Search (4 results, page 1 of 1)

  • × author_ss:"Blandford, A."
  • × author_ss:"Makri, S."
  • × year_i:[2010 TO 2020}
  1. Pontis, S.; Kefalidou, G.; Blandford, A.; Forth, J.; Makri, S.; Sharples, S.; Wiggins, G.; Woods, M.: Academics' responses to encountered information : context matters (2016) 0.00
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    Abstract
    An increasing number of tools are being developed to help academics interact with information, but little is known about the benefits of those tools for their users. This study evaluated academics' receptiveness to information proposed by a mobile app, the SerenA Notebook: information that is based in their inferred interests but does not relate directly to a prior recognized need. The evaluated app aimed at creating the experience of serendipitous encounters: generating ideas and inspiring thoughts, and potentially triggering follow-up actions, by providing users with suggestions related to their work and leisure interests. We studied how 20 academics interacted with messages sent by the mobile app (3 per day over 10 consecutive days). Collected data sets were analyzed using thematic analysis. We found that contextual factors (location, activity, and focus) strongly influenced their responses to messages. Academics described some unsolicited information as interesting but irrelevant when they could not make immediate use of it. They highlighted filtering information as their major struggle rather than finding information. Some messages that were positively received acted as reminders of activities participants were meant to be doing but were postponing, or were relevant to ongoing activities at the time the information was received.
    Source
    Journal of the Association for Information Science and Technology. 67(2016) no.8, S.1883-1903
    Theme
    Semantisches Umfeld in Indexierung u. Retrieval
  2. Makri, S.; Blandford, A.: Coming across information serendipitously : Part 1: A process model (2012) 0.00
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    Abstract
    Purpose - This research seeks to gain a detailed understanding of how researchers come across information serendipitously, grounded in real-world examples. This research was undertaken to enrich the theoretical understanding of this slippery phenomenon. Design/methodology/approach - Semi-structured critical incident interviews were conducted with 28 interdisciplinary researchers. Interviewees were asked to discuss memorable examples of coming across information serendipitously from their research or everyday life. The data collection and analysis process followed many of the core principles of grounded theory methodology. Findings - The examples provided were varied, but shared common elements (they involved a mix of unexpectedness and insight and led to a valuable, unanticipated outcome). These elements form part of an empirically grounded process model of serendipity. In this model, a new connection is made that involves a mix of unexpectedness and insight and has the potential to lead to a valuable outcome. Projections are made on the potential value of the outcome and actions are taken to exploit the connection, leading to an (unanticipated) valuable outcome. Originality/value - The model provides researchers across disciplines with a structured means of understanding and describing serendipitous experiences.
  3. Makri, S.; Blandford, A.: Coming across information serendipitously : Part 2: A classification framework (2012) 0.00
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    Abstract
    Purpose - In "Coming across information serendipitously - Part 1: a process model" the authors identified common elements of researchers' experiences of "coming across information serendipitously". These experiences involve a mix of unexpectedness and insight and lead to a valuable, unanticipated outcome. In this article, the authors aim to show how the elements of unexpectedness, insight and value form a framework for subjectively classifying whether a particular experience might be considered serendipitous and, if so, just how serendipitous. Design/methodology/approach - The classification framework was constructed by analysing 46 experiences of coming across information serendipitously provided by 28 interdisciplinary researchers during critical incident interviews. "Serendipity stories" were written to summarise each experience and to facilitate their comparison. The common elements of unexpectedness, insight and value were identified in almost all the experiences. Findings - The presence of different mixes of unexpectedness, insight and value in the interviewees' experiences define a multi-dimensional conceptual space (which the authors call the "serendipity space"). In this space, different "strengths" of serendipity exist. The classification framework can be used to reason about whether an experience falls within the serendipity space and, if so, how "pure" or "dilute" it is. Originality/value - The framework provides researchers from various disciplines with a structured means of reasoning about and classifying potentially serendipitous experiences.
  4. Makri, S.; Blandford, A.; Woods, M.; Sharples, S.; Maxwell, D.: "Making my own luck" : serendipity strategies and how to support them in digital information environments (2014) 0.00
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    Abstract
    Serendipity occurs when unexpected circumstances and an "aha" moment of insight result in a valuable, unanticipated outcome. Designing digital information environments to support serendipity can not only provide users with new knowledge, but also propel them in directions they might not otherwise have traveled in-surprising and delighting them along the way. As serendipity involves unexpected circumstances it cannot be directly controlled, but it can be potentially influenced. However, to the best of our knowledge, no previous work has focused on providing a rich empirical understanding of how it might be influenced. We interviewed 14 creative professionals to identify their self-reported strategies aimed at increasing the likelihood of serendipity. These strategies form a framework for examining ways existing digital environments support serendipity and for considering how future environments can create opportunities for it. This is a new way of thinking about how to design for serendipity; by supporting the strategies found to increase its likelihood rather than attempting to support serendipity as a discrete phenomenon, digital environments not only have the potential to help users experience serendipity but also encourage them to adopt the strategies necessary to experience it more often.
    Source
    Journal of the Association for Information Science and Technology. 65(2014) no.11, S.2179-2194