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  • × author_ss:"Makri, S."
  1. Makri, S.; Blandford, A.; Gow, J.; Rimmer, J.; Warwick, C.; Buchanan, G.: ¬A library or just another information resource? : a case study of users' mental models of taditional and digital libraries (2007) 0.02
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    Abstract
    A user's understanding of the libraries they work in, and hence of what they can do in those libraries, is encapsulated in their "mental models" of those libraries. In this article, we present a focused case study of users' mental models of traditional and digital libraries based on observations and interviews with eight participants. It was found that a poor understanding of access restrictions led to risk-averse behavior, whereas a poor understanding of search algorithms and relevance ranking resulted in trial-and-error behavior. This highlights the importance of rich feedback in helping users to construct useful mental models. Although the use of concrete analogies for digital libraries was not widespread, participants used their knowledge of Internet search engines to infer how searching might work in digital libraries. Indeed, most participants did not clearly distinguish between different kinds of digital resource, viewing the electronic library catalogue, abstracting services, digital libraries, and Internet search engines as variants on a theme.
  2. Blandford, A.; Adams, A.; Attfield, S.; Buchanan, G.; Gow, J.; Makri, S.; Rimmer, J.; Warwick, C.: ¬The PRET A Rapporter framework : evaluating digital libraries from the perspective of information work (2008) 0.01
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    Abstract
    The strongest tradition of IR systems evaluation has focused on system effectiveness; more recently, there has been a growing interest in evaluation of Interactive IR systems, balancing system and user-oriented evaluation criteria. In this paper we shift the focus to considering how IR systems, and particularly digital libraries, can be evaluated to assess (and improve) their fit with users' broader work activities. Taking this focus, we answer a different set of evaluation questions that reveal more about the design of interfaces, user-system interactions and how systems may be deployed in the information working context. The planning and conduct of such evaluation studies share some features with the established methods for conducting IR evaluation studies, but come with a shift in emphasis; for example, a greater range of ethical considerations may be pertinent. We present the PRET A Rapporter framework for structuring user-centred evaluation studies and illustrate its application to three evaluation studies of digital library systems.
  3. Makri, S.: Information informing design : Information Science research with implications for the design of digital information environments (2020) 0.01
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    Abstract
    This debut curated "virtual special issue" of JASIST is on the theme of "information informing design." It comprises several excellent scholarly research articles previously published in JASIST with important implications for the design of digital information environments. It covers articles that motivate the need for Information Science research to inform design and those that have empirically examined information-related concepts such as information behavior, practices, interaction, and experience and, based on their findings, proposed recommendations or posed questions for design. This article argues that as JASIST exists at the intersection between information, systems, and users, it is natural to want to understand how people engage with information to inform design and, by doing so, Information Science research can build bridges between Information Science and computing disciplines and make contributions that transcend its discipline boundaries. It argues that Information Science research not only has the potential but also the duty to inform the design of future digital information environments.
  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) 0.01
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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.
  5. Gutierrez Lopez, M.; Makri, S.; MacFarlane, A.; Porlezza, C.; Cooper, G.; Missaoui, S.: Making newsworthy news : the integral role of creativity and verification in the human information behavior that drives news story creation (2022) 0.01
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    Abstract
    Creativity and verification are intrinsic to high-quality journalism, but their role is often poorly visible in news story creation. Journalists face relentless commercial pressures that threaten to compromise story quality, in a digital era where their ethical obligation not to mislead the public has never been more important. It is therefore crucial to investigate how journalists can be supported to produce stories that are original, impactful, and factually accurate, under tight deadlines. We present findings from 14 semistructured interviews, where we asked journalists to discuss the creation of a recent news story to understand the process and associated human information behavior (HIB). Six overarching behaviors were identified: discovering, collecting, organizing, interrogating, contextualizing, and publishing. Creativity and verification were embedded throughout news story creation and integral to journalists' HIB, highlighting their ubiquity. They often manifested at a micro level; in small-scale but vital activities that drove and facilitated story creation. Their ubiquitous role highlights the importance of creativity and verification support being woven into functionality that facilitates information acquisition and use in digital information tools for journalists.
  6. Makri, S.; Blandford, A.; Cox, A.L.: Investigating the information-seeking behaviour of academic lawyers : from Ellis's model to design (2008) 0.01
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    Footnote
    Beitrag eines Themenschwerpunktes "Digital libraries in the context of users' broader activities"
  7. Makri, S.; Hsueh, T.-L.; Jones, S.: Ideation as an intellectual information acquisition and use context : investigating game designers' information-based ideation behavior (2019) 0.01
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    Abstract
    Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (that is, the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a "means to an intellectual end" and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with 10 game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use.