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Tech Report kmi-99-01 Abstract


Collaborative Sense-Making in Design: Involving Stakeholders via Representational Morphing
Techreport ID: kmi-99-01
Date: 1999
Author(s): Simon J. Buckingham Shum and Albert M. Selvin*
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A central concern in CSCW research is to understand, and represent, the perspectives of the different stakeholders in the design process. This paper suggests collaborative sense-making as a way to view the process toward creating mutually intelligible representations. In order to do this, we describe the types of obstacles that can impede representational literacy across communities of practice coming together in a design effort. We then offer representational morphing as a strategy for addressing these obstacles, and show how it has been implemented in an approach and hypermedia groupware environment named Project Compendium. We conclude by reflecting on the key features of the approach and collaborative tool support which have contributed to this project1s success to date. * Bell Atlantic Corporation Network Systems Advanced Technology 400 Westchester Avenue White Plains, NY 10604 U.S.A.
 
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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.