Friday, February 6, 1998

Session I (571-5)

Session II (553-6)

4:50 - 5:00

Scott Morrison

The Definition and Design of Communities on the Web

Colin Geissler & Priscilla Garrido

A methodology for software evaluation

The Definition and Design of Communities on the Web
Scott Morrison

Often communities on the internet suffer from what is known as the "Neutron Bomb" effect: The structures are there, but where are the people? In fact, with few exceptions, virtual communities provide excellent examples of the problem of architectural determinism -- the belief that designers can create community as a product of structures and arrangements of physical

(or virtual) space. While the structural design is not without influence on the growth of a community, it is not the sole or even most significant contributor. There are several other elements and characteristics of community that must be considered and accommodated when undertaking the design and facilitation of a virtual community.

This session presents research I conducted during an internship for a small company interested in developing and supporting virtual communities for parents, students, and teachers. For the internship, I investigated the concept of community with a particular emphasis on communities in cyberspace. Through the examination of 1) theories and models from anthropology, sociology, urban design, and organizational behaviour and 2) case study and observational research on virtual communities, I propose a definition of community useful for making design conjectures for virtual communities. From this definition I mark a starting point for virtual community design based on four different modalities of community: community as an economy, community as a structure, community as a feeling, and community as an organism. Beyond this starting point, I describe the path of growth of community through these modalities should follow using two models: the community of practice (Lave & Wenger) and the learning organization (Senge). The definition, initial design conjecture, and path of evolution is illustrated via a number of proposed and prototyped design features.

A methodology for software evaluation
Colin Geissler & Priscilla Garrido

A Methodology for software Evaluation

p_garri@alcor.concordia.ca

This paper proposes a systematic procedure for evaluating software for the classroom, which is especially relevant for novice teacher/evaluators. First, the evaluator defines the instructional context by determining who the learners are; who the instructor is and the learning environment; and what the 'raw' technical limitations are.

Consequently, with the instructional context in mind, the instructional goal is determined. This, in turn, helps the evaluator develop statements about the type of software that will meet his/her needs. At this point,the evaluator would choose and weigh checklist items which he/she believes will aid in answering the question: "What is the best software in this context?". Potential software candidates can then be identified and evaluated using this newly created, context-specific checklist.