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2015 | OriginalPaper | Buchkapitel

10. Interaction Design at Itsme

verfasst von : Giorgio De Michelis

Erschienen in: Designing Socially Embedded Technologies in the Real-World

Verlag: Springer London

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Abstract

After a 1 year long preparation, at April 1st 2008, we had the kickoff meeting of itsme, a project with the ambition of designing and building an innovative front end of Linux for workstations (De Michelis et al. 2009). The idea behind our project was to go beyond the desktop metaphor shaping all existing operating systems for workstations (Windows, MAC OS, Linux versions like Ubuntu, etc.) to create a new system able to support the context awareness of its users.

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Fußnoten
1
In the next pages, we will come back to knowledge workers.
 
2
Knowledge workers (Blackler et al. 1993) have emerged as the most important category of workers within offices in the last 30 years. In the preface to Knowledge workers in the Information Society, Mosco and McKercher (2007) recall three main definitions of knowledge work. The first one, and most narrow, considers knowledge work any practice involving “the direct manipulation of symbols to create an original knowledge product or to add obvious value to an existing one.” The second that extends sensibly the previous one considers knowledge work any practice involving the management and distribution of information. The third that is the broadest one considers knowledge work any practice involved in “the chain of producing and distributing knowledge products.” People doing knowledge work under the broadest of these definitions correspond to our profile of PC users.
 
3
Situatedness has been one major theme of research in CSCW from its very beginning. Without any aim of completeness, we can remember: Suchman 2007; Agostini et al. 1996; Schmidt 2002; De Michelis, Chap. 5, this book.
 
4
After the coordinator, presented by Fernando Flores and Terry Winograd in 1986 (Winograd and Flores 1986), there has been a rich debate in the CSCW community following two different directions: on the one side, Lucy Suchman (1993) discussed it for its unnatural forcing human conversations within formalized patterns, allowing hierarchical control on it; on the other side, several authors paid a growing attention to conversations as threads of communication events underlining their switching among different media (Reder and Schwab 1988, 1990) and showing their relevance, beyond their reduction to illocutionary acts (Bullen and Bennett 1990; Winograd 1994; De Michelis and Grasso 1994). After a period where attention on them declined, threads have gained again attention with the Google Wave and Google+.
 
5
We will give more details on the features of itsme in the next section.
 
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Metadaten
Titel
Interaction Design at Itsme
verfasst von
Giorgio De Michelis
Copyright-Jahr
2015
Verlag
Springer London
DOI
https://doi.org/10.1007/978-1-4471-6720-4_10