Learning Conceptual Design : Collaborative Activities with Electronic Whiteboards

This case study reports on collaborative design of an interactive artifact. The team works in the iLounge, which is designed and built with the purpose of supporting co-located collaborative work. iLounge is equipped with several horizontal large screens, called Smart boards, where the team members can make their contributions available to all others. We have studied how the students learn to use the electronic whiteboards in order to express their ideas, how the electronic whiteboards support them when making their conceptual design, and how they express themselves when using them. The results presents how whiteboards serve as a collective memory of earlier discussions and negotiations, it also gives the users opportunities for re-negotiation and re-representation of design proposals.

[1]  E. Hutchins Cognition in the wild , 1995 .

[2]  Allan Collins,et al.  Design Research: Theoretical and Methodological Issues , 2004 .

[3]  Allan Collins,et al.  Debating the Situation: A Rejoinder to Palincsar and Wineburg , 1989 .

[4]  Jonas Löwgren,et al.  Developing IT Design Ability Through Repertoires and Contextual Product Semantics , 1998, Digit. Creativity.

[5]  Robert Ramberg,et al.  Fostering superficial learning , 1998, J. Comput. Assist. Learn..

[6]  K. Kuutti Activity theory as a potential framework for human-computer interaction research , 1995 .

[7]  T. V. Dijk Discourse as Social Interaction , 1997 .

[8]  R. Pea Augmenting the Discourse of Learning with Computer-Based Learning Environments , 1992 .

[9]  Austin Henderson,et al.  Interaction Analysis: Foundations and Practice , 1995 .

[10]  Patrik Werle,et al.  A Ubiquitous Service Environment with Active Documents for Teamwork Support , 2001, UbiComp.

[11]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[12]  James H. Aylor,et al.  Computer for the 21st Century , 1999, Computer.

[13]  B. Nardi Context and consciousness: activity theory and human-computer interaction , 1995 .

[14]  Alfred Kobsa,et al.  Do four eyes see better than two? Collaborative versus individual discovery in data visualization systems , 2002, Proceedings Sixth International Conference on Information Visualisation.

[15]  Lucy A. Suchman,et al.  Response to Vera and Simon's Situated Action: A Symbolic Interpretation , 1993, Cogn. Sci..

[16]  Anita M. Pomerantz,et al.  Conversation analysis: an approach to the study of social action as sense making practices , 1997 .

[17]  Wolfgang Prinz,et al.  Stories about Asynchronous Awareness , 2004, COOP.

[18]  Andrea A. diSessa,et al.  Ontological Innovation and the Role of Theory in Design Experiments , 2004 .

[19]  Robert Ramberg,et al.  Backdoor Creativity: Collaborative Creativity in Technology Supported Teams , 2004, COOP.

[20]  E. Wenger,et al.  Legitimate Peripheral Participation , 1991 .

[21]  Armando Fox,et al.  Multibrowsing: Moving Web Content across Multiple Displays , 2001, UbiComp.

[22]  Yvonne Rogers,et al.  Cognition: an alternative framework for analysing and explaining collaborative working , 2022 .