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Computer Enabled Interventions to Communication and Behavioral Problems in Collaborative Work EnvironmentsShivakumar, Ashutosh 23 May 2022 (has links)
No description available.
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Technology Enabling Collaboration of Agile Development Teams in Hybrid Working : The case of Microsoft TeamsNyktarakis, Georgios January 2022 (has links)
Nowadays, the hybrid working model has prevailed as the new working model for many organizations, which combines working remotely and onsite. Although the hybrid working model is not new, the Covid-19 pandemic has accelerated the transition from traditional working model to hybrid one, which results in greater use of technology, especially for the employees’ collaboration. Collaboration is at the core of agile development team members’ daily hybrid work, and it is achieved through the support of technology tools, such as Microsoft Teams. The hybrid working model, due to its complexity, creates opportunities and challenges to the way agile development team members’ work and collaborate. Therefore, it is important to examine the collaboration of agile development team members that follow the hybrid working model, as well as benefits and challenges that may arise. Thus, this master thesis examines, the technology-supported collaboration of agile development team members, that follow the hybrid working model, taking as an example Microsoft Teams (MS Teams). For this, an interpretive qualitative ethnographic research was conducted. The data was collected through participant observations, focus groups discussions, and semi-structured interviews from purposively selected team members of three agile development teams. The collected data was analyzed thematically and generated six themes. These six themes represent the findings of the master’s thesis research and are interpreted and discussed with the help of the theoretical framework, which includes the concepts of agile project management, computer-supported cooperative work, collaboration, cooperation, coordination, information sharing, communication and hybrid working model. The research findings show that it is vital for the members of the agile development teams to use a collaboration tool in their daily hybrid work to assure close and frequent collaboration, which in the traditional working model was mainly achieved face-to-face on-site. Their collaboration includes communication, information sharing, and coordination activities, which are supported and facilitated by the technological tool of MS Teams. However, the hybrid working model has given rise to challenges in the collaboration among the agile development team members, which can be overcome if the technological tool of MS Teams is used properly by everyone. This research contributes to the existing knowledge of the informatics research field and the body of research of computer-supported cooperative work by providing a better understanding of how technological tools are used to support collaborating team members that follow the hybrid working model, including benefits and challenges experienced. It also contributes to agile development team members and other practitioners that use MS Teams through improved understanding of aspects that can be taken into consideration for the use of a collaboration technological tool, and the generation of guidelines for such technology in order to make the use of it most efficient.
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Mixed Media Richness and Computer-Mediated CommunicationsAtkins, Anthony B. 24 May 2006 (has links)
Mixed richness communications occur when a participant in a conversation receives a different media or combination of media than they transmit. Mixed richness communications occur in the workplace when technical, physiological or practical limitations prevent the use of the same media on both ends of a conversation. Prior research in CMC has focused on same-richness communications, and the design guidelines that are available for same-richness communications may not be applicable to mixed-richness communications. This study attempts to establish a basis for understanding mixed-richness communications by evaluating same-richness communications using concepts and measures previously applied to mixed-richness communications
Media Richness Theory (Daft & Lengel, 1984, 1986) defines the richness of a communication medium in terms of its ability to reduce uncertainty and equivocality. According to Daft and Lengel's task-media fit hypothesis, communications are most effective and satisfying when the media richness matches the level of uncertainty and equivocality in a task.
Social presence is the perceived ability of a medium to transmit the social cues that lead to a sense that the medium is "warm, personal, sensitive, and sociable" (Short, Williams, & Christie, 1976). Social presence has been suggested to be a predictor of user satisfaction for computer-mediated communications (CMC), and has been used as measure of media richness in previous studies (Rice, 1993; Yoo & Alavi, 2001).
This study examined the effects of communication medium and task equivocality on task performance, communication effectiveness and sense of social presence. Pairs of participants were required to complete high and low equivocality collaborative tasks while communicating with each other using CMC. The communication media varied between participants. During some sessions, participants received and transmitted the same media (video-only or text-only). In other cases, participants transmitted text and received video or vice-versa.
From the recorded transcripts of each user session was extracted task performance in terms of task time-to-complete and communication effectiveness in terms of the frequency of communication breakdowns. Based on the task-media fit hypothesis, it was expected that task performance and communication effectiveness would be affected by the interaction between communication medium and task equivocality. For the most part, task-media fitness was not confirmed. Only one of the four hypotheses supporting task-media fitness was confirmed for time-to-complete, and none of the four hypotheses supporting task-media-fitness was confirmed for communication breakdown frequency. In the overall analysis of time to complete, Medium was found to have had a significant effect. Sending and receiving text was significantly slower than all other tested media. Sending and receiving video was significantly faster than all other tested media combinations.
After completing each task, participants completed a short questionnaire designed to measure the sense of social presence using the original scales developed by Short and Christie. The sense of social presence reported in video communications was significantly higher for all scales than the sense of social presence reported in mixed-richness environments. The sense of social presence reported in text communications was only significantly lower than mixed-richness environments for one scale, with no significant difference for all other scales. / Master of Science
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Microservices to Address the Change Challenges in Socio-Technical Evolutionary-Teal Organizations / A Design-Science-Research ApproachSell, Johann 06 September 2023 (has links)
Neue Organisationsformen, wie evolutionäre Organisationen, bilden in vielen Kooperationsszenarien sozio-technische Konstrukte mit modernen CSCW Anwendungen aus. Daher erfordern Veränderungen dieser sozialen Systeme eine kontinuierliche Anpassung der technischen Tools an die neuen sozialen Konfigurationen.
Diese Dissertation ist als Design Science Research (DSR) Projekt konzipiert und addressiert die folgende Forschungsfrage (RQ): “Wie können soziotechnische, evolutionäre Organisationen die Herausforderungen der joint optimization und des organizational choice während ihrer autopoietischen Veränderungsprozesse addressieren?”
Die Fallstudie Viva con Agua de St. Pauli e.V. wurde mittels qualitativer und ethnographischer Methoden im Rahmen der entsprechenden DSR Zyklen untersucht. Das Forschungsprojekt fokussiert die Entwicklung von Artefakten indem sowohl eine technische, als auch eine soziale Perspektive eingenommen wird.
Aus der technische Perspektive wird die RQ durch eine Microservice-Plattform adressiert. Die Architektur dient der Verteilung von Verantwortlichkeit für die Software in einem heterogenen Netzwerk von Entwickler:innen. Dabei müssen diverse neue Herausforderungen beachtet werden, wie etwa die Verteilung des User Interface.
Durch die Betrachtung der RQ aus der sozialen Perspektive wird der USMU Workshop entwickelt. Dieses Artefakt dient der Verbindung der Charakteristika evolutionärer Organisationen mit agiler Software Entwicklung und mit Methoden des partizipativen Designs.
Die Studien zeigen, dass beide Artefakte die RQ adressieren. Zudem konnte ich für beide Artefakte wertvolle Verbesserungsmöglichkeiten aufzeigen. Somit motivieren die Ergebnisse den nächsten Schritt des Projekts und die vorliegende Thesis wird Bestandteil des zyklischen Ablaufs eines DSR Projekts. / The emergence of new types of organizational structures, such as evolutionary-teal organizations, almost always leads to the development of socio-technical constructs when it comes to working in collaboration with modern CSCW applications. A consequence of this is that the social system’s autopoietic change processes create challenges that compel one to adjust the implementation of the technical tool to the social system’s new configuration.
This thesis is structured according to the design science research (DSR) approach and focuses on the research question (RQ): “How can socio-technical evolutionary-teal organizations address the challenges of joint optimization and organizational choice during their autopoietic processes?”
For this purpose, the case study Viva con Agua de St. Pauli e.V. is investigated using a qualitative ethnographical approach during the DSR cycles. Addressing the RQ, two artifacts are designed from a technical as well as a social perspective. While the technical perspective primarily investigates the adjustments of technology, the social perspective focuses on the management of change in socio-technical evolutionary-teal organizations.
I propose a microservice platform as an artifact that addresses the RQ from a technical perspective. The microservice architecture aims at spreading the responsibility for the software through a heterogeneous ecosystem of developers.
The newly designed USMU workshop is addressing the RQ from the social perspective. It strives to intertwine the characteristics of evolutionary-teal organizations with agile software development and participatory design methods.
In my studies, I examine the fact that both artifacts can be used to address the RQ. Additionally, I was able to identify valuable improvements for both of my artifacts. Hence, the project follows the lifecycle of a DSR project by reasoning through the results presented here for its next iteration.
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Supporting and transforming leadership in online creative collaborationLuther, Kurt 24 August 2012 (has links)
Online creative collaboration is challenging our basic assumptions about how people can create together. Volunteers from around the world who meet and communicate over the Internet have written the world's largest encyclopedia, developed market-leading software products, solved important open problems in mathematics, and produced award-winning films, among many examples. A growing body of research refutes the popular myth that these projects succeed through "self-organization" and instead points to the critical importance of effective leadership. Yet, we know little about what these leaders actually do, the challenges they must manage, and how technology supports or hinders their efforts.
In this dissertation, I investigated the role of leadership in online creative collaboration. I first conducted two empirical studies of existing leadership practices, focusing on the domain of online, collaborative animation projects called "collabs." In the first study, I identified the major challenges faced by collab leaders. In the second study, I identified leader traits and behaviors correlated with success. These initial findings suggested that many collab leaders, overburdened and lacking adequate technological support, respond by attempting less ambitious projects and adopting centralized leadership styles. Despite these efforts, leaders frequently become overburdened, and more than 80% of collabs fail.
To ease the burden on leaders and encourage more complex, successful projects, I led the development of a web-based, open-source software tool called Pipeline. Pipeline can support leadership by reinforcing a traditional, top-down approach, or transform leadership by redistributing it across many members of a group. This latter approach relies on social processes, rather than technical constraints, to guide behavior.
I evaluated Pipeline's ability to effectively support and transform leadership through a detailed case study of Holiday Flood, a six-week collaboration involving nearly 30 artists from around the world. The case study showed that formal leaders remained influential and Pipeline supported their traditional, centralized approach. However, there was also evidence that Pipeline transformed some leadership behaviors, such as clarifying, informing, and monitoring, by redistributing them beyond the project's formal leaders. The result was a significantly more ambitious project which attained its goals and earned high praise from the community.
The main contributions of this dissertation include: (1) a rich description of existing leadership practices in online creative collaboration; (2) the development of redistributed leadership as a theoretical framework for analyzing the relationship between leadership and technological support; (3) design implications for supporting and transform leadership; (4) a case study illustrating how technology can support and transform leadership in the real world; and (5) the Pipeline collaboration tool itself, released as open-source software.
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Adaption von Web 2.0-Mustern in OrganisationenBöhringer, Martin 28 February 2012 (has links) (PDF)
Das Internet ist ein riesiger Experimentierkasten für neue Anwendungssysteme. Potenziell enthält insbesondere das sogenannte Web 2.0 Ideen und Mechanismen, die auch im Organisationsumfeld die Zusammenarbeit zwischen Mitarbeitern unterstützen können. Ein jüngstes Beispiel hierfür sind die von Facebook bekannten Activity Streams. Fraglich ist nun, wie eine Adaption dieses Web 2.0-Vorbilds in Organisationen auszugestalten ist. Hierfür ist zu klären, welcher Anwendungsfall von Activity Streams abgedeckt werden kann, welche Anforderungen hieraus sowie aus dem allgemeinen organisationalen Kontext entstehen und wie schließlich ein entsprechendes Anwendungssystem zu konzipieren ist. Die Arbeit zielt auf die Beantwortung dieser Fragestellungen in Form eines Fachkonzepts, welches anschließend durch eine prototypische Implementierung sowie die Durchführung von Fallstudien in realen Einsatzszenarien Anwendung findet.
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Persona : En metod att utveckla och införa persona i en organisationJönhill, Mathias, Lehner, Andreas January 2008 (has links)
<p>Abstract</p><p>In this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known.</p> / <p>Executive summary</p><p>When developing and designing systems or products to be used directly by end users,it is important that these are developed with people in mind. One way to do this is to have close contact between the end user and the developer as can be seen in for example agile development methods. This is however not applicable at all times and therefore the developer need to get the information about the end user some other way.</p><p>Often this is done by a spokesman or project manager for the ordering company who delivers the information to a project manager or spokesman for the systems development company who in turn make sure the developer get the relevant information. Of course this means that sometimes information that could be relevant is missed and sometimes even altered due to misunderstandings or even personal interest.</p><p>One way to deal with this is to have a written description or model of the primary end user that is so correct and accurate that it to some extent could be used as a replacement of the real user. Especially effective is this when making design decisions and as a communicative tool to ensure a common and shared picture of the different needs of the users. Even if a description of the end user has been made, the view of the user is not always shared.</p><p>This thesis will address the problem of creating this description of a user by using the concept of persona, first presented by Alan Cooper 1999 in his book “The Inmates are running the Asylum – Why High-Tech Products Drive Us Crazy and How to Restore the Sanity”. In our research we show that under certain circumstances, this can be done without actually meeting the real end users by interviewing and observing other people with very similar roles.</p><p>Using this persona as a development tool requires introduction of the concept in the organization as well as introduction of the personas for the actual project. This research is summarized in a model that includes the different steps of creating a persona using several methods and also how to implement this tool in an organization</p><p>or project. For each general step in the model there is a short description which includes the construction of personas and which activities to include in the introduction, either if personas is previously known or not.</p><p>Appendix 10 in this thesis consists of a brief and more hands on guide of the process of creating personas and introducing the concept in an organization. This guide could serve as a quick introduction to the subject and could also be used at a later time to refresh some of the highlights in the process.</p> / <p>Sammanfattning</p><p>Denna uppsats avser utöka befintliga teorier runt konceptet persona. En persona är en modell av en användare, baserad främst på kvalitativa studier, och utvecklad med sådan precision att den till vissa delar kan ersätta en riktig slutanvändare i en utvecklingsprocess samt som ett kommunikationsverktyg. Vi kommer att presentera ett sätt att utveckla denna persona utan att träffa den riktiga slutanvändaren och följa upp med intervjuer från organisationen som använder dem. Detta leder fram till en modell över processen med att utveckla personas samt införandet i en utvecklingsorganisation som tidigare inte har använt sig av konceptet. Modellen är anpassad för att fungera vid införande av persona även i projekt och organisationer där konceptet är känt sedan tidigare.</p>
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Neuorganisation von Unternehmensstrukturen im Zuge von verstärkt dezentralisierten Arbeitsvorgängen : unter besonderer Berücksichtigung des Personalwesens in einem Großunternehmen /Isman-Brümmer, Hande. January 1996 (has links)
Universiẗat, Diss.--Heidelberg, 1996.
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SAGRES : um sistema com apresentação adaptável de informações e suporte à interação em grupo / SAGRES, an adaptable information presentation and work group support interaction systemBertoletti, Ana Carolina January 1997 (has links)
A grande quantidade de informações eletrônicas disponíveis, e a crescente modificação do público da Computação, devido, principalmente, à redução dos custos de equipamentos de informática e ao surgimento da rede Internet, acentuaram a necessidade do uso de ferramentas de consulta com acesso rápido e adaptado às características dos usuários. Adicionalmente, como conseqüência do surgimento da rede Internet e da crescente expansão das redes de computadores, estão sendo desenvolvidos, cada vez mais, sistemas de suporte ao trabalho em grupo, os quais são atualmente muito encontrados em ambientes de ensino, a fim de facilitar o processo de ensino-aprendizagem. Um exemplo de ambiente de ensino onde podemos perceber todos os fatores acima citados é o Museu de Ciências e Tecnologia da PUCRS (MCT). Este Museu possui um amplo conjunto de informações armazenadas em bases de dados, e o interesse do público pela consulta a tais bases vem crescendo de forma acentuada. Neste sentido, SAGRES - um sistema com apresentação adaptável de informações e suporte à interação em grupo é um ambiente construído sobre a Internet, o qual possibilita a apresentação das bases de dados do MCT de forma adaptada às características de um ou mais visitantes. De acordo com o nível de experiência, as preferências e as atividades apresentadas pelos visitantes, o sistema determina o conjunto de links apropriados e apresenta-os em uma página HTML (HyperText Markup Language) resultante. Além da adaptação da apresentação das informações, o sistema SAGRES também apóia o aprendizado, explorando aspectos relevantes para a interação entre o visitante e o computador, e, também, entre um conjunto de visitantes, pois a interação pode ocorrer de forma individual ou através de turmas de alunos. Deste modo, é possibilitada a comunicação entre os participantes da turma que, ao compartilharem experiências, duvidas e soluções, podem obter um aprendizado mais consciente e permanente. 0 objetivo final desta pesquisa é a implementação do sistema SAGRES, o qual permite que grupos de visitantes interajam ao mesmo tempo em locais geograficamente distantes. Tal interação é realizada de forma adaptada aos objetivos, ao nível de experiência e às preferências de um visitante e/ou grupo de visitantes, os quais podem assumir três papéis distintos: gerente de turma (responsável em especificar as características de uma turma de alunos), aluno de turma (executa o conjunto de ações especificadas anteriormente pelo gerente) e visitante individual (responsável em definir suas características particulares e, com elas, interagir com o sistema). Por sua vez, o processo de cooperação pode ocorrer entre os componentes de uma turma ou entre todos os usuários do Sistema, os quais podem editar documentos e trocar mensagens, a fim de possibilitar o compartilhamento de experiências. / The great amount of electronical information available today, and the growing and changing users of Computer Science mainly due to cost cuts on computer equipment and the emergence of Internet reinforced the need of tools providing fast access to information and adapted to user's characteristics. As a consequence of the emergence of Internet and the growing expansion of computer networks, systems for Computer Supported Cooperative Work in learning environments have been developed in order to facilitate the teaching-learning process. An example of learning environment where all aspects below can be observed is the Museum of Science and Technology (MCT) at PUCRS. In this museum there is a comprehensive amount of information stored on databases and visitor's interest in querying these bases has been growing. SAGRES - an adaptable information presentation and work group support interaction system is a tool built on top of the Internet which enables the presentation of MCT databases concerning visitor's traits. According to visitors experience levels and preferences and intended activities the system determines the group of appropriate links and presents it on a resulting HTML page (HyperText Markup Language). Besides the adaptation in presenting the information, the system supports the learning process by exploring important aspects for interaction between visitor and computer and also among visitors since interaction can occur individually or in groups of students. Thus, communication is enabled among students and as a result they may share experiences, doubts and solutions, and consequently achieve a more effective and conscious learning process. Therefore, the final aim of this research is the development of SAGRES, a system which allows groups of visitors to interact at the same time in different places all over the world. Such interaction is accomplished according to objectives, experience level and preferences of visitors that can have three different roles: group manager (responsible for specifying characteristics of group of students), student group (perform group of actions predetermined by the group manager) and individual visitor (in charge of defining particular traits and interacting with the system). Furthermore, Cooperative Processes may occur among all system users who can edit documents and exchange messages in order to share experiences.
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SAGRES : um sistema com apresentação adaptável de informações e suporte à interação em grupo / SAGRES, an adaptable information presentation and work group support interaction systemBertoletti, Ana Carolina January 1997 (has links)
A grande quantidade de informações eletrônicas disponíveis, e a crescente modificação do público da Computação, devido, principalmente, à redução dos custos de equipamentos de informática e ao surgimento da rede Internet, acentuaram a necessidade do uso de ferramentas de consulta com acesso rápido e adaptado às características dos usuários. Adicionalmente, como conseqüência do surgimento da rede Internet e da crescente expansão das redes de computadores, estão sendo desenvolvidos, cada vez mais, sistemas de suporte ao trabalho em grupo, os quais são atualmente muito encontrados em ambientes de ensino, a fim de facilitar o processo de ensino-aprendizagem. Um exemplo de ambiente de ensino onde podemos perceber todos os fatores acima citados é o Museu de Ciências e Tecnologia da PUCRS (MCT). Este Museu possui um amplo conjunto de informações armazenadas em bases de dados, e o interesse do público pela consulta a tais bases vem crescendo de forma acentuada. Neste sentido, SAGRES - um sistema com apresentação adaptável de informações e suporte à interação em grupo é um ambiente construído sobre a Internet, o qual possibilita a apresentação das bases de dados do MCT de forma adaptada às características de um ou mais visitantes. De acordo com o nível de experiência, as preferências e as atividades apresentadas pelos visitantes, o sistema determina o conjunto de links apropriados e apresenta-os em uma página HTML (HyperText Markup Language) resultante. Além da adaptação da apresentação das informações, o sistema SAGRES também apóia o aprendizado, explorando aspectos relevantes para a interação entre o visitante e o computador, e, também, entre um conjunto de visitantes, pois a interação pode ocorrer de forma individual ou através de turmas de alunos. Deste modo, é possibilitada a comunicação entre os participantes da turma que, ao compartilharem experiências, duvidas e soluções, podem obter um aprendizado mais consciente e permanente. 0 objetivo final desta pesquisa é a implementação do sistema SAGRES, o qual permite que grupos de visitantes interajam ao mesmo tempo em locais geograficamente distantes. Tal interação é realizada de forma adaptada aos objetivos, ao nível de experiência e às preferências de um visitante e/ou grupo de visitantes, os quais podem assumir três papéis distintos: gerente de turma (responsável em especificar as características de uma turma de alunos), aluno de turma (executa o conjunto de ações especificadas anteriormente pelo gerente) e visitante individual (responsável em definir suas características particulares e, com elas, interagir com o sistema). Por sua vez, o processo de cooperação pode ocorrer entre os componentes de uma turma ou entre todos os usuários do Sistema, os quais podem editar documentos e trocar mensagens, a fim de possibilitar o compartilhamento de experiências. / The great amount of electronical information available today, and the growing and changing users of Computer Science mainly due to cost cuts on computer equipment and the emergence of Internet reinforced the need of tools providing fast access to information and adapted to user's characteristics. As a consequence of the emergence of Internet and the growing expansion of computer networks, systems for Computer Supported Cooperative Work in learning environments have been developed in order to facilitate the teaching-learning process. An example of learning environment where all aspects below can be observed is the Museum of Science and Technology (MCT) at PUCRS. In this museum there is a comprehensive amount of information stored on databases and visitor's interest in querying these bases has been growing. SAGRES - an adaptable information presentation and work group support interaction system is a tool built on top of the Internet which enables the presentation of MCT databases concerning visitor's traits. According to visitors experience levels and preferences and intended activities the system determines the group of appropriate links and presents it on a resulting HTML page (HyperText Markup Language). Besides the adaptation in presenting the information, the system supports the learning process by exploring important aspects for interaction between visitor and computer and also among visitors since interaction can occur individually or in groups of students. Thus, communication is enabled among students and as a result they may share experiences, doubts and solutions, and consequently achieve a more effective and conscious learning process. Therefore, the final aim of this research is the development of SAGRES, a system which allows groups of visitors to interact at the same time in different places all over the world. Such interaction is accomplished according to objectives, experience level and preferences of visitors that can have three different roles: group manager (responsible for specifying characteristics of group of students), student group (perform group of actions predetermined by the group manager) and individual visitor (in charge of defining particular traits and interacting with the system). Furthermore, Cooperative Processes may occur among all system users who can edit documents and exchange messages in order to share experiences.
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