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Tuesday Keynote | Collaborative Innovation Networks - How To Mint Your COINs? |
| Peter A. Gloor | html | pdf
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notes
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Wednesday Keynote | Collective Intelligence |
| Thomas W. Malone | html | notes
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Thursday Keynote | From Crazed to Focused: Designing User Interfaces for Effective Group Collaboration and Awareness |
| Mary Czerwinski | html | notes
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Luncheon Keynote | Sociability and Usability in Online Social Spaces |
| Jennifer Preece | html | pdf
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notes
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How can you leverage the swarm creativity of Collaborative Innovation Networks? How can you recognize them? How can you join them?
This talk introduces Collaborative Innovation Networks, or COINs. COINs are cyberteams of self-motivated people with a collective vision, enabled by technology to collaborate in creating a cool trend - an innovation - by sharing ideas, information, and work. COINs have been around for hundreds of years. Many of us have already been a part of one without knowing it. What makes COINs so relevant today is that the concept has reached its tipping point - thanks to the Internet and the World Wide Web. COINs are powered by swarm creativity. People work together in a structure that enables a fluid creation and exchange of ideas. It may look chaotic from the outside, but the structure of a COIN is like a beehive or ant colony, immensely productive because each team member knows intuitively what she or he needs to do.
BIOGRAPHY"Coolhunting" and "coolfarming" put COINs to productive use. They are about identifying and fostering emerging trends and trendsetters. They are about uncovering and developing hidden innovation and innovators. They are about discovering new ideas that correspond to the collective human mindset and have been created by Collaborative Innovation Networks. Coolhunting in organizations - discovering, analyzing, and measuring trends and trendsetters - means observing social networks through face-to-face interaction, the Web, blogs, newspapers and magazines, broadcast media, and society at large to spot the new things that will become cool. When it comes to tracking and analyzing COINs, TeCFlow, a software tool developed over the last 4 years at MIT, Dartmouth, Cologne and Helsinki, uses dynamic social network analysis to identify communication patterns through time to chart complex group dynamics. It creates cybermovies of communication flows from various input sources such as e-mail, Web site links, and blogs, to trace interaction in social networks. This talk draws on work with more than 40 organizations during the past decade and is based on Peter's latest books "Swarm Creativity - Competitive Advantage through Collaborative Innovation Networks", published in 2006 at Oxford University Press, and "Coolhunting - Chasing Down the Next Big Thing" (with Scott Cooper) published by AMACOM spring 2007.
Peter A. Gloor is a Research Scientist at the Center for Collective Intelligence at MIT's Sloan School of Management where he leads a project exploring Collaborative Innovation Networks. He was Mercator Visiting Professor at the University of Cologne, and is a lecturer at Helsinki University of Technology. Earlier, he was an adjunct faculty at Dartmouth College, a Post-Doc at MIT and received his Ph.D. in Computer Science from the University of Zurich in 1989.
Peter is equally at home in the commercial world. Until the end of 2002, Peter was a Partner with Deloitte Consulting, leading its E-Business practice for Europe. Before that, he was a Partner with PricewaterhouseCoopers and the Section Leader for Software Engineering at UBS.
Collective Intelligence
Thomas W. Malone
Patrick J. McGovern Professor of Management
While people have talked about collective intelligence for decades, new communication technologies — especially
the Internet — now allow huge numbers of people all over the planet to work together in new ways. The recent
successes of systems like Google and Wikipedia suggest that the time is now ripe for many more such systems,
and this talk will examine ways to take advantage of these possibilities. Using examples from business, government,
and other areas, the talk will address the fundamental question: How can people and computers be connected so that —
collectively—they act more intelligently than any individuals, groups, or computers have ever done before?
Thomas W. Malone is the Patrick J. McGovern Professor of Management at the MIT Sloan School of Management and
the founding director of the MIT Center for Collective Intelligence. He was also the founder and director of the MIT
Center for Coordination Science and one of the two founding co-directors of the MIT Initiative on
"Inventing the Organizations of the 21st Century". Professor Malone teaches classes on leadership and
information technology, and his research focuses on how new organizations can be designed to take advantage of the
possibilities provided by information technology. The past two decades of Professor Malone’s research are summarized
in his critically acclaimed book, The Future of Work: How the New Order of Business Will Shape Your Organization,
Your Management Style, and Your Life (Harvard Business School Press, 2004). Professor Malone has also published over
75 articles, research papers, and book chapters; he is an inventor with 11 patents; and he is the co-editor of three
books: Coordination Theory and Collaboration Technology (Erlbaum, 2001), Inventing the Organizations of the 21st
Century (MIT Press, 2003), and Organizing Business Knowledge: The MIT Process Handbook (MIT Press, 2003).
Malone has been a cofounder of three software companies and has consulted and served as a board member for a number
of other organizations. Before joining the MIT faculty in 1983, Malone was a research scientist at the Xerox Palo Alto
Research Center (PARC) where his research involved designing educational software and office information systems.
His background includes a Ph.D. and two master’s degrees from Stanford University, a B.A. (magna cum laude) from Rice
University, and degrees in applied mathematics, engineering-economic systems, and psychology.
From Crazed to Focused: Designing User Interfaces for Effective Group Collaboration and Awareness
Mary Czerwinski
Research Area Manager of the Human-Centered Computing (HCC) groups and Manager of the Visualization and Interaction (VIBE) Research Group
Today's information workers are characterized by their ability to easily handle interruptions, to multitask, task
switch on a dime and make sense of enormous amounts of information in high pressure situations. In addition, current
and future technologies, including various wearables and sensing devices, ensure that robust communications and
information transmissions can occur just about anywhere, at any time, and to anyone. Finally, our ability to log,
collect and visualize event data becomes ever more sophisticated, allowing us to analyze trends and identify patterns
across many areas of individual and group behavior.
How do we use these technological trends to ensure that we are designing tools that improve productivity, insight,
and an overall sense of user control in groups of users? In this talk, I will discuss our research approach to the
group-centered design of advanced user interfaces, and I will describe a few of our more recent research projects by
way of example.
Mary Czerwinski is a Research Area Manager of the Human-Centered Computing group at Microsoft Research.
The group is responsible for studying and designing advanced technology and interaction techniques that leverage human
capabilities across a wide variety of channels and social structures. Mary's primary research areas include spatial
cognition, information visualization and group awareness.
Mary has been an affiliate professor at the Department of Psychology, University of Washington since 1996.
She has also held positions at Compaq Computer Corporation, Rice University, Lockheed Engineering and Sciences
Corporation, and Bell Communications Research. She received a Ph.D. in cognitive psychology from Indiana University in
Bloomington.
Mary is active in the field of Human-Computer Interaction, publishing and participating in a wide number of
conferences, professional venues and journals. More information about Dr. Czerwinski can be found at
http://research.microsoft.com/users/marycz.
Sociability and Usability in Online Social Spaces
Jennifer Preece
Professor & Dean
Online communities have become a key source of information and support for many people. These communities enable users
and contributors to coordinate their activities. People from across the world regularly meet, greet, get to know each
other and keep in contact via online communities; patients are helped to cope better with their diseases; students
discuss homework projects; hobbyists pursue their passions; and teens chat about their lives. Scholars use online
communities to track academic topics; lawyers seek legal information; and professionals exchange business knowledge.
Almost any kind of face-to-face communication can also happen online, although the form and timing is usually different
and a greater range of additional functions can often be added to online conversations, such as tracking, archiving,
and searching. A variety of software facilitates information exchange and communication including: wikis, blogs,
discussion boards, instant messaging, and other web-based technologies, cell phones, and immersive virtual environments.
The variety of applications is growing and changing all the time.
Creating successful online communities requires attention to usability and sociability. Participants must be able to
use and interact with the technology (i.e., usability) and with each other via the technology (i.e., sociability).
Attending to issues such as how users create and send messages, and how the software can be used to communicate
non-verbal cues are examples of usability design; attending to the social processes required for moderation, facilitation,
politeness, leadership, and social support online are examples of sociability design. Both are necessary for successful
communities.
In this talk I will discuss the concept of an online community; present a framework for developing and analyzing online
communities; and discuss ways of encouraging participation and empathy online by focusing on sociability and usability.
Dr. Jennifer Preece is Professor and Dean of the College of Information Studies at the University of Maryland.
She is author, coauthor or editor of seven books including: Interaction Design: Beyond Human-Computer Interaction (2002)
(www.id-book.com) and Online Communities: Designing Usability, Supporting
Sociability (2000)
(www.clis.umd.edu/people/preece/onlinecommunities)
published by John Wiley & Sons. Dr. Preece is author of over one
hundred and fifty book chapters and publications; she serves on four editorial boards and frequently gives keynotes at
major conferences. She was technical program chair for the first International Conference on Online Communities and
Social Computing, and for Communities & Technology and twice for ACM SIGCHI conferences.
Director, Center for Collective Intelligence
Massachusetts Institute of Technology
Cambridge, Massachusetts
USA
BIOGRAPHY
Microsoft Research, Microsoft Corporation
One Microsoft Way
Redmond, Washington
USA
BIOGRAPHY
"Three helping one another will do as much as six working singly"
College of Information Studies
University of Maryland
USA
preece@umd.edu
www.clis.umd.edu/people/preece/
BIOGRAPHY