ti this paper, we present experiences from long-term groupware developmen~introduction and use in an organization. We report lessons learned concerning how a complex design process operates and how its components interac~Our experiences suggest that the processes of requirement analysis, system developmen~and user support need to fac~tate the mer=tig of individud work patterns into congruent system usage. We confirm tbe chm=tig nature of groupwae use by reporting empirical restits descnbmg different learning phases.
Ke~ordsCooperative desi~gn,user advocacy, groupware requirements, group work, system inwoduction, prototyping.
_________________________________________________________________________________________ Crossmedia games employ a wide variety of gaming interfaces based on stationary and mobile devices to facilitate different game experiences within a single game. This article presents the crossmedia game Epidemic Menace, introduces the game concept, and describes experiences from two Epidemic Menace game events. We also explain the technical realization of Epidemic Menace, the evaluation methodologies we used, and some evaluation results.
The Internet plays an important role as a means for worldwide social contact. The establishment and maintenance of social and group relationships within electronic worlds require social norms and behavioural conventions as in the real world. This paper investigates some of the available electronic media: Email, mailinglists, newsgroups, chatrooms, and MUDs. Peculiarities of the media are analysed through studying the documented behavioural norms and social conventions. We have looked at desired behaviour, disruptive behaviour and at sanction mechanisms. A conclusion that may be drawn is that within these virtual environments, explicitly documented norms and conventions play an underlying role in how individuals behave in addition to the type of behaviour that is expected from others.
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