A directory of resources inthe field of technical communication.

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1.
#30707

Agile Principles Are Changing Everything

There's an irony about agile development. There is no hard evidence that it produces better software, faster. And formal adoption rates, admittedly hard to measure, don't reach the 20 percent mark. Yet the ideas that underpin agile development--defining requirements incrementally, writing software in short stints, seeking customer feedback, testing code as it's written, frequent builds--have caught on like wildfire. They are widely accepted as sound development practices, even among teams that have not formally adopted them.

deJong, Jennifer. Software Development Times (2008). Articles>Collaboration>Agile>Methods

2.
#28642

Brainstorming

Brainstorming is an individual or group process for generating alternative ideas or solutions for a specific topic. Good brainstorming focuses on the quantity and creativity of ideas: the quality of ideas is much less important than the sheer quantity. After ideas are generated, they are often grouped into categories and prioritized for subsequent research or application.

Usability Body of Knowledge (2007). Articles>Usability>Methods>Collaboration

3.
#29464

Conflict Styles and Technical Communicators   (PDF)

More than most people, technical communicators are aware that if communication is not effective, conflicts can arise. Find out more about the Thomas-Kilmann conflict mode instrument (TKI) and how to identify your predominant conflict style.

Glick-Smith, Judith L. Intercom (2007). Articles>Collaboration>Methods

4.
#32027

Crowdsourcing as a Model for Problem Solving: An Introduction and Cases   (peer-reviewed)   (members only)

Crowdsourcing is an online, distributed problem-solving and production model that has emerged in recent years. Notable examples of the model include Threadless, iStockphoto, InnoCentive, the Goldcorp Challenge, and user-generated advertising contests. This article provides an introduction to crowdsourcing, both its theoretical grounding and exemplar cases, taking care to distinguish crowdsourcing from open source production. This article also explores the possibilities for the model, its potential to exploit a crowd of innovators, and its potential for use beyond forprofit sectors. Finally, this article proposes an agenda for research into crowdsourcing.

Brabham, Daren C. Convergence (2008). Articles>Collaboration>Methods>Open Source

5.
#28274

Getting Started with Performance Management   (PDF)

What are some ways to effectively track and manage a group’s performance? Wiley examines a way to do so using specific requirements designed to measure the success of an STC SIG.

Wiley, Ann L. Intercom (2006). Articles>Project Management>Collaboration>Methods

6.
#25743

The Methodology of Participatory Design   (peer-reviewed)   (members only)

Technical communicators have lately become interested in participatory design as a way to structure and guide their research and development efforts, particularly in online media. But attempts to use participatory design - in technical communication and elsewhere - have been hampered because participatory design has typically been seen as an orientation or field rather than a methodology with its own methods, techniques, and acceptable range of research designs. In this article, I work with a range of participatory design sources to describe it as a methodology useful for technical communicators. After providing the historical and methodological grounding for understanding participatory design as a methodology, I describe its research designs, methods, criteria, and limitations. Finally, I provide guidance for applying it to technical communication research.

Spinuzzi, Clay. Technical Communication Online (2005). Articles>Collaboration>Methods>Participatory Design

7.
#29405

"Open Source" is not a Marketing Term

Open source software development is not just about providing the source code for your application. It is much more about building a community around a shared project. That takes time. I think the biggest myth about open source software is that you say 'hey, I'm open source now' and suddenly thousands of qualified people give up nights and weekends to work on your code.

Balog, Tarus. Adventures in Open Source (2007). Articles>Collaboration>Open Source>Methods

8.
#31003

QuikScan: An Innovative Approach to Support Document Use in Meetings   (PDF)

QuikScan is a set of summarizing and highlighting techniques that enable readers to quickly find information in documents. The foremost goal of the QuikScan Project is to improve the quality of business meetings by supporting attendees who must deliberate over documents they may not have carefully read. We envision QuikScan as a new career path for professional editors.

Zhou, Quan and David K. Farkas. STC Proceedings (2006). Articles>Collaboration>Methods>Usability

9.
#18840

Visual Mapping: A Multidisciplinary Communication Technique   (PDF)

As members of multidisciplinary teams, technical communicators often are faced with the challenge of understanding products before the writing process begins. As a result, teams of this nature must be able to communicate and verify their understanding, and revise that understanding accordingly as their project progresses. “Visual mapping” is a term used to describe a technique that uses off-the-shelf graphics or flowcharting tools to capture knowledge about products, to communicate that knowledge, and to collaborate with other members of the team. The technique is not limited to technical communicators, but can be used by anyone within a development environment, including management, developers, human factors engineers, technical communicators, and visual designers.

Hutcheson, Tracy D., Frederick Fusilero, Humberto Gutierrez-Rivas and Kevin M. McBride. STC Proceedings (2002). Articles>Collaboration>Methods

10.
#34562

Components, Patterns, and Frameworks! Oh My!

In our research, we've found that teams that build out a re-use strategy see tangible benefits: They are more likely to get a completed design sooner, with all the little nuances and details that make for a great experience. Their designs are more likely to meet users expectations by behaving consistently across the entire functionality. Plus, the teams iterate faster (always a good thing), giving them a chance to play with the design while it's still malleable.

Spool, Jared M. User Interface Engineering (2009). Articles>Project Management>Collaboration>Methods

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