Tech Reports
Tech Report kmi-97-12 Abstract
Negotiating the Construction and Reconstruction of Organisational Memories
Techreport ID: kmi-97-12
Date: 1997
Author(s): Simon Buckingham Shum
This paper describes an approach to capturing organisational memory, which serves to ground an analysis of human issues that knowledge management (KM) technologies raise. In the approach presented, teams construct graphical webs of the arguments and documents relating to key issues they are facing. This supports collaborative processes which are central to knowledge work, and provides a group memory of this intellectual investment. This approach emphasises the centrality of negotiation in making interdisciplinary decisions in a changing environment. Discussion in the paper focuses on key human dimensions to KM technologies, including the cognitive and group dynamics set up by an approach, the general problem of preserving contextual cues, and the political dimensions to formalising knowledge processes and products. These analyses strongly motivate the adoption of participatory design processes for KM systems.
Publication(s):
Journal of Universal Computer Science (Special Issue on IT for Knowledge Management), 3 (8), 1997, Springer-Verlag. (To be reprinted in: Borghoff, U.M. and Pareschi, R., (Eds.), Information Technology for Knowledge Management. Springer-Verlag, 1998)
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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