Every time we reach across discipline boundaries to keep a product team focused on users, drive changes to products or services based on user data we've collected, or design interactions with a clear focus on the target user, we are functioning as agents of change within our organizations.
Cubicles aren't really physical walls--they're a state of mind. In effect, it's the belief that you've been compartmentalized and isolated that defines the cubicle. The four-sided, felt-lined livestock pens loved by evil office managers everywhere hides the truth: cubicles are all about being isolated and treated as part of the building infrastructure, whatever the physical location of your chair.
Editing in a collaborative environment can be a nightmare. You can spend hours adding commas after subordinate clauses only to have someone else spend hours deleting them “because my ninth grade English teacher told me not to use too many commas.” Okay, no one actually said that to me—that’s what makes it a nightmare and not reality.
Frequent updates for a swarm of modular plug-ins were interrupting work on larger, higher-value projects. Worse, development was happening in a time zone 12 hours away, making communication a major bottleneck. Faced with fixed resources and growing commitments, our writing group extended existing tools to automate information gathering and rough draft creation, thereby halving the writer time each module required. This paper describes the user interface, tool extensions, and reusable information approach we used to solve the problem.
Whether you call it cross-channel experience or multichannel experience, the reality is that customers interact with companies through more than one channel, so it’s important for us to understand cross-channel customer behavior.
Without denying the significance of traditional lectures and instructor-led discussions in undergraduate education, an increasing number of teachers are recognizing the value of also assigning collaborative work to their students. Small group work, used both in and out of class, can be an important supplement to lectures, helping students master concepts and apply them to situations calling for complex applications of critical thinking skills.
If you’ve worked on a website design with a large team or client, chances are good you’ve spent some time debating (arguing?) with each other about what the homepage should look like, or which department gets to be in the top-level navigation—perhaps forgetting that many of the site’s visitors might never even see the homepage if they land there via search.
The idea of a Book Sprint is that you can get lots of documentation written in a focused amount of time with the right team and some amount of content already in place. Gathering people in the same room when possible is extremely helpful and motivating as well.
This multi-vocality and multiple authorship allows an enactment of some of the collaboratory promise of hypertext while web publishing allows decentralized publication. Finally, the CoverWeb allows Kairos to deliver texts appropriate to many tiers of readers. This issue's CoverWeb on educational MOOs includes basic introductions to MOOing linked to discussions of the pedagogical possibilities of virtual spaces linked to problems of administering MOOspaces. We have tried to cover a spectrum of possible interests as well as familiarity to MOOs in education and this layering simply wouldn't be possible in print.
It’s interesting to see coworking snowballing as a phenomenon, but like many trends originating in dotcom culture, what’ll be most interesting is how these shifts begin to affect larger companies and more traditional employers.
As an editor, you realize how important it is to edit information consistently. What you might not realize how important it is to let the writer know how you are going to edit, what you are going to edit, and what you expect from the writer. An editing policy lets you communicate these things to the writer. When you and the writer know what to expect from each other, you are able to work together as a team to produce a quality document.
While producing a new deliverable to improve the out-of-the-box experience for a major software product, the team of writers, graphic designers, human factors engineers, and marketers responsible for the deliverable faced many challenges and overcame many obstacles. Anyone involved in the production of such a deliverable will learn from a discussion of the problems we faced and the approaches we took to solving them. This discussion will be particularly relevant for anyone creating such a deliverable for the first time.
Co-design is a method that can be used in all stages of the design process, but especially in the ideation or concepting phases. Partnering with users ensures their inclusion in knowledge development, idea generation, and concept development on products whose ultimate goal is to best serve these same users.In this article I will examine the different stages of a co-design research process, as well as the methods and practices that are commonly used in each phase. Furthermore, I’ll look at the new forms of co-designing that have emerged as a result of social technologies.
Critique is the first example of a new approach to contextual collaboration: Documentspaces. Documentspaces are places within a document in which teams can meet and work, synchronously or asynchronously, to create, review, and publish content.
In the discipline of design, the most common presentation genre is the critique, and the most central aspect of this genre is the feedback. Using a qualitative framework, this article identifies a typology of feedback, compares the frequencies of feedback types between different levels of design studios ranging from novice to expert, and explores what the feedback reflects about the social and educational context of these design studios. Results suggest that the feedback socialized students into egalitarian relationships and autonomous decision-making identities that were perhaps more reflective of academic developmental stages or idealized workplace contexts than of actual professional settings--therefore potentially complicating the preprofessional goals of the critique.
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.
While Internet startups have had considerable success with crowdsourcing over the last few years, including with its more serious cousin peer production, it's only recently that they've focused on creating the tools and communities that can be readily consumed by enterprises.
The Internet is continually changing how we think about "the office." Online media now allow us to exchange information with overseas colleagues almost as quickly and as easily as we can with coworkers located across the hallway from our workstations. This new degree of access, however, means that cultural differences could affect workplace interactions.