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Session I
(571-5)
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Session II
(553-6)
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4:50 - 5:00
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Scott
Morrison
The Definition and
Design of Communities on the Web
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Colin Geissler &
Priscilla Garrido
A
methodology for software
evaluation
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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.
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