many efforts have been made to exploit the properties of graphical notations to support argument construction and communication. In the context of design rationale capture, we are interested in graphical argumentation structures as cognitive tools to support individual and collaborative design in real time. This context of use requires a detailed understanding of how a new representational structure integrates into the cognitive and discursive flow of design, that is, whether it provides supportive or intrusive structure. This paper presents a use-oriented analysis of a graphical argumentation notation (QOC). Through a series of empirical studies, we show that it provides most support when elaborating poorly understood design spaces, but is a distraction when evaluating well constrained design spaces. This is explained in terms of the cognitive compatibility between argumentative reasoning and the demands of different modes of designing. We then provide an account based the collaborative affordances of QOC in group design meetings, and extend this to discuss the evolution of QOC argumentation from short term working memory to long term group memory.

Publication(s):

Human-Computer Interaction (in press)
 
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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.