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Using video-based observation to shape the design of a new technology
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Source ACM SIGCHI Bulletin archive
Volume 21 ,  Issue 2  (October 1989) table of contents
Pages: 108 - 111  
Year of Publication: 1989
ISSN:0736-6906
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ACM  New York, NY, USA
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Downloads (6 Weeks): 5,   Downloads (12 Months): 19,   Citation Count: 9
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ABSTRACT

A common problem in the development of software is that the designers either overlook certain aspects of the users' situations or do not have access to them. Not all projects are plagued by this kind of oversight, but it is widespread in the development of single-user systems and is compounded when we turn to systems designed to support collaborative work.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Kendon, Adam. (1982) <i>Organization of Behavior in Face-to-face Interaction</i>. In Klaus Scherer and Paul Ekman (eds) <b>Handbook of Methods in Nonverbal Behavior Research.</b> Cambridge, England. Cambridge University Press.
 
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Smith, Randall. (1986) <i>The Alternate Reality Kit: An Animated Environment for Creating Interactive Simulations.</i> <b>Proceedings of the IEEE Workshop on Visual Languages.</b> Dallas, Texas.
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Suchman, Lucy A. (1988) <i>Representing Practice in Cognitive Science.</i> <b>Human Studies</b>, Vol. 11, pp. 305--325.
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Tang, John C. (1989) <i>Listing, Drawing, and Gesturing in Design: A Study of the Use of Shared Workspaces by Design Teams</i>, Xerox Technical Report #SSL-89-3 (Ph.D. dissertation, Stanford University)

CITED BY  9