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Tech Report kmi-98-01 Abstract


Enriching Representations of Work to Support Organisational Learning
Techreport ID: kmi-98-01
Date: 1998
Author(s): Tamara Sumner, John Domingue and Zdenek Zdrahal
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The ENRICH project will develop tools and methodologies supporting organisational learning addressing three core business needs: * Supporting individuals and groups to continuously reflect on and improve work practices. * Supporting distributed groups to share 'best practices' and improve their coordination efforts. * Promoting the establishment of 'virtual centres of excellence' that serve to identify core competencies and nurture their development by bringing people together (across time and geography) with relevant expertise. The project is user-driven: three pilot projects within operational areas relevant to the industrial partners will provide the context for all implementation and evaluation activities, ensuring that the tools and methodologies delivered by the project are both useful and usable. The project's results will be exploited through the european-wide ties of all partners in the areas of aerospace, engineering, power generation, and distance education.

Publication(s):

EU ESPRIT Proposal for the thematic call "IT in Learning and Training in Industry", project duration 1998/1999.
 
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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.