Structure versus Context: Understanding the Design and Use of Computer Tools in Social Settings.INTRODUCTION A hammer is a good tool, well honed and continually adapted for millennia. In some ways it represents the ultimate in a tool but, in a very real sense, it demonstrates a tradeoff in how tools are used and adapted in context versus the broader use of a hammer as a general tool. The importance of the hammer is that it is broadly used outside its intended design and, even when it is being used inside its designed or designated realm, it still may not fit the tasks for which it is being used very well. An example of this might be when it is needed in a tight corner at the intersection of two walls. It is possible to build a special hammer that would operate optimally in such a tight situation, but the economics of the situation do not justify this new tool (i.e., the tool is not general enough to sell large numbers, and the cost of the tool is not low enough to make its purchase viably incidental). Almost any artifact A distortion in an image or sound caused by a limitation or malfunction in the hardware or software. Artifacts may or may not be easily detectable. Under intense inspection, one might find artifacts all the time, but a few pixels out of balance or a few milliseconds of abnormal sound produced for broad consumption faces the dilemma of fit to task versus cost of development and maintenance. One of the ways to ameliorate a·mel·io·rate tr. & intr.v. a·me·lio·rat·ed, a·me·lio·rat·ing, a·me·lio·rates To make or become better; improve. See Synonyms at improve. [Alteration of meliorate. this problem is to try to understand the context of use more clearly when designing a tool. Folkloristics folk·lor·is·tics n. (used with a sing. verb) See folklore. , with its investigation of both cross-situational structure and contextual understanding of folkways folkways, term coined by William Graham Sumner in his treatise Folkways (1906) to denote those group habits that are common to a society or culture and are usually called customs. , suggests ways to consider electronic tools in a community context. Based on the metaphor of software as a tool, this article focuses on an understanding of how software is used in context and the difficult nature of building such tools contextually in a world of limited resources. FOLKLORE AND THE DESIGN OF COMPUTER ARTIFACTS The hammer is a tool familiar to many folk groups and is a part of different folkways. Not surprisingly, computer software is equally embedded Inserted into. See embedded system. in current folkways. Furthermore, many systems have failed because they do not take into account the folkways in which they are to be embedded (Star & Ruhleder, 1996; Gasser Gas·ser , Herbert Spencer 1888-1963. American physiologist. He shared a 1944 Nobel Prize for research on the functions of nerve fibers. , 1986). This lack of attention to the context of use becomes a major hindrance hin·drance n. 1. a. The act of hindering. b. The condition of being hindered. 2. One that hinders; an impediment. See Synonyms at obstacle. to the acceptance of these systems. In a sense, the designs of many systems are coming from a structuralist viewpoint--i.e., they are designed for broad categories of use and gloss over Verb 1. gloss over - treat hurriedly or avoid dealing with properly skate over, skimp over, slur over, smooth over do by, treat, handle - interact in a certain way; "Do right by her"; "Treat him with caution, please"; "Handle the press reporters gently" , or ignore, the context of the particular setting. STRUCTURALISM/CONTEXTUALISM AND SOFTWARE DESIGN A folklorist who limits his analysis to identification [of motifs/patterns] has stopped before asking any really important questions about his material. (Dundes, 1990, p. 52) Alan Dundes Alan Dundes, (September 8 1935 – March 30, 2005) was a folklorist at the University of California, Berkeley. His work was said to have been central to establishing the study of folklore as an academic discipline. starts his discussion of the study of folklore in literature and culture by trying to resolve the dichotomy of interpretation and identification. He does so by treating interpretation and identification as vitally complementary tools. When used together they give both the anthropological and textual folklorist a much more rigorous understanding of the materials they study. The anthropological folklorist can run the risk of misidentification of a folktale folktale, general term for any of numerous varieties of traditional narrative. The telling of stories appears to be a cultural universal, common to primitive and complex societies alike. or element because of an unfamiliarity with the vast identified body of cross culturally analyzed materials which she may see as being unique to a context of activity or expression. Conversely, the textual folklorist errs when she identifies materials as being just another variant, losing all the vitality and particular meaning of the material in its original context of use. This argument applies equally to the design realm of software tools. Designers have fixated fix·ate v. fix·at·ed, fix·at·ing, fix·ates v.tr. 1. To make fixed, stable, or stationary. 2. To focus one's eyes or attention on: fixate a faint object. on the more readily quantifiable aspects of systems, largely ignoring the context of their use and the potential power of a tool properly fit into a set of tasks and folkways. THE STRUCTURALISTS SPEAK [WI hat gives the myth all operative value is that the specific pattern described is everlasting; it explains the present and the past as well as the future. (Levi-Strauss, 1972, p. 173) Whatever our ignorance of the language and culture of the people where it originated, a myth is still felt as a myth by any reader throughout the world. (Levi-Strauss, 1972, p. 174) The above quotes are meant to speak for an intellectual traditional structuralism structuralism, theory that uses culturally interconnected signs to reconstruct systems of relationships rather than studying isolated, material things in themselves. This method found wide use from the early 20th cent. that seeks to understand narrative forms in terms of an overarching o·ver·arch·ing adj. 1. Forming an arch overhead or above: overarching branches. 2. Extending over or throughout: "I am not sure whether the missing ingredient . . . set of structures. Levi-Strauss and others take this analysis to its logical extreme, arguing that--like language as studied by linguists--narratives can be decomposed de·com·pose v. de·com·posed, de·com·pos·ing, de·com·pos·es v.tr. 1. To separate into components or basic elements. 2. To cause to rot. v.intr. 1. into elements that can be analyzed across vast gulfs of culture and geography. The power of abstracting away so many details to expose a core narrative is the production of an elemental currency that can be exchanged across many different arenas of discourse. This sort of analysis provides us with a framework that is more amenable to the designer of software due to its highly structural abstractions than are qualitative/situated methods of analysis. However, a purely structural approach is fundamentally unable to provide us with a full appreciation of narrative and setting. It fails in elucidating the narrative's full role and uses, especially the pragmatics pragmatics In linguistics and philosophy, the study of the use of natural language in communication; more generally, the study of the relations between languages and their users. of its day-to-day existence as a living cultural tool. THE CONTEXTUALISTS SPEAK We must recognize that the symbolic forms we call folklore have their primary existence in the action of people and their roots in social and cultural life. The texts we are accustomed to viewing as the raw materials of oral literature are merely the thin and partial record of deeply situated human behavior. My concern has been to go beyond a conception of oral literature as disembodied superorganic stuff and to view it contextually and ethnographically, in order to discover the individual, social, and cultural factors that give it shape and meaning in the conduct of social life. (Bauman, 1986, p. 2)0 As Dundes (1990) points out, there has been a long, and sometimes bitter, dialogue between the contextualists and the structuralists. This dialogue is useful in that it also frames a discussion of how to understand the design of software systems across several different analytical perspectives. Bauman's quote emphasizes the situated nature of folklore and, by extension, folkways. Again, this framing has meaning beyond the scope of folklore and into the scope of software systems? These points are especially salient in terms of software explicitly tailored for collaborative use. Software designed explicitly for use as a social tool needs to focus almost entirely on the underlying issues of context and use in order to be successful. Only recently has the mismatch mismatch 1. in blood transfusions and transplantation immunology, an incompatibility between potential donor and recipient. 2. one or more nucleotides in one of the double strands in a nucleic acid molecule without complementary nucleotides in the same position on the other between the design of software tools and their settings become an area of active research. This article suggests that the methodology of folkloristics may be useful in understanding how to design systems with respect to their settings. SOFTWARE DESIGN PRACTICE Designing computer software for a particular task, or a set of tasks, involves a long series of complex negotiations among a number of different factors and interests. Traditionally, computer-related disciplines have identified the primary factors to be performance, reliability, and cost. Rarely do we see factors such as usability and fit-to-task figuring into these negotiations. This emphasis on the former factors stems from the need to legitimate the practice of software design as a science; as such, quantifiability and reproducibility are pushed to the fore. In addition, the simultaneously more difficult and ambiguous nature of studying usability and work practice as related to a software system has strongly limited efforts to include analysis of social context in traditional software design. Designing computer software is, by its nature, a highly structured activity; in turn, this mitigates against designing software that is easily adaptable to differing contexts. Alternatively stated: One of the central challenges faced by software designers is how to balance the highly structured nature of computer artifacts with the need to integrate them into different settings. Several different communities of scholars are working on this set of problems. Of these groups, the Computer Supported Cooperative Work (tool) Computer Supported Cooperative Work - (CSCW) (Or "groupware") Software tools and technology to support groups of people working together on a project, often at different sites. See also Lotus Notes. (CSCW CSCW - Computer Supported Cooperative Work ) and Participatory Design Please help [ improve this article] by introducing appropriate of additional sources. (PD) communities are most directly addressing the question of building tools for use in particular settings. CSCW focuses on designing and understanding computer tools as used in and by groups. PD is interested in involving the users in the design of the system itself. Both these communities approach the problem as a matter of correct design. Computer Supported Cooperative Work offers techniques for collaboration and, in certain limited cases, techniques for evaluating the effectiveness of the tools. Participatory Design is less concerned with the design elements and technology; rather, it emphasizes the need for the user's voice in the design of' the software (Engestrom, 1990). These two approaches often use ethnographic eth·nog·ra·phy n. The branch of anthropology that deals with the scientific description of specific human cultures. eth·nog techniques to explore the meaning of a tool in its context of use. However, neither addresses how the design of these tools can be analyzed directly in terms of the structures of the artifacts themselves rather than in the fits/misfits with the users." One role folkloristics can play in the analysis of these artifacts is to examine them in terms of their structure and functions, just as traditional tales are analyzed and classified by their shared use of motifs and functions (Dundes, 1990; Propp, 1968). Folklorists also contribute to an understanding, or perhaps reconciliationwith a continuum between structural understandings at one end and contextualized/situated knowledge at the other. Designing for folk groups or communities is an extremely difficult problem; however, designers often face the challenge of designing for nontraditional communities as well. Electronic communities confound con·found tr.v. con·found·ed, con·found·ing, con·founds 1. To cause to become confused or perplexed. See Synonyms at puzzle. 2. this already difficult problem by introducing a number of mediating factors that further complicate the process of design. Electronic communities offer a number of challenges for researchers of folkloric processes. Such communities are set in what might be thought of as an abstract, or perhaps intangible, domain; ultimately they exist through the actions and in the imaginations of the participants. The everyday material lore of more conventional folk groups is not to be found in this electronic realm. It is difficult to find a central locus, or set of loci loci [L.] plural of locus. loci Plural of locus, see there , of activity. The boundaries are defined and maintained only through the weak ties of e-mail,(3) netnews, and other computer mediated communications (messaging) Computer Mediated Communication - (CMC) Communication that takes place through, or is facilitated by, computers. Examples include Usenet and e-mail, but CMC also covers real-time chat tools like lily, IRC, and even video conferencing. tools (Pickering & King, 1992). The traditional idea of community has been based on the notion of a co-located, regional, or area-bounded group (Cohen cohen or kohen (Hebrew: “priest”) Jewish priest descended from Zadok (a descendant of Aaron), priest at the First Temple of Jerusalem. The biblical priesthood was hereditary and male. , 1985; Jones, 1995; Ried, 1995). This notion quickly breaks down when applied directly to electronic communities or other distributed folk groups. For the sake of discussion, this article adopts a fundamental notion of community--that of a collection of individuals who share some common interest. This notion, while highly simplistic sim·plism n. The tendency to oversimplify an issue or a problem by ignoring complexities or complications. [French simplisme, from simple, simple, from Old French; see simple , frames and limits the rich, but endless, dialogue on what constitutes a community or folk group. In turn, this leads to a useful reexamination re·ex·am·ine also re-ex·am·ine tr.v. re·ex·am·ined, re·ex·am·in·ing, re·ex·am·ines 1. To examine again or anew; review. 2. Law To question (a witness) again after cross-examination. of the notion of co-location, which can be effectively redefined as the notion of individuals together in some "space" bound not by physical location but by shared interests. In essence this is a redefinition of "community space" where the spaces are potentially virtual, textual, or in other forms. In trying to understand software as a situated set of tools, we are faced with a number of daunting daunt tr.v. daunt·ed, daunt·ing, daunts To abate the courage of; discourage. See Synonyms at dismay. [Middle English daunten, from Old French danter, from Latin issues: * the over-determined nature of software design: its inherently structural nature; * the forces which have shaped the research interests in favor of quantification over qualification; and * the difficulty of understanding the complexities of community and folkways to better fit the software produced for their needs. PROGRAMMING FOLKLORISTICS It is important to distinguish between two forms of folklore that are active when software is produced. The first form is the familiar, more traditional, form of folklore, or folkways, consisting of the interactions between the programming team's members and others. Programmers are embedded in many contexts of activities and, even if we limit our scope to just those folkways directly related to their work practices, we cannot fully address the role such practices play in shaping the ultimate product of their labors. The focus of this section, then, will be on a new approach to understanding the structure of programs. This approach bears some resemblance to the basic form of the structural analysis of text. PROGRAMMING FOLKWAYS: "PATTERN LANGUAGES" "Pattern language" is a term coined by Christopher Alexander Christopher Alexander (born October 4, 1936 in Vienna, Austria) is an architect noted for his theories about design, and for more than 200 building projects in California, Japan, Mexico and around the world. (1977), an architectural researcher. His work centers on ways to express a language used to build and organize structures of all scales, ranging from single family homes to whole cities. A number of people researching software engineering have adopted the thrust of Alexander's work to construct pattern languages of reusable software designs. These designs can be considered to be roughly analogous to the basic "functional" units Propp (1968) discusses. In the patterns derived by Gamma et al. (1994), we see that the exact meaning of the individual entries is not strictly important for this discussion (see Table 1). What needs to be emphasized about these entries is their relative sparcity and the lack of interconnection between the individual patterns themselves. For instance, the Singleton pattern In software engineering, the singleton pattern is a design pattern that is used to restrict instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. represents a situation in which only one member of this entity is allowed to exist at any one time. This is a common occurrence when building objects which coordinate the actions of many other objects. However, no satisfactory structure has been found to tie this low-level pattern explicitly to a broader set of tale types or program types, if you will. By comparison, Propp's (1968) Morphology of the Folktale is a much better elucidated breakdown of how one understands a narrative (see Table 2).(4)
Table 1.
LISTING OF PATTERNS FOUND IN GAMMA ET AL. (1994).
Creational Patterns Structural Patterns Behavioral Patterns
Abstract Factory Adapter Chain of Responsibility
Builder Bridge Command
Factory Method Composite Interpreter
Prototype Decorator Iterator
Singleton Facade Mediator
Flyweight Memento
Proxy Observer
State
Strategy
Template Method
Visitor
Table 2. THE INITIAL SITUATION:THE FIRST NINE OF TWENTY-FOUR FUNCTIONS (ADAPTED FROM PROPP, 1968).
The Initial Situation
1. Temporal-spatial determination ("in a certain kingdom").
2. Composition of the family:
a. according to nomenclature and status;
b. according to categories of dramatis personae
(dispatcher, seeker, etc.)
3. Childlessness.
4-5. Prayer for the birth of a son:
4. Form of the prayer;
5. Motivation of the prayer.
6. Cause of pregnancy:
a. intentional (a fish which is eaten);
b. accidental (a swallowed pea, etc.);
c. forced (girl is abducted by bear, etc.).
7. Form of miraculous birth:
a. from a fish and from water;
b. from a hearth;
c. from an animal;
d. otherwise.
8. Prophecies, forewarnings.
9. Well-being, prior to complication (zavjazka):
a. fantastic;
b. domestic;
c. agrarian;
d. in other forms.
Propp's functions serve to structure and move a narrative along its path to completion. This analytical thrust is somewhat at odds with the approach of Alexander (1977) and Gamma et al. (1994), for their patterns serve primarily a structural role and, to a much lesser extent, can be recombined to form a full narrative. Additionally, Gamma's patterns are also highly discrete and therefore even more difficult to combine to make a higher order meaning/narrative. Ultimately, Gamma's identified patterns suggest that some higher order of structural analysis can be performed on programs. Furthermore, the structural analysis has, so far, been limited to very small units of structure and has proven difficult to extend into a higher order of understanding of a program's meaning. By contrast, Propp's functions have clear ordering and grouping properties? It is difficult to directly determine if such properties could be discovered in terms of software design. If this level of structure could be reliably derived from source code, it would allow for a much deeper and more rigorous understanding of software systems. PROGRAMMING AS NARRATIVE CONSTRUCTION Analyzing programs and software systems involves understanding the higher order or conceptual meaning of the program. This is often thought of as the intent of the programmer, or programmers, of that system. Programs are typically structured by a functional or object-oriented breakdown of the particular task being designed for. This analysis requires a basic understanding of the problem domain; then the designer iteratively divides the tasks required to model the problem domain into a set of methods that implement a particular domain's requirements. This sort of iterative it·er·a·tive adj. 1. Characterized by or involving repetition, recurrence, reiteration, or repetitiousness. 2. Grammar Frequentative. Noun 1. creative process is akin to the creative process that goes into telling a new tale. However, most tales are not created whole cloth whole cloth n. Pure fabrication or fiction: "He invented, almost out of whole cloth, what it means to be American" Ned Rorem. from the teller's mind. They are a dynamic evolving co-constructed narrative that uses themes and motifs honed over time (Bauman, 1977; Toelken, 1996). It is not surprising, then, that software construction is more akin to trying to tell a story without the benefit of a well-honed repertoire of themes, motifs, and tales from which to work? Like the early scholars studying folklore, scholars studying computer programming have yet to discover a method, or set of methods, to understand programs and their structures across different domains. This problem of a lack of cross-contextual analysis method suggests that looking at a program as a sort of narrative may help in understanding its broader meanings. NARRATIVE AND LANGUAGE Construction of even such a simple tool as the hammer (which itself is a nonhomogeneous category(7)) is considerably complicated by its various contexts of use. The construction of software is situated in a very complex confluence confluence /con·flu·ence/ (kon´floo-ins) 1. a running together; a meeting of streams.con´fluent 2. in embryology, the flowing of cells, a component process of gastrulation. of the plasticity/manipulability of verbal art and the constraints of the physical material composing a hammer. This tension is often exacerbated by the common misconception mis·con·cep·tion n. A mistaken thought, idea, or notion; a misunderstanding: had many misconceptions about the new tax program. of thinking of computer languages as real (or natural) languages. The performance of a newly composed story involves the artful art·ful adj. 1. Exhibiting art or skill: "The furniture is an artful blend of antiques and reproductions" Michael W. Robbins. 2. recombination recombination, process of "shuffling" of genes by which new combinations can be generated. In recombination through sexual reproduction, the offspring's complete set of genes differs from that of either parent, being rather a combination of genes from both parents. of motifs and elements in new and innovative ways. More generally and just as importantly, any performance of a narrative involves an understanding of the audience hearing the story as well and the effects of the feedback they provide to the process itself (Bauman, 1978; Goodwin, 1982). Procedurally, this construction of narrative resembles the construction of software. In addition, both verbal art and software require an understanding of the motifs in a particular domain of discourse The domain of discourse, sometimes called the universe of discourse, is an analytic tool used in deductive logic, especially predicate logic. It indicates the relevant set of entities that are being dealt with by quantifiers. and activity. Of critical importance is the difference in the degree of plasticity in the "languages" used for the construction of these different narratives. Computer languages, while having some degree of ambiguity in the interpretation of their meaning, usually are intended to be completely unambiguous. Ambiguity is considered to lead to any number of errors in the construction of software. Not surprisingly then, ambiguity is hunted down and eradicated in the language's grammar or in its interpretation. Many of the historical trends in language design can be seen moving toward elimination of ambiguity from any program's meaning. This reduction of ambiguity is pragmatically useful, because ambiguity in the meaning of a program almost certainly leads to the incorrect function of that program. So, unlike the storyteller's case, the basic form of the computer language used acts as a strong limiter lim·it·er n. 1. One that limits: a limiter of choices. 2. Electronics A circuit that prevents the amplitude of a waveform from exceeding a specified value. Also called clipper. on the "artfulness art·ful adj. 1. Exhibiting art or skill: "The furniture is an artful blend of antiques and reproductions" Michael W. Robbins. 2. " that can be expressed directly in a program's text.(8) While computer languages are designed with grammars that minimize ambiguity, simultaneously they are a very careful mixture of maximum meaning in natural language terms while preserving the simplest, absolute unambiguous meaning in terms of the computer's interpretation of it. In practice, this means that the programmer can express the "natural" meaning of a particular task by using descriptive names Written indication on maps and charts, used to specify the nature of a feature (natural or artificial) shown by a general symbol. and conventions when writing a program. This represents the most basic level in which the microstructural, or unambiguous instructional, meaning of the program is integrated with the human-conceptual meaning of the program's text. This is the starting point Noun 1. starting point - earliest limiting point terminus a quo commencement, get-go, offset, outset, showtime, starting time, beginning, start, kickoff, first - the time at which something is supposed to begin; "they got an early start"; "she knew from the in which "artfulness" of expression is found in programming. It is in the further structuring of these smaller units of function/meaning that the overall conceptual meaning of the program is made. At this point, we have a rough equivalent of the motif or function as seen in the classical structuralist analysis of narratives. In summary, we have a number of narrative analogies: * like folktales and their telling, programmers, in a very loose sense, tell "stories" in code; * these stories are only really interpretable by other programmers who "speak" the same language and are in the same, or related, folk groups; * as discussed earlier, a number of groups in the computer science community have been analyzing code to discover "patterns"; these patterns can be loosely thought of as equivalent to motifs or functions; * understanding the practices of the folk groups and communities for which a software system is designed is vital for the success of that system. Without this understanding, which is equivalent to storytellers' understanding their audiences, the most likely outcome is failure or under-utilization of the system. CONCLUSION Folkloristics offers some hope that a method or methods can be found or borrowed that will enable software engineers to understand the fine grained structure of both programs and systems. Furthermore, if successful, this form of analysis might provide the tools to reveal a new understanding of a broader typology typology /ty·pol·o·gy/ (ti-pol´ah-je) the study of types; the science of classifying, as bacteria according to type. typology the study of types; the science of classifying, as bacteria according to type. of programs as well as aid in their construction. The greatest challenge lies in identifying and adapting the many techniques used by folklorists that would be applicable to software design. This process will require a deep understanding of both fields--unfortunately, a very rare combination. If such a process was undertaken, the potential benefits could be quite extensive. Given the state of the art in terms of pattern languages, a great deal more can be done to aid in the construction of good programs. Even without a revolution in understanding and analyzing programs as specialized folklore or narrative, simply adopting some of the philosophy of folklorists would be helpful for designers of systems for use in social settings as social systems. Sensitizing sen·si·tize v. sen·si·tized, sen·si·tiz·ing, sen·si·tiz·es v.tr. 1. To make sensitive: "The polarity principle . . . designers to the notions of the situated nature of folkways and knowledge would enable them to design artifacts that were, at a minimum, less poorly mismatched to social settings and practices. A true mixture of design and social pragmatics would provide the designer with a new set of tools that can begin to answer questions that are currently impossible to grapple with to enter into contest with, resolutely and courageously. See also: Grapple in the default quantitative manner. Suggestions for Building Software As a beginning to this process of integrating folkloristics and software development, a few suggestions for building software are presented here. These suggestions are only starting points and introduce as many questions as they address. However, even rough guidelines are often better than none, and these are offered in that spirit: * provide generic small tools, proto-tools (i.e., build a few types of hammers, not a nail gun A nail gun, nailgun or nailer is a type of tool used to drive nails into wood or some other kind of material. It is usually driven by electromagnetism, compressed air (pneumatic), highly flammable gases such as butane or propane, or, for powder-actuated tools, a ); * allow for the tailoring and recombination of these proto-tools. They are partially able to be tailored because of their simplicity, but they must also be able to be explicitly adapted through their underlying structures; * fit these tools into a loosely knit Adj. 1. loosely knit - having only distant social or legal ties; "a loosely knit group" distant, remote - far apart in relevance or relationship or kinship ; "a distant cousin"; "a remote relative"; "a distant likeness"; "considerations entirely removed (or remote) overarching structure, a structure composed of a number of loosely coupled See loose coupling. interrelated in·ter·re·late tr. & intr.v. in·ter·re·lat·ed, in·ter·re·lat·ing, in·ter·re·lates To place in or come into mutual relationship. in substructures; and * examine other systems for motifs/functions in software systems. Of these points, the last deserves special attention. Examining other software systems for patterns/motifs/functions may provide the most benefits to the average programmer. All of these guidelines collectively point the way toward a new method of structuring software after a model that attempts to integrate both the contextual and the structural. NOTES (1) Alternatively, as a colleague suggested: Perhaps software systems must be included as a "record of deeply situated human behavior" that reflects contemporary folkways. (2) A large part of CSCW and PD analysis of tools is in terms of breakdowns in the use of a tool or set of tools. Very rarely do we see an analysis of the tools in terms of their structures in relationship with their context of use. In a simplified form this can be thought of as the difference between saying what is wrong with a system, and what is right with a system and what parts are responsible for this success. (3) There are a number of studies on e-mail which discuss usage patterns but do not directly deal with how this medium is used to create and maintain community (see Bizot et al., 1995; Kiesler et al., 1984; Siegel et al., 1986). They do provide a useful backdrop to frame how many have approached studying CMC (Common Messaging Calls) A programming interface specified by the XAPIA as the standard messaging API for X.400 and other messaging systems. CMC is intended to provide a common API for applications that want to become mail enabled. 1. (i.e., a tool-dominated approach with an overemphasis o·ver·em·pha·size tr. & intr.v. o·ver·em·pha·sized, o·ver·em·pha·siz·ing, o·ver·em·pha·siz·es To place too much emphasis on or employ too much emphasis. on the medium). Similar studies on usenet newsgroups A newsgroup is a repository usually within the Usenet system, for messages posted from many users at different locations. The term is somewhat confusing, because it is usually a discussion group. (Baym, 1995a, 1995b) support this as well. (4) Gamma et al have done the most thorough job to date recognizing these broader structures. The patterns community is still working on how best to understand and determine the larger patterns that are present in many programs and systems. (5) Although Propp's functions are perhaps no more easily combined to produce an artful narrative. (6) The pattern languages emerging in the software design realm are a first attempt at providing a repertoire of "motifs" for the programmer to work from. (7) The non-homogeneous category is meant to reinforce the myriad roles and meanings any artifact has in different contexts, i.e., it will be placed into a number of differing categories which are not necessarily inter-compatible. (8) This is not to say that natural languages are infinitely plastic. 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In ACM (Association for Computing Machinery, New York, www.acm.org) A membership organization founded in 1947 dedicated to advancing the arts and sciences of information processing. In addition to awards and publications, ACM also maintains special interest groups (SIGs) in the computer field. Transactions on Office Information Systems (vol. 4, pp. 205-225). New York: Association for Computing Machinery See ACM. Association for Computing Machinery - Association for Computing . Goodwin, M. H. (1982). "Instigating": Storytelling Storytelling Aesop semi-legendary fabulist of ancient Greece. [Gk. Lit.: Harvey, 10] Münchäusen Baron traveler grossly embellishes his experiences. [Ger. Lit. as social process. American Ethnologist The American Ethnologist is a quarterly anthropology journal of the American Ethnological Society. It is concerned with ethnology in the broadest sense of the term. External links
Jones, s. G. (1995). Understanding community in the information age. In S. G. Jones (Ed.), CyberSociety: Computer mediated communication and community (pp. 10-35). Thousand Oaks, CA: Sage Levi-Strauss, C. (1972). The structural study of myth. In R. DeGeorge & E DeGeorge (Eds.), The structuralist from Marx to Levi-Strauss (pp. 169-194). New York: Doubleday. Orlikowski, W.J. (1992). Learning from notes: Organizational issues in groupware Software that supports multiple users working on related tasks in local and remote networks. Also called "collaborative software," groupware is an evolving concept that is more than just multiuser software which allows access to the same data. implementation. In ACM Proceedings of the November 1992 CSCW Conference (pp. 362-369). New York: Association for Computing Machinery. Pickering, J. M., & King, J. L. (1992). Hardwiring weak ties: Individual and institutional issues in computer mediated communication. ACM Proceedings of the November 1992 CSCW Conference (pp. 356-361). New York: Association for Computing Machinery. Propp, V. (1968). Morphology of the folktale (2d ed.) (LA. Wagner, Ed. & L. Scott, Trans.). Austin: University of Texas Press (original work published in 1928). Ried, E. (1995). Virtual worlds: Culture and imagination. In S. G.Jones (Ed.), CyberSociety: Computer mediated communication and community (pp. 164-183). Thousand Oaks, CA: Sage. Star, S. L., & Ruhleder, K. (1996). The ecology of infrastructure: Problems in the implementation of large-scale information systems. Information Systems Research, 7(1), 111-134. Toelken, B. (1996). The dynamics of folklore. Logan: Utah University Press. Kevin Powell Kevin Powell (born 1966) is an African-American journalist, poet, activist, and lecturer. He currently lives and works in Brooklyn. He was born and raised in Jersey City, New Jersey, and attended Rutgers University. , Graduate School of Library and Information Science A School of Library and Information Science (SLIS) is a university-based institution that provides a Master's degree or other advanced degrees associated with Library science, Information Science, or a combination of the two. , University of Illinois at Urbana-Champaign Early years: 1867-1880 The Morrill Act of 1862 granted each state in the United States a portion of land on which to establish a major public state university, one which could teach agriculture, mechanic arts, and military training, "without excluding other scientific , 501 E. Daniel, Champaign, IL 61820 KEVIN POWELL is the Project Director of the Interspace interspace /in·ter·space/ (in´ter-spas) a space between similar structures. in·ter·space n. A space between two things; an interval. Research project in the CANIS (Community Architectures for Network Information Systems) laboratory in the Graduate School of Library and Information Science (GSLIS GSLIS Graduate School of Library and Information Science ) at the University of Illinois at Urbana-Champaign. The Interspace Research Project is developing a prototype environment for semantic indexing of multimedia information in a testbed of real collections. Additionally, he is a doctoral student in GSLIS, and his research interests include computer-supported cooperative work and human computer interaction as they relate to information retrieval information retrieval Recovery of information, especially in a database stored in a computer. Two main approaches are matching words in the query against the database index (keyword searching) and traversing the database using hypertext or hypermedia links. systems.3 |
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