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Steffi Jones

99designs - 1 views

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    '99Designs' is a website that connects designers with small businesses who need design projects. The website allows for those who need designs to post what they want and then for designers to take on the project and compete to complete the best design. The design chosen by the project poster is awarded prize money. Looking for graphic designers online enables businesses to quickly and conveniently source the designs they want. The main advantage also being that they have the pick of many designs put forward to them, rather than say paying someone for their time to create something for you, only for it to be not entirely what you want. You obviously have to have the skills in design, but it gives those who have not been given the opportunities in the real world, to put their skills to use and make money on the internet. Websites such as this also allows for people to build their portfolios and in the long run are advantaged by the opportunity to design for people that they choose. This use of crowd sourcing shows how the internet is changing the way in which we do business, as it offers an easier and cheaper option for the buyers and more opportunities for the producers. References About Us. (2011). Retrieved from 99designs: http://99designs.com/help/aboutus Kumo. (2011, January). Design and Money Making Opportunities at 99designs. Retrieved from ToastEggMe: http://www.toasteggme.com/index.php/money-making-opportunities-site/design-and-money-making-opportunities-at-99designs/
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    As a designer, this article raises some very important important issues within the design industry. Design99 is just one of many similar crowdsourcing sites, which have cropped up online, which encourage designers to compete and bid for work online. In the industry, this is known as "spec work" and has often been a source of strong debate. Spec work presents a great opportunity for clients as they get to pick and choose from potentially dozens of designs, all the the price of one. On the other hand, designers run the risk of putting in many hours of work, for which they may or may not be paid. For a design student, this presents no real risk, and it can even provide a degree of professional development but a professional designer cannot hope run a business if they are essentially expected to work for free. For this reason, many professionals refuse to engage in spec work. Except for pro-bono and some charity work AIGA, the American Institute of Graphic Arts and AGDA, the Australian Graphic Design Association actively discourage the practice. Grefé points out (2009) AIGA "believes that professional designers should be compensated fairly for the value of their work and should negotiate the ownership or use rights of their intellectual and creative property through an engagement with clients". AGDAs position is rather more blunt, as Bartow recommends avoiding spec work "like the plague" (Bartow, n.d). While many freelance sites behave this way (see O'Dell, 2010) there are also crowdsourcing sites which don't. Brandstack.com allows designers to upload and sell unused designs from other jobs and, as only professional designers are accepted on the site, clients can be assured of receiving only high quality designs and professional service. References: Bartow, D. (n.d). "29 Things Young Designers Should Know" in Howdesign.com. Retrieved via Agda.com.au nofollo
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    Diigo keeps deleting my references so I'll try again Bartow, D. (n.d). "29 Things Young Designers Should Know" in Howdesign.com Retrieved via Agda.com.au http://agda.com.au/news/national/819/29-things-young-designers-should-know Grefé, R. (2009, May). "What is AIGA's position on spec work? And how are ethical standards determined?" in Aiga.org. Retrieved from http://www.aiga.org/content.cfm/what-is-aigas-position-on-spec-work-and-ethical-standards#addcomment O'Dell, J. (2010, April 2)."Want Crowdsourced Design Without the Spec Work? Try Brandstack" on Mashable.com. Retrieved via http://www.mashable.com/2010/04/02/brandstack/
Steffi Jones

The Business of Crowd Sourcing - 1 views

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    This article is an assessment of the book 'Crowd sourcing' by Jeff Howe. An important example of crowd-sourcing is the way in which businesses can be created. As discussed in this article, the use of crowds in businesses is highly effective because they are inevitably the consumers as well. With the example of Threadless.com, an online clothing business that allows crowds to design, vote for and buy t-shirts, we can easily see how a business can benefit by not having to hire people to do the jobs they used to. Outlined in the article is the way in which crowds are more efficient than current organisations. 1. Making predictions These are the decisions made by the crowd, which seem to be accurate as they know how to appeal to the consumer market. 2. Solving problems With opinions coming from a crowd of people, problems are able to be solved more easily as a range of solutions can be offered and applied. 3. Brainstorming and designing Relating to companies such as Threadless, since the designs come from the same people as the website markets to, they are able to receive designs that are more likely to appeal to the consumers. 4. Funding With the use of a crowd, business have a larger database of knowledge available to them, as well as an excess amount of time. This is another example of how crowd sourcing is able to eliminate the jobs that have always been completed by professionals, by allowing people online to participate and put forward their skills to those who may be able to take advantage of them. Meyer, F. D. (2011, January). The Business of Crowd Sourcing. Retrieved from Crowdsourcings.org: http://www.crowdsourcing.org/document/the-business-of-crowdsourcing/2430
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    This is an interesting article which gives an insight of how companies can use crowdsourcing in their corporate strategy. The author presents his assessment on Jeff Howe's book "Crowdsourcing" from 2008. The term crowdsourcing was coined by Howe, thus a review of "Crowdsourcing" will be relevant and valuable as a resource for this project. Meyer (2011) presents four different areas in which crowds can be more performing or efficient than current organisations. Howe's work excels in opening the mind regarding what will be possible through crowdsourcing in the future. With the emergence of Web 2.0 tools, crowdsourcing has proven to be an efficacy tool more and more businesses are adopting. Kessler (2010) argues that asking a pool of people to create something can be faster, cheaper, and more accurate than putting a project in the hands of individuals. As the competition to get consumers attention increase, crowdsourcing can be used to better satisfy consumers' demands. For example, the public may be invited to develop new technology or carry out a design task which has been seen in the company Fashion Stake (Kessler, 2010). During the crowdsourcing process people can vote designers up and down, thus the consumers are deciding what items go from sample to retail. By doing that, consumers are giving the company an understanding of what they really want (Kessler, 2010). This is an example of what Jeff Howe refer to as "brainstorming and design", an effective tool where the consumers are given the opportunity to influence the output. References Kessler, S. (2010). 5 Creative Uses for Crowdsourcing. Retrieved from http://mashable.com/2010/05/26/creative-crowdsourcing/ Meyer, F., D. (2011). The Business of Crowdsourcing. Retrieved from http://www.crowdsourcing.org/document/the-business-of-crowdsourcing/2430
Kristy Long

Collaboration tools are anti-knowledge sharing? - 7 views

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    The goal of many intranets is to centrally store corporate information so that all staff can share information across divisions, access it and use it to make work-based decisions. This article argues that while there are many organisational benefits that occur from introducing collaborative tools to an intranet, if they are not managed properly they can create information silos, and therefore become tools that support anti-knowledge sharing. The article says the strengths of collaborative tools can also become their weakness. It starts with staff forgetting to publish outcomes or finalised documents produced in a 'locked down' collaborative space to the published area of the intranet. This then potentially causes hundreds of small collaboration spaces containing important and useful corporate information that hasn't been shared with the wider group. It is this fragmentation which makes it hard to find anything. The article argues, "This is the lesson we didn't learn from Lotus Notes and we are repeating it now." (J. Robertson, 2007) Even though some documents might be published to a broader audience, those who don't have access to the full collaborative space they were produced in may lack the context to understand what they are reading and how to use it. That is, the project plan might be a working document held in a permission only collaborative space, but the change management plan might be published. Both need to be read together to provide the user with richer context. "By 'locking up' the knowledge in these spaces, organisations make knowledge sharing harder, not easier." (J. Robertson, 2007) As an intranet manager and member of a professional intranet peer group, I have witnessed this happen in many organisations. These organisations are now spending lots of money and lots of time untangling their collaborative tools. In an unmanaged environment, not only do teams create information silos, but because of the nature of the collaborative too
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    This article emphasises some weaknesses of using collaboration tools in an organisation, such as unmanaged content misplaced in the system, a lack of organizational context for new staff, and irrelevance of search results for staff. This can link to one of my selected article - Sign of the times: manufacturing and e-business blend as a digital enterprise - which mentions another weakness that is the new solution may not integrate with the organisation's existing system and the existing organisational knowledge may fail to exploit. Long (2011) comments that both organizational teams and the nature of the collaboration tools can create information silos in an unmanaged environment. I agree that no collaboration tool is perfect but I also argue that such tools become a competitive necessity of most organizations because they provide powerful service to simplify business process and reduce cost. As Toole (2000) mentions, a trend for most enterprises is e-business which combines Internet and information technology to manage organizational information and process business geographically. I believe that with the continuous development of information technology, those collaboration tools can be improved and offer better services. Furthermore, organizations need to provide professional staff training on using those tools and make sure everyone follows the same procedure to process information in an effective way. Toole (2000) claims the bottom line of using collaboration tools is that they can deliver "better innovation and lower costs with higher quality products and services". Reference Toole, P. (2000). Sign of the times: manufacturing and e-business blend as a digital enterprise. Design Engineering, 46(8), 12. Retrieved from http://proquest.umi.com.dbgw.lis.curtin.edu.au/pqdweb?did=374775371&Fmt=7&clientId=22212&RQT=309&VName=PQD Long, K. (2011). Comments on Collaboration tools are anti-knowledge sharing? Retrieved from http://groups.diigo.com/group/c
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    This article highlights the fact that whilst an organisation can implement collaboration tools there is more to collaborating that just implementing the technical solution and letting the staff collaborate without governance or guidelines (Till, 2005). The article raises that without leadership and guidance the tools that are designed to assist the business can actually work against it with multiple silos of content occurring, often with duplicate information which is not managed appropriately. For example the same piece of content could appear in more than one silo and be different as different teams are managing each of the sites (silos). Further, staff who are unfamiliar with a particular site are likely to create another instance of a site to avoid a conflict of an existing site. The article raises the issue of knowledge management at the corporate level being neglected and business risk that becomes a side effect of poor knowledge management. For many organisations, the intranet search engine is the quick win to locate information amongst multiple team sites however that is only masking the issue at hand (Brauns, 2004) and the information architecture of the intranet or sites needs to be addressed from an organisational wide approach and identify which information needs to be keep separate and implement a solution to meet the business needs. Reference Brauns, M. (2004). Moving Beyond Search. EContent, 27(7/8), S8-S9. Retrieved April 10, 2011, from ABI/INFORM Global database Till, J.G., (2005). Don't blame the technology. Information World Review, (213), 28. Retrieved April 10, 2011, from ABI/INFORM Global database..
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    The article argues that it exists some disadvantages with using those collaboration tools, while collaboration tools were introduced to an intranet of organization. The article argues that it could cause the unmanaged content misplaced, lacking of context, and create information silos as it is not widely used, and therefore, at the end the article gave the conclusion is that collaborate tools can result in anti-knowledge sharing during the daily collaborative work. In fact, when providing team members with some effective e-business collaboration tools and spaces to manage organizational information and communicate each other, team members are also provided with professional knowledge about how to use those tools and spaces in an effective way.(Toole,2000). Team members need actively know how to use the collaboration tools within the group of organization, and learn how to find the important information in the "shared context" and catch up with what's going on with updated context in collaboration spaces before members started using these tools and spaces.(J. Robertson, 2007) I don't agree with that collaboration tools are anti knowledge sharing. Each technological product has its own disadvantages a certain extent, but updated technologies have been improving better services. So, users need find ways to solve the problem with using those collaborative tools in effective ways, in order to achieve the successful collaborative communication among members in the group. Minimize the risk and maximizes the benefits are the key points in the organizations for a better collaborative results. Reference: Robertson, J. (2007). Collaboration tools are anti knowledge sharing? Retrieved from http://www.steptwo.com.au/papers/cmb_antiknowledgesharing/index.html Toole, P. (2000). Sign of the times: manufacturing and e-business blen
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    Kristy I was taken aback by the article but it also reminded me of my time working in a construction company. Many large-scale huge projects require the joining together of organisations (designers, architects, constructors) and professionals who previously competed for construction work. That is why there is much hype around creating a knowledge-sharing culture. This is described as making knowledge sharing a 'norm' (Gurteen, 1999), which means it is an accepted and agreed upon practice in the collaboration of any kind that things are disclosed and not hidden. We know this of course sometimes for politics or self-gain does not work. However, as construction clients do demand many firms to complete a project, knowledge sharing tools must not be anti-knowledge sharing. I will give you an example, which is in the public domain, of an example. I found on one project the issue of context that Robertson (2007) talks about in his article to be important for the sharing of records. The project I did ended up being published, but the situation was the sharing of important construction data. Each manager kept records of materials used on their own laptops and PC's as spreadsheets. No wonder there was confusion when they were told to merge them to share what had been done. They referred to it as 'Spreadsheet Culture' (Nycyk, 2008). They simply did not want to share how much material was being used. Although that suggests a culture issue, Excel can be a collaborative tool but it is obviously anti-knowledge sharing if every manager uses it differently. This is what they did, hence why the simple use of this tool in the wrong way prevented not only a sharing culture to develop but resulted in top management writing into their duty statements they had to use the new central database. References Gurteen, D. (1999). Creating a knowledge sharing culture. Gurteen, Retrieved April 15, 2011 from http://www.gurteen.com/gurteen/gurteen.nsf/id/ksculture Nycyk, Michael (200
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    The article described collaboration tools obstruct knowledge sharing if organisations do not manage tools well. I am interesting in this article as theme of the article is an alert for me. There is an association between collaboration tools and knowledge sharing. They work as train and rail. The knowledge needs collaboration tools such as Intranet, Internet or other systems share them to most of user. Trains need rails for running. Thus collaboration tools are rails and Knowledge is trains. They cannot work appropriately once they miss each other. However, railway requires particular planning before it builds up and maintenance after railway is running. The planning ensures railway is working efficiency and safety. Collaboration tools also require particular planning. Robertson (2007) mentioned in his articles, collaboration tools can be anti-sharing once tools are without management, planning and maintenance. Suarez (2006) argue in his blog that e-mail is not a powerful collaboration tools. I think what he argued is about how people using e-mail tools. E-mail is not a powerful collaboration tools because no one performs collaboration function well from e-mail. This is the same logic as collaboration tools. Collaboration tools can be an issue of knowledge sharing once on one control or manage tools. We should make sure collaboration tools are not only store all the knowledge only. Reference Robertson, J. (2007). Collaboration tools are anti knowledge sharing? Retrieved from http://www.steptwo.com.au/papers/cmb_antiknowledgesharing/index.html Suarez, L. (2006). Email: The Good Enough Collaboration Tool - Is It Really? Retrieved from http://it.toolbox.com/blogs/elsua/email-the-good-enough-collaboration-tool-is-it-really-11473
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    This article emphasises some weaknesses of using collaboration tools in an organisation, such as unmanaged content misplaced in the system, a lack of organizational context for new staff, and irrelevance of search results for staff. This can link to one of my selected article - Sign of the times: manufacturing and e-business blend as a digital enterprise - which mentions another weakness that is the new solution may not integrate with the organisation's existing system and the existing organisational knowledge may fail to exploit. Long (2011) comments that both organizational teams and the nature of the collaboration tools can create information silos in an unmanaged environment. I agree that no collaboration tool is perfect but I also argue that such tools become a competitive necessity of most organizations because they provide powerful service to simplify business process and reduce cost. As Toole (2000) mentions, a trend for most enterprises is e-business which combines Internet and information technology to manage organizational information and process business geographically. I believe that with the continuous development of information technology, those collaboration tools can be improved and offer better services. Furthermore, organizations need to provide professional staff training on using those tools and make sure everyone follows the same procedure to process information in an effective way. Toole (2000) claims the bottom line of using collaboration tools is that they can deliver "better innovation and lower costs with higher quality products and services". Reference Toole, P. (2000). Sign of the times: manufacturing and e-business blend as a digital enterprise. Design Engineering, 46(8), 12. Retrieved from http://proquest.umi.com.dbgw.lis.curtin.edu.au/pqdweb?did=374775371&
Matthew Hewett

Reference 4: Shared Waypoints and Social Tagging to Support Collaboration in Software D... - 1 views

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    Subject: How online collaboration has affected the software development industry Reference 4 Shared Waypoints and Social Tagging to Support Collaboration in Software Development By Margaret-Anne Storey, Li-Te Cheng, Ian Bull, Peter Rigby (2006) ABSTRACT This paper presents the conceptual design of TagSEA, a collaborative tool to support asynchronous software development. Our goal is to develop a lightweight source code annotation tool that enhances navigation, coordination, and capture of knowledge relevant to a software development team. Our design is inspired by combining "waypoints" from geographical navigation with "social tagging" from social bookmarking software to support coordination and communication among software developers. We describe the motivation behind this work, walk through the design and implementation, and report early feedback on how this lightweight tool supports collaborative software engineering activities. Finally, we suggest a number of new research directions that this topic exposes. (Rigby, 2006) Full document available from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.136.3988&rep=rep1&type=pdf TagSEA software/code available from http://tagsea.sourceforge.net/download.html Bibliography Rigby, P. S., Margaret-Anne; Cheng, Li-Te; Bull,Ian. (2006). Shared waypoints and social tagging to support collaboration in software development. Paper presented at the CSCW'06, ACM http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.136.3988&rep=rep1&type=pdf
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    Review of article - Shared Waypoints and Social Tagging to Support Collaboration in Software Development This article reviews the development and purpose of TagSEA and gives us an understanding of the technology and why it is useful for software development collaboration. This is software that is designed to allow developers to place collaborative annotations attached to specific locations in source code. This is a professionally written article that looks at both why the software was developed and how it works, including a trial evaluation of the software. It also includes information on what it is written in (java) and what it works as part of (eclipse IDE). The article reviews what it can be used for and includes images displaying the look and feel of the software but does not explain how to use the software itself or provide a link to further information. However research on the internet has provided a link http://tagsea.sourceforge.net to where the software is available. The site where the software is located provides further information on how to use the software and links for downloading it as well as information about further developments. Both the article "Shared Waypoints and Social Tagging to Support Collaboration in Software Development" and the website appear to be written/designed to be read/used by people with technical skills i.e. developers and tends to use a significant amount of specialised terminology. Rigby, P. S., Margaret-Anne; Cheng, Li-Te; Bull,Ian. (2006). Shared waypoints and social tagging to support collaboration in software development. Paper presented at the CSCW'06, ACM Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.136.3988&rep=rep1&type=pdf
Michael Nycyk

How organisations collect, manage and share resources through Internet and other Techno... - 41 views

Yes you do post comments on here but it has been made very difficult because there are two groups but just ignore that and post here.

collaborate; collaboration; collect; manage; information; internet; resources;organisation;

Matthew Hewett

Reference 1: Online Collaboration and Agile Software Development - 2 views

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    Subject: How online collaboration has affected the software development industry Reference 1: Online Collaboration and Agile Software Development By Doug Poirier, January 11, 2007 ABSTRACT Agile software development requires input from all team members, and such collaboration is most effective when everyone participates. (Poirier, 2007) Full document available from http://drdobbs.com/architecture-and-design/196900197 ThinkTank software is available from http://www.groupsystems.com/ Bibliography Poirier, D. (2007). Online Collaboration and Agile Software Development. Dr.Dobbs Retrieved from http://drdobbs.com/architecture-and-design/196900197
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    Review of article - Online Collaboration and Agile Software Development This article is in an online magazine http://drdobbs.com and is aimed at software developers. The article is not peer reviewed but is by a software developer writing for other software developers in a well-respected magazine. It does not initially focus on using collaborative software development tools but looks at the issues and problems that affect remote groups attempting to collaborate on developing software without the assistance of collaborative software. It is written in an easy going manner and the author talks about issues that he has personally experienced. It then starts to focus on the issue of collaborative software and on the online collaboration tool called ThinkTank that is available from GroupSystems (http://www.groupsystems.com) and reviews details the use of the software in a trial setup. At this point a number of features of the software are outlined and screen dumps showing some of the features of the software are also included. A review of the article and a latter review of the GroupSystems website did make it clear that the ThinkTank software is more of a collaborative meeting software rather than software that developers use to collaborate when doing actual programing, but it is still a useful piece of software for developers to use when communicating between multiple sites. Poirier, D. (2007). Online Collaboration and Agile Software Development. Dr.Dobbs Retrieved April 8, 2011, from http://drdobbs.com/architecture-and-design/196900197
Matthew Hewett

Reference 3: Continuous Coordination: A New Paradigm to Support Globally Distributed So... - 0 views

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    Subject: How online collaboration has affected the software development industry Reference 3 Continuous Coordination: A New Paradigm to Support Globally Distributed Software Development Projects by David Redmiles , André Van Der Hoek , Ban Al-ani , Tobias Hildenbr , Stephen Quirk , Anita Sarma , Roberto Silveira , Silva Filho , Cleidson De Souza , Erik Trainer ABSTRACT Along with the rapid globalization of companies, the globalization of software development has become a reality. Many software projects are now distributed in diverse sites across the globe. The distance between these sites creates several problems that did not exist for previously collocated teams. Problems with the coordination of the activities, as well as with the communication between team members, emerge. Many collaborative software engineering tools that have been used to date, in global software development projects, exhibit a fundamental paradox: they are meant to support the collaborative activity of software development, but cause individuals and groups to work more or less independently from one another. The underlying issue is that existing software engineering tools, such as configuration management repositories, issue trackers, and workflow engines, separate time and tasks in concrete but isolated process steps. Designing tools based on the premise that human activities can be codified and that periodic resynchronization of tasks is an easy step reflects poor understanding human nature. We therefore propose a new approach to supporting collaborative work called Continuous Coordination. Underlying Continuous Coordination is the premise that humans must not and cannot have their method of collaboration rigidly dictated, but should be supported flexibly with both the tools and the information to coordinate their activities and to collaborate in their activities as they see fit. In this paper, we define the concept of Continuous Coordination, introduce our work
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    Review of article - Continuous Coordination: A New Paradigm to Support Globally Distributed Software Development Projects This is quite a useful paper about current issues relating to the collaboration of software development and though it does not appear to have been published it is still a well-researched review of the topic. It focuses on the developing technology and changing methods of collaboration when developing software. It reviews a number of issues such as coordination issues that may arise between different sites that are working on a collaborative project together and looks at why these issues arise when developers and designers are working with current versions of collaborative software. It further focuses on why these issues arise and then reviews some of the software that is currently under development that may fix these issues. The software that it reviews includes YANCEES notification service that is an automatic publication/subscribe service for keeping software collaboration coordinated; Palantir workspace awareness tool that is an enterprise-level integrated analysis platform that works on a client/server model; Ariadne that is a tool for the collaborative searching/analysis of databases/source code and the graphical visualization and tracking of such searches; the TriVis which is a utility for graphically tracing collaborative software development and interactions and finally WorldView which is similar to TriVis but can extend from visualising design models to high level representations of development team interactions. Overall this is a very interesting article about the future direction of software development collaboration Redmiles, D. V. D. H., André; Al-ani, Ban; Hildenbr,Tobias; Quirk, Stephen; Sarma, Anita; Silveira, Roberto; Filho, Silva; De Souza, Cleidson; Trainer, Erik Continuous Coordination: A New Paradigm to Support Globally Distributed Software Development Projects. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/dow
Fransisca Mayang Sari

The Del.icio.us Lesson - 0 views

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    This article mainly highlighting and discuss about the reason and the use of Del.icio.us in terms of social-bookmarking sites, which is called as Del.icio.us lesson. This article mention on how Delicious creates framework named folksonomy - to redefine web navigation, this folksonomy consist of users could tag (their own bookmarks) and navigate them by using direct tag-based interface, hence Delicious will come up with folksonomy for every user on the occasion that Delicious able to aggregate the bookmarks over all users. Potter stated that, "One of the hardest problems in web design is to speak the user's language", therefore by using Delicious along with the folksonomies and tagging features, the web site might be designed and evolved with user's own words. As for the lesson, Potter mentions out a value called personal value precedes network, whereas means as users by the time we build networks of value, as each person on the network we need to find value for ourselves before we contribute to the network, likewise in Delicious where people find their value first and end up with saving their personal bookmarks, in order to find it later they use tags as a patch to their resources and as easy way to locate it. In addition, Delicious able to aggregate tags in terms of find out how worth or value inside other people content. Again, this article has mentioned out one of Delicious specialty, is Del.icio.us tags which provide personal value by the time users uses them to recall back their bookmark links. Furthermore, Potter also commenting and comparing on how Del.icio.us are not the same compare to other sites feature in tags such as Flickr, Danny Sullivan or Search Engine Watch. This article discusses about the specialty of Delicious in terms of sharing and behind the reason of why people chose it. Porter, J. (2006). The Del.icio.us Lesson. Retrieved April 10, 2011, from http://bokardo.com/archives/the-delicious-lesson/
Bianca F

Innovative technologies for education and learning: education and knowledge-oriented ap... - 0 views

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    In this article Hsu discusses the importance of keeping up to date with the changes and innovation in online learning and teaching through collaboration tools. He emphasizes that many of the first online collaboration tools were not designed as such, but were initially personal use technologies such as instant messaging and email. Hsu mentions that these "conversational technologies" and "constructivist learning tools" (2008, pg. 63.) encourage users to create their own content and to participate in a more interactive and collaborative way. This is especially true as we move from a more "print based" education method to a more "digitally based" method of education delivery. (Hsu, 2008, pg. 63.) The progression of these online collaboration tools means more tools are now available, evolution from email and forums to instant messaging, blogs and wikis (2008, pg. 70). In 2011 we also see online collaboration occurring through other tools not originally designed as a specific online collaboration and educational websites, such as Twitter and Facebook. Hsu emphasizes that online collaboration in education enhances the experience for students and provides teachers with more methods in which to deliver material to their students. Participation and student satisfaction increase in a "collaborative community" (2008, pg. 72.) Reference: Hsu, J.. (2008). Innovative Technologies for Education and Learning: Education and Knowledge-Oriented Applications of Blogs, Wikis, Podcasts, and More. International Journal of Web - Based Learning and Teaching Technologies, 3(3), 62-81. Retrieved April 15, 2011, from ProQuest Computing. (Document ID: 1525792171). (Retrieved from Curtin Library Catalogue)
Kaye England

Factiva - 2 views

  • Novel way for using technology. By PETER LELONG, VINCE SUMMERS. 500 words31 July 2002Hobart MercuryMRCURY26English(c) 2002 Davies Brothers Limited STUDENTS in years 5 to 8 are helping to write a great online novel called Billy Bathtub. As confidence grows in the use of online learning technologies, we are seeing the range of activities made available for students continue to develop. The adventures of Billy Bathtub, supported by the Department of Education, is a topical case in point. Author Damian Morgan is currently engaged in writing a novel, online, in collaboration with Tasmanian students during second term. A teacher and writer for many years, Damian has been working with students from around the state in recent weeks. On the completion of the novel in August, Erica Wagner, a publisher with Allen & Unwin, will be editing the novel for publication. The contributions of the students who participated in developing the story will be acknowledged. The partnership of writer and editor in an online collaborative project with schools around Tasmania is certainly a new and innovative way of engaging students from years 5 to 8 in the writing process. With the completion of four drafts of chapter one completed, the author posted a number of questions on the forum to engage students to take an active part in writing the story with him. "I know this is the story of Will Reynes, but do I call him Will or do I call him I?" Morgan asks. One of the many responses which he received: "I think if the story is going to be written in the present tense it should be written in the third person, but if it is in the past tense, the first person. I personally find stories easier to read if they are written like that." The story revolves around the adventures of Will Reynes, who we first meet in chapter one as he tries to rescue his window-cleaning mother from a high-rise building, where she has become entangled in her safety harness. In chapter two, Will, is with his father in a frantic rush to the airport, to meet an important scientist who comes complete with a large ceramic elephant. Students involve themselves in the writing of the novel by submitting ideas through the Discover Education online forum. The author responds to the suggestions from the students. This interaction between author and reader in the development of a novel demonstrates a very good use of the technology. Schools can also engage in online chat sessions with the author by booking time with him over the web. Alternatively they can invite him to visit their classroom. The Discover web site provides a link to download the software, Microsoft Comic Chat, for the online chat segment of the project. Once configured this program provides a secure online environment for students to communicate with the author. The story will continue to unfold with contributions from students until the end of August. To take part visit the Discover web site at http://www.discover.tased.edu.au/ billybathtub/. Document mrcury0020020730dy7v000nc
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    Even though this article from The Mercury (Hobart) is nearly 9 years old, I believe that it is very interesting, and the first time that I have been aware of an online collaboration to write a children's novel. It also shows that online collaboration need not be complicated. Sometimes we overlook the simple in order to engage in the latest popular online trend or something that is seen to be technologically complex. This article shows how sometimes a simple online collaboration tool works best. The collaboration involved students from grades 5 to 8 and was coordinated by author Damian Morgan. Damian received a grant from the Tasmanian government to undertake the collaboration project. Collaboration for the project was undertaken in an online forum and through online chat sessions. Over a period of time students contributed and collaborated with Damian in order to write the novel. Collaboration can take many forms and often we don't realize that we are engaged in it, I suspect that the children in this project were having fun, learning and collaborating all at the same time and had little notion of it! It is interesting that access to the forum is still available and in fact it details the collaborative conversations between students and Damian. The forum is still available at the following URL: http://forum.education.tas.gov.au/webforum/student/cgi-bin/ultimatebb.cgi?ubb=forum;f=97 Final and draft versions of the novel are available at the following URL: http://odi.statelibrary.tas.gov.au/Resources/Framer.asp?URL=%2F2002%2F2%2F010%2Fdefault.htm&ID=00215534 References: Lelong, P. (2002, July 31). Novel way for using technology. The Mercury (Hobart), p. 26. Retrieved from http://global.factiva.com
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    This resource directly links to my topic of crowdsourcing as it discusses a crowdsourcing project which involved young students having the ability to write a novel in a collaborative manner. Students were part of the process of writing 'The adventures of Billy Bathtub'. The article highlights some of the key benefits of crowd sourcing: non-professionals can make important contributions. Anyone can contribute, in this case, despite their age, their input was deemed valuable. It is important to consider that this project occurred in 2002; the nature of the online context was vastly different to today, and we can see this with the design/appearance of the project's online forum. In http://www.wired.com/techbiz/media/news/2007/07/creative_crowdwriting Gorski (2007) explored two popular examples of collaborative novel writing using crowdsourcing. 'A million Penguins' and 'These Wicked Games' also allowed a group of people to write the novel. However unlike 'The Adventures of BillyBathtub' they did not rely on a forum, but rather wiki technology and were also very open and allowed anyone to make edits. Due to this chaotic structure, i believe 'The Adventures of Billy BathTub' was more successful because it was more controlled and restricted. 'A million Penguins' and 'These Wicked Games' faced many issues including vandalism. Many contributors were also contributing content to chapters without bothering to read what was happening in the narrative. However as stated by Jeremy Ettinghausen (publisher of 'A million Penguins') the project was mainly a experiment to see what would happen if anyone could edit and write a novel (A Million Penguins - The More the Merrier, 2007). This article suggests that collaborative narrative writing can be successful if organizers implement some degree of crowd control and impose certain restrictions to avoid chaos, spam, and vandalism.
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    References: A Million Penguins - The More the Merrier.(2007, February 1). Retrieved from http://thepenguinblog.typepad.com/the_penguin_blog/2007/02/a_million_pengu.html Gorski, K. (September 7, 2007). Creative crowdwriting: the open book. Wired Online. Retrieved from http://www.wired.com/techbiz/media/news/2007/07/creative_crowdwriting
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    Hi Kaye, thank you for your interesting article and comments. Following is mine: This article is a good example of how people use internet to communicate and collaborate, which is similar to one of my readings: The American Pain Foundation (APF) and The HealthCentral Network Collaborate to Develop Enhanced Internet Resources for People with Pain. Both articles explain how people are connected by Internet to share ideas, gain information, and interact with each other through a website. Both websites mentioned in these two articles are open for general users, such as year 5-8 students and patients with pain, who may not have professional skills on Internet, so these websites are designed to be simple and user-friendly. Such websites let users easily focus on gaining information and collaboration without technical issues. As Kaye (2011) claims, "a simple online collaboration tool works best". In addition, this article shows the trend of using Internet to improve learning efficiency and allows communication and collaboration after school. As students' contribution will be available to view once they enter it to the website, Internet not only makes collaboration across time and geographical boundaries by global networking but also encourages students to contribute to their projects with more flexibility. Furthermore, as students normally access to Internet at home, this makes learning in a more relax and intimate environment. As Pelton (1996) mentions, online learning allows students to move from a passive learning to an active learning mode. In short, online collaboration helps student to achieve learning goals more efficiently with powerful and user-friendly features. Reference: England, K. (2011). Comment on Novel way for using technology. Retrieved from http://groups.diigo.com/group/curtin_net308 Pelton, J. N. (1996). Cyberlearning vs. the university: An irresisti
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    Thanks Jiawin and Cathy for your comments. It was a very interesting project wasn't it and I agree with you Cathy that one of the reasons that it was successful was probably due to the way it was controlled and organised - not like some of the examples in your readings (which were very interesting by the way). Jiawin - I read your articles too with much interest and would agree that the Internet is a powerful tool as it allows the sharing of ideas and information. Sometimes I think that people are afraid of engaging in some of these new online collaboration tools - but there is much to be gained by simply 'having a go'!! Thanks, Kaye
Steffi Jones

The Rise of Crowdsourcing - 3 views

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    This article shows an example of how crowd sourcing is thinning the line between amateurs and professions. With Web 2.0 making the internet about networking and sharing, crowd sourcing is something that is changing the way in which people can consume products. The example in this article is that of a project director who needed specifically themed photographs for a project. Instead of hiring a professional photographer she went to the internet to find stock photos, initially a photographer offered her photographs for a competitive price, until she found a website called 'iStockPhoto' in which she could purchase stock photographs for $1. Websites like 'iStockPhoto' are databases of photographs taken by amateurs in the field. The issue raised in this article is how crowd-sourcing is obviously eliminating peoples need to find professional photographers, and whether crowd-sourcing will eventually eliminate the need for professionals in industries such as photography and design. People no longer have to look locally for professionals to do things for them; the internet is a whole other realm for finding exactly what they want, but for less money. Howe states that "The open source software movement proved that a network of passionate, geeky volunteers could write code just as well as the highly paid developers at Microsoft or Sun Microsystems." This reinforces the belief that people who may not be able to make it in the real world with their talent, have much more opportunities online.
Samantha Clews

High Schoolers Attend College in 'Second Life' - 1 views

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    East North Carolina University (ECU) has used the virtual reality game "Second Life" as an education tool for those students who are still in highschool. The college has set up courses through Second Life in which teenagers can have access to as they are physically unable to attend. The article states that one main reason for this type of route is the lack of funding for early-college programs. The site gives a cost effective alternative yet still allows students to engage as though in a real classroom. An article by Dorothy Lepkowska. Which was featured in The Guardian, talks about the site as a means to educate teachers as well. She states "Second Life is an immersive 3D tool and learning environment, so it allows us to present things as we would if we were all in the room. We can take questions, show video clips and the participants can interact with each other but without all the time constraints and costs involved," Again the issue of cost is something that is pushing institutions in this direction. According to a Wire Feed, by Targeted News Service the University of Hawaii has also created their own island within second life. Their university building has been made to look exactly like their school, however they have been able to add extra learning areas than they could in real life. The main point of the article is the fact that Second Life allows those students to participate in a class like environment even if they cant physically attend. This brings me to an article by Mark Blakenship (2011) in which he talks about students being taken to Shakespeare's Globe Theatre (a new addition to Second Life). He states "students can join in the digital Globe and get an interactive sense of what it was like see a play there. Inside Second life, Fiebig (the professor) also has students "perform" plays by typing their lines into the game's chat function." It is argued that perhaps students prefer this as the thought of talking in class frightens them, yet th
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    This article is a great example of online community collaboration, reality meeting the virtual world. There are several reasons for the University employing the use of Second Life technology. The reasons stated by the article were the lack of funds and infrastructure. Collaboration tools must all means provide flexibility when real life fails to do so as demonstrated by the article. The only doubt I have with online learning through Second Life is whether the students are more or less engaged in comparison to on-campus students. As pointed out in the Qualitative findings of students' perception on practice of self-regulated strategies in online community discussion journal article, some students in Malaysia for example regarded the use of the Internet as a distraction to learning, and preferred the more familiar didactic learning environment (Vighnarajah, Wong, & Bakara, 2009). One of the key findings of the study was that student users who were familiar with the Internet found it rather distracting to continue learning once they were online (Vighnarajah et al., 2009). With Second Life as the means to collaborate a community of students for this High School, I wonder if the technology is sufficient considering the environment of this particular online collaborating platform. I also wonder if Second Life as a tool is appropriate for students. My topic is on Organisations and online collaborations and I want to touch base on where online collaboration succeeds. Online collaboration is good for businesses or organisations when participation is often measured by contribution and outcome of a certain task. The same cannot be said for students learning online through Second Life. Reference: Vighnarajah, Wong, S. L., & Bakara, K. A. (2009). Qualitative findings of students' perception on practice of self-regulated strategies in online community discussion. Computers & Education, 53(1), 9. Retrieved from http://www.sciencedirect.com.d
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    This article is taken from credible source such as compilation articles based on Proquest - Curtin University library. The main topic of this article is that, Second Life as a cyber world which launced in 2003, is a free client program that enables users to have interaction among one another in form of virtual bodies along with avatars. Specifically this article highlighting on how virtual world is part of online education, where there is a virtual college that designed by combine the convenience of online education along with the atmosphere of a college classroom in 3D version. By relating to my own topic, which is talk about the use as well as features of social bookmarking site (delicious), the virtual world or in here especially Second Life as well provides specific features in order to facilitate the online education, it provides 3D experience which help the users as student to stimulate their experiences and transferring online education in the forms of digital. For examples one of the features in here is when student able to attending their classes, as for the value for the articles itself, it is useful and shows that there a great range of way on how people can use games and social sites merely not just for entertainment but as well as education. References: High Schoolers Attend College in Second Life. (2011). Retrieved April 17, 2011, from http://proquest.umi.com.dbgw.lis.curtin.edu.au/pqdweb?index=10&did=2253249221&SrchMode=1&sid=14&Fmt=3&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1302676765&clientId=22212
JoelMo Joel

Reframing Public Space Through Digital Mobilization: Flash Mob and the Futility(?) of C... - 0 views

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    As Virag Molnar (2010) emphasises, researchers who have studied the Flash Mob phenomenon (and its derivatives like subway parties), have only focused on the role of digital communication technologies such as blogs, social networking websites or mobile phones, in the organisation and collaborative processes. Yet, in her paper, she remarkably examines how Flash Mobs, as new types of collective actions, provide insights into the "intersection and interaction between new communications media and changing uses of physical urban space" (2010). Using the example of Flash Mobs, she states that communication technologies (mobile phones and Internet in particular), have become powerful design tools used for encouraging new forms of sociability and collaboration, emphasising that they are at the very core of these new kinds of organisation models. Following Rheingold's concept of Smart Mobs (2002), Molnar draws the differences between Flash Mob actions happening in Western Europe or in the U.S, with contrasting Flash Mob events in Eastern Europe or Asia. She highlights that cultural factors will influence sociability as the essence of Flash Mobs and describes their instrumental use to express political, marketing or entertainment purposes. Nonetheless, it is clear from her explanations that whatever the aim of the Flash Mob is, the online collaboration step to make it happen remains as an essential aspect of offline mobilisation and acts as a springboard towards it (Picataggio, 2007). REFERENCES Picataggio, S. (2007). "Use of Social Media and the Internet", on Flash Mob: 101. Accessible from http://iml.jou.ufl.edu/projects/fall07/Picataggio/index.html (accessed on April 12th, 2011) Rheingold, H. (2002) Smart Mobs: The Next Social Revolution. New-York: Basic Books.
Bianca F

Teaching and learning online with wikis - 0 views

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    Augar, Raitman and Zhou discuss the benefits of using wikis and online collaboration in teaching and learning. In this article, the authors describe what a wiki is, and how it is used. Originating from the Hawaiian word for quick, (Augar, Raitman & Zhou, 2004, p. 95.) wikis are fully editable websites where content can be edited and added by users. This can also be referred to as "open editing" (Leuf and Cunningham, 2001.) and is a great tool for online collaboration. Wikipedia, an online encyclopedia of information is a popular example of a wiki. It is possible for users to edit and add to the content of Wikipedia allowing knowledge and content to come from many sources. Augar, Raitman and Zhou provide a comparison of a few different wikis and their functionality, including the ability to upload images (not all wikis support this) and their method of tracking users and their contributions to the wiki. This particular function is useful to guage participation of students in an educational sense. As Augar, Raitman and Zhou have concluded through a survey of university students at Deakin, for one particular class, 50% of students were not satisfied with the completely online learning experience (2004, p.98) and in order to foster a more positive learning environment with a higher level of satisfaction for students, an ice breaker acitivity has been employed using an onine wiki to improve participation and collaboration. The ice breaker activity took place over two weeks and required students to answer a series of questions designed to help them get to know their fellow students on a more personal level and to introduce them to how to use the wiki properly. Augar, Raitman and Zhou claim the ice breaker activity was successful is accomplishing this. References: Augar, N., Raitman, R. & Zhou, W. (2004). Teaching and learning online with wikis. In R. Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comf
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    This paper articulates that Wikis are an excellent tool for collaboration in an online environment that any internet user can share and add content on the website. Wikis, as a useful tool, facilitate online education, which are reviewed to emphasize the features that make them became a valuable technology for teaching and learning online. This project uses a wiki to host an icebreaker exercise which aims to facilitate ongoing interaction between members of online learning groups. Some wiki projects illustrate how e-learning practitioners move beyond their comfort zone by using wikis to enhance the process of teaching and learning online. I think Wikis is a valuable online tool to improve students for participation and collaboration in an educational teaching and learning region. Its particular function is that users could add relevant information and knowledge to enrich the topic on Wikis website. However, this function also cause that the information Wikis websites are being provided with is not exactly correct enough with lacking of formal format and academic reference; therefore, I believe that Wikis is not an ideal online studying tool for those high education users. References: Augar, N., Raitman, R. & Zhou, W. (2004). Teaching and learning online with wikis. In R. Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILIT
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    Wikis is a truly tools for online collaboration, whereas we as users would be able to visit the page we looking for, able to read it, re-organize and even update the structure or content inside, which is in other words, we would be able to collaborate each other in terms of creating one documents with contributing our thought and list out information inside. This article is one from a good example, it's really focus on how wikis can be use in terms of facilitating online education, the article itself I found it as a credible resource which is based on report from School of Information Technology, It is useful and really explaining on how wikis can be use as online education tools. By looking at the value for the project, we can use wikis as one of the online collaboration tools whenever we need to sharing contents as well as adjusting the content, hence we would be able to contribute our part equally and accessible at all times in any occasion. By relating this article with my article - which is talk about the use and features of social bookmarking site (delicious), wikis as well provides special features in terms of facilitating online collaboration which is same as delicious sites, it is useful, support communication and collaboration among users, accessible and convenient. References: Augar, N., Raitman, R. & Zhou, W. (2004). Teaching and learning online with wikis. In R. Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILIT
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    Augar, N., Raitman, R. & Zhou, W. (2004). Teaching and learning online with wikis. In R. Atkinson, C. McBeath, D. Jonas-Dwyer & R. Phillips (Eds), Beyond the comfort zone: Proceedings of the 21st ASCILITE Conference (pp. 95-104). Perth, 5-8 December. http://www.ascilite.org.au/conferences/perth04/procs/augar.html
Elin Frustol

Instant Messaging and Security - 1 views

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    This Strategic Guide on instant messaging is developed by ProcessOne, a company that delivers instant messaging services to businesses. The guide examines the real risks associated with instant messaging in corporate environments and explains how to mitigate them. ProcessOne argues that instant messaging is becoming a valuable form of communication in business environment, alongside the telephone and email. IM allows users to see if recipients are available to receive a message, thus it can be a much more efficient communication tool than email and telephone. The report suggests that danger arise when using public IM services like Gmail and MSN. Public IM services have not been designed for corporate activity and do not provide the level of security that is essential in a business environment. The report suggests different risk factors associated with public IM services as well as how businesses can overcome these risks. This guide is important as its attention is on security issues associated with instant messaging. A common concern among companies is that IM programs render their networks vulnerable to viruses and other potentially crippling intrusions (Glasner, J. 2002). ProcessOne suggests that the best way to reduce the risk of instant messaging is to bring IM in-house with the deployment of a central instant messaging server. IT departments can take measures to protect users and intellectual property through the use of encryption, anti-virus software, corporate policy, and domain certificates, thus the risks will be reduced. References Glasner, J. (2002). IM Bans Hush Workplace Chatter. Retrieved from http://www.wired.com/techbiz/media/news/2002/09/55090?currentPage=1 ProcessOne (2009). Instant Messaging and Security. Retrieved from http://www.process-one.net/resources/research/ProcessOne_Strategic_Guide-Security.pdf
FARNAZ SHAMS

Article 4: Sign of the times: manufacturing and e-business blend as a digital enterprise - 13 views

ofcourese the advantages of e-business can overcome to its disadvantages and now most of the educated people prefer to as it as a beneficial thing.

collaboration; globel; network; enterprise; online; Net308_508; Internet; e-business; digital enterprises

Jiawen Lin

Article 3: Optimize Solutions Launches to Help Professional Services Organizations Bett... - 11 views

My comment: With the continuous growing demand for high level organisational service, an efficient software solution is needed to manage all business processes of an organisation. Coffin (2006) me...

collaboration; business; technology; organisation; efficient; Net308_508; Optimize Solutions

Kaye England

Building Creativity: Collaborative Learning and Creativity in ... - 3 views

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    This article by Peppler and Solomou (2011) looks at creativity and collaborative learning within an educational 3d virtual game for children aged 9-16, called Quest Atlantis. Their study in particular looks at Quest Atlantis's Architecture Unit where "individuals can actively contribute to their virtual environment and, in turn, shape the experiences of other players in the game through the creation of 3D architecture" (Peppler & Solomou, 2011, p.3). It is a fascinating study at how Questers engagement with each other and the game itself produced creative collaboration. Students had to choose an architectural team to work on, and then commence building in a 'sandbox world'. In the sandbox Questers "exchange ideas with others while in the process of constructing their own buildings" (Peppler & Solomou, 2011, p.5). The article provides a wonderful example of collaboration between Tina and Elle, two middle school students and how they exchanged ideas and spurred each other on in their building quests. Gresalfi, Barab, Siyahhan & Christensen (2009, p.30), explain such collaboration by saying "… they are able to share and contrast different ideas and opinions supporting a full appreciation both of the power of the conceptual tools they engage, and of themselves and their peers as people who use these tools". The use of a 3D online environment offers a unique and exciting way for users to engage and collaborate. Peppler and Solomou (2011, p.22) suggest that "those in leadership positions can capitalize on social media tools like Ning, Second Life, or other types of software that allow them to create their own social media environment specific to their community's needs". This article shows that all kinds of people and organisations can use social media to collaborate and work creatively to produce a desired goal.
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    References: Gresalfi, M., Barab, S. A., Siyahhan, S., & Christensen, T. (2009). Virtual worlds, conceptual understanding, and me: Designing for consequential engagement. On the Horizon, 17(1), 21-34. Retrieved from http://inkido.indiana.edu/research/onlinemanu/papers/gresalfi_horizon_2009.pdf Peppler, K., A. & Solomou, M. (2011). Building Creativity: Collaborative Learning and Creativity in Social Media Environments. On The Horizon, Vol. 19(1), pp.13 - 23. Quest Atlantis (2011) Retrieved from http://atlantis.crlt.indiana.edu/
Kristy Long

Communities of Practice: Knowledge Management for the Global Organization - 20 views

I read this article with great interest as I am about to establish a Community of Practice among intranet authors in my workplace. Our intranet authors are spread over many geographical sites and ...

communities of practice CoP intranet collaboration innovation community

Rosanna Candler

Mobs are born as word grows by text message - 12 views

Before encountering this article, I considered flash mobs to be a fun, street-art experience which illustrated the potential of the Internet and text-messaging to accumulate large numbers of strang...

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