Search (3 results, page 1 of 1)

  • × author_ss:"Blandford, A."
  • × language_ss:"e"
  • × theme_ss:"Suchtaktik"
  1. Pontis, S.; Blandford, A.; Greifeneder, E.; Attalla, H.; Neal, D.: Keeping up to date : an academic researcher's information journey (2017) 0.02
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    Abstract
    Keeping up to date with research developments is a central activity of academic researchers, but researchers face difficulties in managing the rapid growth of available scientific information. This study examined how researchers stay up to date, using the information journey model as a framework for analysis and investigating which dimensions influence information behaviors. We designed a 2-round study involving semistructured interviews and prototype testing with 61 researchers with 3 levels of seniority (PhD student to professor). Data were analyzed following a semistructured qualitative approach. Five key dimensions that influence information behaviors were identified: level of seniority, information sources, state of the project, level of familiarity, and how well defined the relevant community is. These dimensions are interrelated and their values determine the flow of the information journey. Across all levels of professional expertise, researchers used similar hard (formal) sources to access content, while soft (interpersonal) sources were used to filter information. An important "pain point" that future information tools should address is helping researchers filter information at the point of need.
    Source
    Journal of the Association for Information Science and Technology. 68(2017) no.1, S.22-35
    Type
    a
  2. Attfield, S.; Blandford, A.; Dowell, J.: Information seeking in the context of writing : a design psychology interpretation of the "problematic situation" (2003) 0.00
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    Abstract
    Information seeking does not occur in a vacuum but invariably is motivated by some wider task. It is well accepted that to understand information seeking we must understand the task context within which it takes place. Writing is amongst the most common tasks within which information seeking is embedded. This paper considers how writing can be understood in order to account for embedded information seeking. Following Sharples, the paper treats writing as a design activity and explore parallels between the psychology of design and information seeking. Significant parallels can be found and ideas from the psychology of design offer explanations for a number of information seeking phenomena. Next, a design-oriented representation of writing tasks as a means of providing an account of phenomena such as information seeking uncertainty and focus refinement is developed. The paper illustrates the representation with scenarios describing the work of newspaper journalists.
    Type
    a
  3. 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.
    Type
    a