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Designing Online Playful Activities for Distributed Teams

机译:为分布式团队设计在线娱乐活动

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摘要

Distributed teams have become increasingly prevalent. However, distance brings challenges in practice, and chief among them is the development of trusting and cohesive relationships. By contrast, in co-located settings, informal social interactions beyond purely task-oriented communication support trust and cohesion building. This research fills the gap by exploring, in two related studies, how to use online playful activities to encourage informal social interactions at work and at a distance. The first study identifies the potential to use open-ended, freeform drawing to jumpstart trust, cohesion, and positive emotions in a distributed team setting. The results reveal that there are four core facets of the experience afforded by online playful activities: expressivity, reflection, interactivity, and playfulness. These results suggest that designing around the four facets could contribute to an engaging playful experience that would help teams build a common ground, support subjective affective expressions and experience, build up team knowledge in a relaxing social context, and promote positive emotional contagions. Thus, a prototype based on these findings was developed and tested in a short-term, in-situ study with five teams from industry contexts. The prototype supported asynchronous, anonymous, collaborative online drawing. We found that participants obtained an increased engaging experience and perceived trust, cohesion, and transient positive emotions over five days. Findings also identified the relationship between the four facets; namely, how each was influenced by the others. Based on findings from the two studies, as well as insights from previous, related research, we developed a theoretical model to capture the characteristics of online playful activities for distributed teams. This model leads to a design framework with eight concrete design guidelines that form a basis for system design for online playful activities for distributed teams.
机译:分布式团队变得越来越普遍。但是,距离在实践中会带来挑战,其中最主要的是建立信任和凝聚力关系。相比之下,在同一地点的环境中,除了纯粹面向任务的沟通之外,非正式的社交互动还支持建立信任和凝聚力。这项研究通过在两项相关研究中探索如何利用在线娱乐活动来鼓励工作中和远距离的非正式社交互动来填补空白。第一项研究确定了在分布式团队环境中使用开放式,自由形式绘图来增强信任,凝聚力和积极情绪的潜力。结果表明,在线娱乐活动提供的体验有四个核心方面:表现力,反思,互动性和娱乐性。这些结果表明,围绕四个方面进行设计可能有助于营造一种有趣的娱乐体验,有助于团队建立共识,支持主观情感表达和体验,在轻松的社交环境中积累团队知识并促进积极的情绪感染。因此,根据这些发现开发了一个原型,并与来自行业背景的五个团队进行了短期的现场研究。该原型支持异步,匿名,协作式在线绘图。我们发现,参与者在五天内获得了更多的参与体验,并获得了信任,凝聚力和短暂的积极情绪。研究结果还确定了四个方面之间的关系。即,每个人如何受到其他人的影响。基于这两项研究的发现以及以往相关研究的见识,我们开发了一种理论模型来捕捉分布式团队在线娱乐活动的特征。该模型导致一个具有八项具体设计准则的设计框架,这些准则为分布式团队的在线娱乐活动的系统设计奠定了基础。

著录项

  • 作者

    Zhao, Mengyao.;

  • 作者单位

    University of California, Irvine.;

  • 授予单位 University of California, Irvine.;
  • 学科 Information science.;Information technology.
  • 学位 Ph.D.
  • 年度 2018
  • 页码 195 p.
  • 总页数 195
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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