Making Representations Matter
This event took place on Wednesday 08 June 2011 at 12:00
Al Selvin
In this talk I will describe the research leading up to my doctoral thesis. The thesis develops and applies a method to analyze, characterize, and compare instances of participatory representational practice in such a way as to highlight experiential aspects such as aesthetics, narrative, improvisation, sensemaking, and ethics. It extends taxonomies of such practices found in related research, and contributes to a critique of techno-rationalist approaches to studying professional practice.
The thesis examines how practitioners make participatory visual representations (pictures, diagrams, knowledge maps) coherent, engaging and useful. It studies how fourteen practitioners using a visual hypermedia tool engaged participants with the hypermedia representations, and the ways they made the representations matter to the participants. It focuses on the sensemaking challenges that the practitioners encountered in their sessions, and on the ways that the form they gave the visual representations (aesthetics) related to the service they were trying to provide to their participants. The thesis places these concerns in context of other kinds of facilitative and mediation practices as well as research on reflective practice, aesthetic experience, critical HCI, and participatory design. I will also discuss of two proof of concept workshop sessions in which practitioners and researchers applied the constructs from the research to their own practice.
Slides also downloadable from http://slidesha.re/ltDMKb
This event took place on Wednesday 08 June 2011 at 12:00
In this talk I will describe the research leading up to my doctoral thesis. The thesis develops and applies a method to analyze, characterize, and compare instances of participatory representational practice in such a way as to highlight experiential aspects such as aesthetics, narrative, improvisation, sensemaking, and ethics. It extends taxonomies of such practices found in related research, and contributes to a critique of techno-rationalist approaches to studying professional practice.
The thesis examines how practitioners make participatory visual representations (pictures, diagrams, knowledge maps) coherent, engaging and useful. It studies how fourteen practitioners using a visual hypermedia tool engaged participants with the hypermedia representations, and the ways they made the representations matter to the participants. It focuses on the sensemaking challenges that the practitioners encountered in their sessions, and on the ways that the form they gave the visual representations (aesthetics) related to the service they were trying to provide to their participants. The thesis places these concerns in context of other kinds of facilitative and mediation practices as well as research on reflective practice, aesthetic experience, critical HCI, and participatory design. I will also discuss of two proof of concept workshop sessions in which practitioners and researchers applied the constructs from the research to their own practice.
Slides also downloadable from http://slidesha.re/ltDMKb
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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