Академический Документы
Профессиональный Документы
Культура Документы
Knowledge Management:
Problems, Promises,
Realities, and
Challenges
Gerhard Fischer and Jonathan Ostwald, University of Colorado
Those who cannot remember the past are condemned to repeat it. —George Santayana
Innovation is everywhere; the difficulty is learning from it. —John Seeley Brown
that lessons will not be forgotten. This perspective implies that future information
needs will be the same as past needs. Consequently, this perspective treats knowledge
workers as passive recipients of information. approaches according to how they perform these
The second quote more closely reflects a design basic activities. For example, different approaches
The authors’ perspective1 of knowledge management. In this per- might store different kinds of information, support
spective, knowledge workers constantly create new different people to create information, or employ dif-
knowledge knowledge as they work. KM’s goal is to enable ferent mechanisms and strategies to disseminate
innovative practice at an organizational (community) information.
management level by supporting collaboration and communica- In traditional KM approaches, management col-
tion among knowledge workers in the same domain lects and structures an organizational memory’s con-
approach assumes that and across domains. tents as a finished product at design time (before the
This article explores the design perspective’s organizational memory is deployed) and then dis-
knowledge is not a implications for KM. We examine the major prob- seminates the product. Such approaches are top-
lems our approach must address, the promises it down in that they assume that management creates
commodity but that it offers, the realities we have explored in our work, the knowledge and that workers receive it.
and the continuing challenges. Table 1 summarizes Our design perspective is an alternative that
is collaboratively the article’s key ideas. relates working, learning, and knowledge creation.
In this framework, workers are reflective practi-
designed and A basic framework tioners,2 who struggle to understand and solve ill-
KM is a cyclic process involving three related defined problems. Learning is intrinsic to problem
constructed. activities: creation, integration, and dissemination solving, because problems are not given but must
(see Figure 1). be framed and solved as a unique instance. This
In this model, computation supports human perspective has two essential aspects. First, work-
knowledge activities by manipulating information. ers, not managers, create knowledge at use time.
An information repository stores information that Second, knowledge is a side effect of work. Table
was created in the past and is disseminated through- 2 compares the traditional KM perspective with
out an organization or group. We can classify KM our perspective.
the captured information incrementally, We have found that using external repre- project or problem. They typically exist for a
rather than at the time of capture.3 sentations exposes, and focuses discussion project’s duration. They need support for cre-
on, relevant aspects of the framing and under- ating shared understanding among stake-
Dissemination standing of the problem being studied, such holders from different backgrounds, who
This activity makes information in the as tacit attitudes, values, and perspectives.4 bring different perspectives and languages to
organizational memory available to workers This is because designers engage in a “con- the problem.
to help their problem solving. Traditional versation with the materials of a situation.”2 CoPs are typically associated with KM.
KM approaches assume that workers per- In this conversation, designers interact with CoIs are becoming increasingly involved in
form repetitive and predictable tasks, so they an external representation of the problem, KM as projects become more interdisciplinary
disseminate knowledge through classroom and the situation talks back to them, causing and as collaborative design brings together
training or printed reference documents. breakdowns in their prior understandings. To specialists from many domains. The challenge
These approaches separate learning and designers, breakdowns are not mistakes but is to meaningfully bridge and integrate these
working. They typically use information opportunities to create new understandings. various perspectives. Such integration requires
technology to broadcast information (for When a breakdown occurs, designers reflect support for reflection in action. For collabo-
example, email) or to provide searchable on the breakdown,2,5 learning more about the rative design, where many people work to-
databases. As we mentioned earlier, the problem, its framing, and possible solutions. gether to understand a problem, design
information that workers receive or access becomes a conversation in a more literal sense.
comes from management (or the creator of That is, external representations facilitate a
the training materials) rather than from conversation not only with the design situa-
coworkers.
In the design perspective, the specific
Closed systems do not give tion but also with other designers. In this way,
externalizations expose breakdowns due to a
information needs of workers are unpre-
dictable. The need for information results
communities control over their lack of understanding of the problem, conflicts
among perspectives, or the absence of shared
from particular situations that arise from a understanding. As we mentioned earlier, such
worker’s struggle to understand a problem. own knowledge but put a gulf breakdowns are opportunities to build new,
The context of problem solving dictates the shared understandings.
information demand and provides the con- between creation and integration. Collaborative designs result in work prod-
text for learning. On-demand information ucts7 that are enriched by the multiple per-
integrates working and learning, because the So, innovations happen outside spectives of the participants and the discourses
need for learning comes from work, and the that result from the process. This integrates
learning takes place within the context of the systems. the individual and the group knowledge in
work situation. ways impossible in settings that rely solely on
“divide and conquer” team organization.
Problems
Now we look at some of the major bar– Collaborative design. Increasingly, groups Putting communities in charge
riers to implementing a design-oriented or communities working together—not indi- The view of workers as reflective practi-
approach. viduals—perform design tasks. Complexity tioners within CoPs does not correspond to
in collaborative design arises from the need what is taught in training or what is contained
Creating shared understanding to synthesize different perspectives of a prob- in information systems supporting the tradi-
KM aims to increase the ability of work- lem, to manage large amounts of information tional KM view. Traditional information sys-
ers to perform knowledge-intensive tasks. relevant to a design task, and to understand tems are closed systems that store answers
From the perspective of work as creative the design decisions that have determined a to questions that might arise during work,
design, we can restate this purpose simply as designed artifact’s long-term evolution. under the assumption that workers are per-
understanding the problem at hand. Our work focuses on two types of groups, forming tasks that have been anticipated and
communities of practice6 and communities described. This assumption is a barrier to
External representation. An important aspect of interest.4 innovation, because it does not let workers
of design is the creation of artifacts that exter- Communities of practice consist of peo- share their new ideas for their peers to dis-
nalize knowledge. This is important for three ple sharing a common practice or domain of cuss, debate, or build on. Closed systems do
reasons: interest. CoPs are sustained over time. They not give communities control over their own
provide a means for newcomers to learn knowledge but put a gulf between creation
• In so doing, we begin to move from vague, about the practice and for established mem- and integration. So, innovations happen out-
tacit conceptualizations of an idea to a bers to share knowledge about their work and side systems, and systems contain informa-
more explicit representation. to collaborate on projects. They need support tion that is chronically out of date and that
• The artifact provides a means for others to for understanding long-term evolution of reflects an outsider’s view of work.1
interact with, react to, negotiate around, artifacts and for understanding problems
and build on the externalized idea. caused by rapid change in their domain. Capturing information at use time. Design
• The artifact provides an opportunity to cre- CoIs consist of people from different fields communities have learned that anticipating
ate a common language of understanding. who come together to work on a particular all possible uses at design time (that is, when
mation exists. Or, users might not be aware Knowledge > information. John Brown and ply providing better access, KM should sup-
of the need for information in the first place. Paul Duguid1 argue convincingly that knowl- port informed participation1 in collaborative
Design-oriented KM approaches must go edge is more than just information because it problem-solving processes and communities.
beyond the traditional forms of knowledge However, informed participation is impos-
dissemination if they are to address infor- • usually entails a knower, sible in communities that strictly separate
mation overload. The help desk example rep- • appears harder to detach than information, users from designers and developers. This
resents these core technical issues for KM and separation is undesirable and unproductive.
environments: • is something what we digest rather than Users must acquire a new mind-set—they
merely hold. are no longer passive receivers of knowledge
• devising computationally tractable repre- but are active researchers, constructors, and
sentations of experiences,3 A consequence of these observations is communicators of knowledge. Knowledge
• developing retrieval technologies that that attention to knowledge (rather than just is no longer handed down from above; it is
recognize complex as well as surface to information) requires attention to people, constructed collaboratively in the contexts
similarities,12 including their tasks, motivation, and inter- of work.
• capturing significant portions of knowl- ests in collaboration. Knowledge is infor-
edge that practitioners generate in their mation that is attached to a particular context Living organizational memories
work,13 and (for example, a task, problem, or question). The second myth is that the evolution of
• nurturing a culture that motivates individ- complex artifacts and information spaces can
uals to work for the good of the group or be purely self-organized (decentralized). KM
organization.14 can learn some lessons from open-source
The heart of intelligent human development projects,19 which always have a
Promises core set of project leaders who have the final
We differentiate between two types of performance is not the individual say on what course a project’s evolution takes.
promises. The first constitutes myths, for These people centrally integrate information
which little evidence exists, and which might human mind but groups of minds that others have contributed in a decentral-
lead us to work toward questionable goals. ized manner. Contributors are explicitly
Although KM’s promise is exciting and real,
misconceptions exist that we must expose
interacting with each other and acknowledged and often assume responsibil-
ity for their subsystem’s evolution. Open-
and examine. KM shares the hype and unre-
alistic expectations that have surrounded
with tools and artifacts. source projects have many varieties of con-
trol structures, but each project will have
other disciplines such as expert systems and some centralized responsibility.20 No project
object-oriented design.15 For example, peo- practices purely decentralized evolution.
ple assumed that these technologies by them- The evolution of open KM systems must
selves would do the job. also have elements of decentralized evolu-
The second type of promises offers alter- Although information can be easily trans- tion and centralized integration. The mix of
natives to these myths. These promises focus mitted from place to place and person to per- these modes and the means of selecting indi-
on the three basic KM activities: knowledge son, the underlying context cannot. Infor- viduals to assume responsibility will take
creation in the context of social creativity,16 mation technology is necessary to realize the many forms. Later in this article, we present
knowledge integration in the context of liv- KM cycle of creation, integration, and dis- a general framework identifying essential
ing information repositories,17 and knowl- semination, but technology alone is insuffi- activities and roles for sustained evolution of
edge dissemination in the context of an atten- cient. KM requires changing work practices open systems. A major difference between
tion economy.1 and attitudes to acknowledge the importance open-source projects and open KM systems
of the knowledge worker and the contexts of is that the latter’s users are end users.
Social creativity work in transforming information into capa- The goal of making user-modifiable sys-
The first myth is that knowledge is a com- bility for effective action.15 tems does not imply transferring the respon-
modity. This myth has two parts: sibility of good system design to the user.
First, we can simply and explicitly “capture” Social creativity and informed participation. Normal users generally will make poorer
the knowledge of a 30-year expert. So, we can The heart of intelligent human performance modifications than a system specialist would.
fire the expert and hire someone with no rele- is not the individual human mind but groups Users are not concerned with the system per
vant skills off the street who can now use the of minds interacting with each other and with se but with doing their work. On the other
“knowledge base” to perform like an expert. tools and artifacts. Social creativity grows hand, users are concerned with the system’s
Second, in the ideal company, information out of the relationship between an individual adequacy as a tool for their work. So, they
technology will capture all knowledge world- and the world of his or her work, and out of experience how the tool’s capabilities fit, or
wide and instantly feed it through high band- the ties between an individual and other do not fit, their needs. This is knowledge the
width lines to a central location. At this loca- human beings. The knowledge to understand, specialist cannot have, because the specialist
tion, experts will make globally optimal frame, and solve most design problems does does not use the tool to do work. User-mod-
decisions for the entire company and feed them not preexist but is constructed and evolves ifiable systems let the user adapt a system
back to the periphery for implementation.18 during problem solving. So, instead of sim- directly, without requiring a specialist and
without requiring deep knowledge of the sys- are unanticipated. Instead, the knowledge to Unique capabilities of computational media.
tem’s inner workings.21 Designing such sys- repair breakdowns comes from the user, who Printed media do not have interpretive
tems does not decrease the system special- can best recognize the lack of fit and how to power—they can convey information, but
ist’s responsibility or importance. It shifts the change the artifact to improve its fit. they cannot analyze the work products we
responsibility from designing a finished sys- In an unself-conscious culture of design, create. Computational media can provide
tem at design time to designing a system that an artifact’s failure or inadequacy leads
the user can adapt and modify at use time. directly to an action to change or improve it. • information relevant to the task at hand,23
For example, when a house’s owner is also thereby reducing the information overload
A proper evolution. Living organizational its builder, constant rearrangement of unsat- or the need for decontextualized learning,
memories offer these promises and opportu- isfactory details are possible. In KM, open and
nities: systems put the owner of problems in charge. • the foundation for on-demand informa-
Because the owners are in charge, the posi- tion, detail, and learning.
• They are information spaces owned by the tive elements of the unself-conscious design
people and communities who use them to culture can be exploited in the evolution of Beyond access approaches. Information
do work, not by management or the IT organizational memories. In such environ- delivery complements information access
department. ments, the end users, not the system builders, approaches for disseminating information.
• They support the collaborative and evolu- experience breakdowns. These breakdowns While information access is a user-initiated
tionary design of complex systems by pro- lead the users to continually and directly search, information delivery is a system-
viding a means to integrate the many con- evolve and refine their information space, initiated presentation of information in-
tributions of many people. without relying on professionals. tended to be relevant to the user’s task. Table
• They are open and evolvable systems, Sustaining the usefulness and usability of 4 compares information access and deliv-
serving not only as information reposito- living information repositories over time ery technologies.
ries but also as mediums of communica- involves important challenges and trade-offs Support for information access is indis-
tion and innovation. (summarized in Table 3). These trade-offs pensable because designers must be able to
• They can evolve through many small con- depend on whether these information repos- search for needed information. The ability of
tributions by many people rather than itories are evolved by specialists or by knowl- information access technologies to retrieve
through large contributions by a few peo- edge workers. information related at levels beyond surface
ple (as has been the case for previous similarities has improved. However, they
knowledge-based systems). Attention economy remain limited in principle because their
The third myth is that “anytime and any- users must articulate information needs.
Unself-conscious cultures of design. When an where” information access will solve KM Information delivery technologies exploit
artifact’s users can recognize and repair break- problems. Because we believe that the the scarce resource of attention better, be-
downs as they use it, they are empowered to scarcest resource for most people is atten- cause they infer a user’s information needs
maintain the artifact’s fit to its changing envi- tion, we claim that the real challenge is to rather than requiring the user to explicitly
ronment. The architect and design methodol- “say the right thing at the right time in the formulate a query. Information delivery is
ogist Christopher Alexander wanted his build- right way.” This is possible only with com- particularly important when designers are not
ings to be continually maintained and putational environments that take the user’s motivated to look for information or when
enhanced in this manner by the people who context into account (for example, what the they are not aware of the need for informa-
inhabited them. He coined the phrase unself- users are doing, what they know, where they tion in the first place.
conscious culture of design22 to describe this are, and what have they done). KM needs to To deliver information relevant to the
form of design-in-use. In unself-conscious exploit computational media’s capabilities user’s task, delivery mechanisms face two
design, breakdown and correction occur side for interpreting information to support atten- major challenges:
by side; no formal set of rules describes how tion economies, in which attention is the
to repair breakdowns, because the breakdowns most valued resource. • Determining the user’s information needs.
Weaknesses Task-relevant knowledge might remain hidden Intrusiveness, possibility of decontextualized information
because the user couldn’t specify it in a query
Major system Supporting users in expressing queries, better Context awareness (intent recognition, task models, user models, relevance
design challenges indexing and search algorithms to a task)
Information needs can be inferred from the that uniquely support the KM cycle. We have work being designed, or as a starting point
task at hand (what the user is doing and built DODEs in many domains. During this for a new design.
the actions he or she has performed) and process, we have developed a domain-inde- Like most KM environments, NetDE sup-
from the user’s intentions. Determining pendent software architecture describing the ports information access through searching
the task at hand is challenging, but infer- tools and knowledge-based mechanisms that and browsing. Unlike most KM environments,
ring intentions is even more difficult. support the KM processes.5 We now exam- NetDE can play an active role in knowledge
Delivery mechanisms must operate with ine NetDE, a DODE that supports the cre- dissemination. Critiquing mechanisms (crit-
incomplete information about the design- ation and management of knowledge in the ics) monitor the actions of users as they work
ers’ intentions because they are not com- domain of local area network design and and inform them about potential problems.
pletely known, even by the designer. administration (see Figure 3). Users can elect to see information relevant to
• Intervention strategies. Although delivery To create LAN layouts, users employ a a problem. If they do, critics place the user in
mechanisms can be designed and tailored construction worksheet (see Figure 3a and the repository where relevant information is
for minimum disruption, a conflict will 3b), in which they locate network devices located. The user can then browse the prox-
always arise between the need to inform and connect them using different cables and imity to learn more about the problem. In this
users and the desire not to inundate them network protocols. They can use a simula- way, NetDE integrates information access and
with irrelevant messages. tion component to visualize dynamic be- delivery approaches.
haviors as they make changes and try new Critics exploit the context defined by the
These are formidable challenges. However, ideas. A specification component (see Fig- state of the construction worksheet and the
we believe that information delivery will ful- ure 3c) lets users articulate high-level inten- simulation and specification components to
fill the promise of information on demand, tions for their project that are not explicit identify potential problems and to determine
thereby realizing the vision of an attention in the worksheet, such as a ranking of what information to deliver. This context
economy. priorities. enables precise intervention by critics, reduces
The NetDE information repository con- annoying interruptions, and increases the rel-
Realities sists of a group memory and a catalog. The evance of information delivered to designers.
Over the last decade of research on our group memory (see Figure 3d) holds infor- Critics embedded in design environments
integrated KM approach, we have developed mation from previous projects, email com- increase the user’s understanding of prob-
munication archives, and other textual infor- lems to be solved, point out information
• conceptual frameworks, such as the seed- mation. The catalog (see Figure 3e) contains needs that might have been overlooked, and
ing, evolutionary growth, reseeding (SER) example networks. Knowledge workers can locate relevant information in large informa-
process model; the integration of informa- use them to see how a similar problem was tion spaces. Embedded critics save users the
tion access and information delivery; bound- solved, to understand the evolution of a net- trouble of explicitly querying the system for
ary objects; and courses-as-seeds; and
• prototype systems such as Domain-Ori-
ented Design Environments, the Envi- Table 5. Our conceptual contributions and prototype systems.
sionment and Discovery Collaboratory,
Area Contribution Example
and DynaSites to validate and extend the
frameworks. Creation Boundary objects (supporting Envisionment and Discovery
informed participation); seeding, Collaboratory
evolutionary growth, reseeding
Table 5 summarizes these efforts. Now we process model
look at how this work addresses the problems
Integration and Collaborative, decentralized, DynaSites
and promises we’ve discussed. evolution evolvable information spaces
Dissemination and Information delivery (learning on Domain-Oriented Design
Domain-Oriented Design
learning demand, specification components, Environments
Environments using an artifact as a query)
DODEs are a class of integrated systems
Finally, she might follow the persona link for assigned questions for each reading and forum entries mentioned literature references
the entry in Forum B and become acquainted asked students to post their responses in the that might be helpful to future courses, but
with a new collaborator. discussion forum before the periods in which these references did not appear as Sources
The various linking strategies in Figure 6 they discussed the responses. We strongly entries. So, they also became buried nuggets.
create a rich web of information that con- encouraged them to read and comment on These situations are undesirable; they
nects ideas, people, and literature references. each other’s postings. Class discussions were decrease the probability that students in the
Because the system automatically creates based on the readings and responses but were next TAM course will reuse the products.
and updates most of the links, information not necessarily restricted to the reading topic. Students are unlikely to merely read them,
must be in a form that the system can inter- We assigned two projects in which students let alone use them as building blocks, stable
pret. For example, terms must have the same formed groups and selected their topics. The intermediate forms,26 patterns,27 or best prac-
spellings as the glossary entries. The Dyna- projects used a DynaSites forum for coordi- tices15 to develop the ideas further.
Sites information space’s overall quality and nating, communicating, and storing the proj- The reseeding process has involved editing
integration requires effort and attention to ect products. the contents, formality, and structure of infor-
detail that go beyond simply entering infor- At the semester’s end, the forum contained mation spaces to make them more useful as
mation. Without care, the information space 362 entries. Analysis of the information building blocks for new knowledge. The
can become unwieldy after a period of decen- space indicates problems that limit the infor- DynaSites developers perform reseeding
tralized evolution. We are investigating how mation’s utility for future courses.25 In terms with TAM course participants, who own the
much extra effort users are willing to put into information and therefore can best predict
entering information, and what this effort’s how it will be reused. The developers and
components are. participants collect and organize buried
The design perspective nuggets so that users can quickly find them.
Courses-as-seeds They edit selected entries so that the entries
This educational model attempts to ex- assumes a culture in which use terminology that the term-linking mech-
plore the KM cycle in the context of univer- anism will pick up. Literature references are
sity courses.25 The goal is to establish a cul- management and workers see represented in Sources, where all DynaSites
ture of collaborative knowledge creation that users can find and discuss them.
transcends the temporal boundaries of
semester-based classes. In the spirit of the
the workers as producers and Challenges
SER model, we conceptualize courses as
seeds rather than finished products. Central
managers of knowledge, As we mentioned earlier, the design per-
spective assumes a culture in which man-
to the courses-as-seeds model is an informa- agement and workers see the workers as pro-
tion repository that lets each course offering rather than as consumers. ducers and managers of knowledge, rather
build on the products of prior semesters and than as consumers. In this culture, workers
serve as a forum for class discussions and a are motivated to share their knowledge rather
workspace for projects. of the SER model, decentralized evolution than hoard it as “job security.” Achieving this
We now look at our initial attempt to over the semester resulted in an information culture, however, involves major challenges.
implement this model. This implementation space that required centralized integration.
provided a concrete way to analyze our con- The information’s structure made sense to Creating new mind-sets and KM
ceptual frameworks, such as the KM cycle the creators but not to those who did not par- cultures
and the SER model, as well as the supporting ticipate. During the course, the discussion Our KM perspective requires a cultural
DynaSites technology. threads were created to serve an unfolding transformation in which all stakeholders
The University of Colorado at Boulder is discussion. As the discussions became must learn new relationships between prac-
developing a major initiative called the focused, students articulated many nice tices and attitudes. Our initial steps have been
Alliance for Technology, Learning, and Soci- insights. Users have difficulty finding these to self-apply our theories and technologies
ety (www.colorado.edu/ATLAS). Part of the “nuggets” because they must read the entire in our university context through the courses-
Atlas initiative is the Technology Arts and thread (including branches). In effect, the as-seeds model. This context is convenient
Media certificate program (www.colorado. nuggets are buried in the thread structure. because courses provide access to commu-
edu/ATLAS/certific.html). In the context of Search mechanisms do not completely alle- nities in which the risk of trying new prac-
the TAM program, we taught Designing the viate this problem, because a reader must tices is acceptable (and even educational) and
Information Society of the New Millennium know what to look for, and still must read the because stakeholders will be more forgiving
(www.cs.colorado.edu/~l3d/courses/ entries that the search returned. of immature technologies.
atlas-2000) in the spring 2000 semester. (We The information produced during the
will call this the TAM course.) This course’s course is also not well integrated in the larger Education reform. What is more important, we
advertised goal was to let students explore how DynaSites information space. Often, discus- feel that the traditional educational model, like
new media will affect learning, designing, and sions relevant to terms defined in DynaGloss traditional KM models, needs serious reform.
collaboration in the information society. did not use exactly the same terminology. The courses-as-seeds model’s premise is
The class met twice a week; we based the Therefore, the term-linking mechanism did that the traditional education paradigm is
activities on a series of assigned readings. We not detect the discussions. In other cases, inappropriate for studying the types of open-
References 11. H.E. Pashler, The Psychology of Attention, 22. C. Alexander, Notes on the Synthesis of Form,
MIT Press, Cambridge, Mass., 1998. Harvard Univ. Press, Cambridge, Mass., 1964.
1. J.S. Brown and P. Duguid, The Social Life of
Information, Harvard Business School Press, 12. T.K. Landauer and S.T. Dumais, “A Solution 23. G. Fischer et al., “Embedding Critics in
Boston, 2000. to Plato’s Problem: The Latent Semantic Design Environments,” Readings in Intelli-
Analysis Theory of Acquisition, Induction gent User Interfaces, M.T. Maybury and W.
2. D.A. Schön, The Reflective Practitioner: How and Representation of Knowledge,” Psycho- Wahlster, eds., Morgan Kaufmann, San Fran-
Professionals Think in Action, Basic Books, logical Rev., vol. 104, no. 2, Feb. 1997, pp. cisco, 1998, pp. 537–561.
New York, 1983. 211–240.
24. J. Ostwald, Knowledge Construction in Soft-
3. F. Shipman and R. McCall, “Supporting 13. J. Orr, Talking about Machines: An Ethnog- ware Development: The Evolving Artifact
Knowledge-Base Evolution with Incremen- raphy of a Modern Job, ILR Press/Cornell Approach, Ph.D. dissertation, Dept. of Com-
tal Formalization,” Human Factors in Com- Univ. Press, Ithaca, N.Y., 1996. puter Science, Univ. of Colorado, Boulder,
puting Systems, INTERCHI ’94 Conf. Proc., Colo., 1996; www.cs.colorado.edu/~ostwald/
ACM Press, New York, 1994, pp. 285–291. 14. J. Grudin, “Groupware and Social Dynamics: thesis (current 15 Feb. 2001).
Eight Challenges for Developers,” Comm.
4. E.G. Arias et al., “Transcending the Individ- ACM, vol. 37, no. 1, Jan. 1994, pp. 92–105. 25. R. dePaula, G. Fischer, and J. Ostwald,
ual Human Mind: Creating Shared Under- “Courses as Seeds: Expectations and Reali-
standing through Collaborative Design,” ACM 15. R.G. Smith and A. Farquhar, “The Road ties,” to be published in Proc. Euro-CSCL
Trans. Computer–Human Interaction, vol. 7, Ahead for Knowledge Management: An AI 2001, Maastricht, Netherlands, 2001.
no. 1, Mar. 2000, pp. 84–113. Perspective,” AI Magazine, vol. 21, no. 4,
Winter 2000, pp. 17–40. 26. H.A. Simon, The Sciences of the Artificial,
5. G. Fischer, “Domain-Oriented Design Envi- 3rd ed., MIT Press, Cambridge, Mass., 1996.
ronments,” Automated Software Eng., vol. 1, 16. G. Fischer, “Social Creativity, Symmetry of
no. 2, June 1994, pp. 177–203. Ignorance and Meta-Design,” Knowledge- 27. C. Alexander et al., A Pattern Language:
Based Systems J., vol. 13, nos. 7–8, Dec. Towns, Buildings, Construction, Oxford Univ.
6. E. Wenger, Communities of Practice: Learn- 2000, pp. 527–537. Press, New York, 1977.
ing, Meaning, and Identity, Cambridge Univ.
Press, Cambridge, UK, 1998. 17. L.G. Terveen, P.G. Selfridge, and M.D. Long, 28. E.S. Raymond, Homesteading the Noosphere,
“Living Design Memory: Framework, Imple- 2000, www.tuxedo.org/~esr/writings/home-
7. J. Bruner, The Culture of Education, Harvard mentation, Lessons Learned,” Human–Com- steading/homesteading (current 15 Feb.
Univ. Press, Cambridge, Mass., 1996. puter Interaction, vol. 10, no. 1, 1995, pp. 1–37. 2001).
Advertiser/Product Index
January/February 2001
For production information, and conference and classified advertising, contact Debbie Sims, IEEE Intelligent Systems, 10662 Los Vaqueros Circle, Los
Alamitos, CA 90720-1314; phone (714) 821-8380; fax (714) 821-4010; dsims@computer.org; http://computer.org.