Victoria Bellotti
Biographic Data
| ID | 3567214 |
|---|---|
| NAME | Victoria Bellotti |
| GIVEN NAMES | Victoria |
| FAMILY NAME | Bellotti |
| SIGNATURE | BELLOTTI V |
| AFFILIATIONS | Palo Alto Research Center |
| ORCID | 0009-0000-8062-3061 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1991 |
| LATEST PUBLICATION YEAR | 2012 |
| H-INDEX | 1 |
Tokyo youth at leisure
This article describes some suggestive findings on how young adults in Tokyo use mobile- and PC-based Internet resources outside of work or school. The primary interest is to explore leisure activities – and most notably, leisure outings – and how they are supported online. The findings presented here are initial results from an extensive research project designed to explore how Tokyo youth spend leisure time, and how they tend to coordinate, pla…
The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior
In recent years, many ethnographers have conducted participant observation studies in virtual worlds, whether in games like World of Warcraft or user-generated environments like Second Life. However, the acceptance of digital fieldwork as a legitimate form of ethnography does not make it strictly identical to its physical counterpart. In particular, the logistics of virtual ethnography offer both opportunities and pitfalls that practitioners must…
A Look at Tokyo Youth at Leisure: Towards the Design of New Media to Support Leisure Outings
Between Cram-School and Career in Tokyo
In a series of studies (including interviews, observations, surveys and focus groups), we explored the leisure practices of young adults in Tokyo. After initial fieldwork with a wide age-range of participants, we narrowed our focus to 19-25 year olds, who have more leisure time and for whom leisure activities hold greater significance. In this paper, we briefly characterize these transitional “golden years” between cram school and career in Japan…
Quality Versus Quantity: E-Mail-Centric Task Management and Its Relation With Overload
It is widely acknowledged that many professionals suffer from “e-mail overload.” This articlepresents findings fromin-depth fieldwork that examined thisphenome-non, uncovering six key challenges of task management in e-mail. Analysis of quali-tativeandquantitativedata suggests that it is not simply thequantitybut also thecol
Introduction to This Special Issue on Revisiting and Reinventing E-Mail
is a cognitive psychologist with interests in the application of cognitive science principles and methods to the design of systems for computer mediated communication, collaborative systems, information retrieval, and personal information management; he is Chair of Information Retrieval at University of Sheffield
Ceci n'est pas un Objet? Talking About Objects in E-mail
E-mail, far from being a poor, technically limited substitute for face-to-face communication, has some unique and compelling properties that make it ideally suited for talking about objects. In this article we show how e-mail users have evolved new forms of electronic deictic references to refer to work objects and have taken full advantage of the fluid boundaries between the different roles that e-mail can assume. We also illustrate how e-mail u…
E-mail as habitat: An Exploration of Embedded Personal Information Management
article Share on E-mail as habitat: an exploration of embedded personal information management Authors: Nicolas Ducheneaut Xerox's Palo Alto Research Center (PARC) Xerox's Palo Alto Research Center (PARC)View Profile , Victoria Bellotti Computer Science Laboratory at Xerox PARC Computer Science Laboratory at Xerox PARCView Profile Authors Info & Claims InteractionsVolume 8Issue 5Sept./Oct. 2001 pp 30–38https://doi.org/10.1145/382899.383305Online:…
Intelligibility and Accountability: Human Considerations in Context-Aware Systems
This essay considers the problem of defining the context that context aware systems should pay attention to from a human perspective. In particular, we argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context aware systems cannot be designed simply to act on our behalf. Rather they will have to be able to defer to users in an efficient and non-obtrusive fashion. Our point is particula…
Telework: When Your Job Is on the Line
article Free Access Share on Telework: when your job is on the line Authors: Jean Scholtz National Institute of Standards and Technology National Institute of Standards and TechnologyView Profile , Victoria Bellotti Xerox PARC, Palo Alto, CA Xerox PARC, Palo Alto, CAView Profile , Leslie Schirra Atlanta Gas Light Co. Atlanta Gas Light Co.View Profile , Thomas Erickson Apple Computer Apple ComputerView Profile , Jenny DeGroot Ameritech AmeritechVi…
Grounding blue-sky research: How Can Ethnography Help
article Free Access Share on Grounding blue-sky research: how can ethnography help? Authors: Yvonne Rogers Sussex Univ., Brighton, UK Sussex Univ., Brighton, UKView Profile , Victoria Bellotti Apple Computer, Inc., Cupertino, CA Apple Computer, Inc., Cupertino, CAView Profile Authors Info & Claims InteractionsVolume 4Issue 3May/June 1997 pp 58–63https://doi.org/10.1145/255392.255404Published:01 May 1997Publication History 25citation1,160Downloads…
Graphical Argumentation and Design Cognition
Many efforts have been made to exploit the properties of graphical notations to support argument construction and communication. In the context of design rationale capture, we are interested in graphical argumentation structures as cognitive tools to support individual and collaborative design in real time. This context of use requires a detailed understanding of how a new representational structure integrates into the cognitive and discursive fl…
Interpersonal Access Control in Computer-Mediated Communications: A Systematic Analysis of the Design Space
Certain design projects raise difficult user-interface problems that are not easily amenable to designers' intuition or rapid prototyping due to their novelty, conceptual complexity, and the difficulty of conducting appropriate user studies. Interpersonal access control in computer-mediated communication (CMC) systems is just such a problem. We describe a collection of systematic theory-based analyses of a system prototype that inherited its cont…
Your place or mine? Learning from long-term use of Audio-Video communication
Awareness and coordination in shared workspaces
and group activities is critical to successful collaboration and is commonly supported in CSCW systems by active, information generation mechanisms separate from the shared workspace. These mechanisms pena~ise information providers, presuppose relevance to the recipient, and make access difficult, We discuss a study of shared editor use which suggests that awareness information provided and exploited passively through the shared workspace, allows…
Questions, Options, and Criteria: Elements of Design Space Analysis
Design Space Analysis is an approach to representing design rationale. It uses a semiformal notation, called QOC (Questions, Options, and Criteria), to represent the design space around an artifact. The main constituents of QOC are Questions identifying key design issues, Options providing possible answers to the Questions, and Criteria for assessing and comparing the Options. Design Space Analysis also takes account of justifications for the des…
The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior
In recent years, many ethnographers have conducted participant observation studies in virtual worlds, whether in games like World of Warcraft or user-generated environments like Second Life. However, the acceptance of digital fieldwork as a legitimate form of ethnography does not make it strictly identical to its physical counterpart. In particular, the logistics of virtual ethnography offer both opportunities and pitfalls that practitioners must…
Questions, Options, and Criteria: Elements of Design Space Analysis
Design Space Analysis is an approach to representing design rationale. It uses a semiformal notation, called QOC (Questions, Options, and Criteria), to represent the design space around an artifact. The main constituents of QOC are Questions identifying key design issues, Options providing possible answers to the Questions, and Criteria for assessing and comparing the Options. Design Space Analysis also takes account of justifications for the des…
Awareness and coordination in shared workspaces
and group activities is critical to successful collaboration and is commonly supported in CSCW systems by active, information generation mechanisms separate from the shared workspace. These mechanisms pena~ise information providers, presuppose relevance to the recipient, and make access difficult, We discuss a study of shared editor use which suggests that awareness information provided and exploited passively through the shared workspace, allows…
Interpersonal Access Control in Computer-Mediated Communications: A Systematic Analysis of the Design Space
Certain design projects raise difficult user-interface problems that are not easily amenable to designers' intuition or rapid prototyping due to their novelty, conceptual complexity, and the difficulty of conducting appropriate user studies. Interpersonal access control in computer-mediated communication (CMC) systems is just such a problem. We describe a collection of systematic theory-based analyses of a system prototype that inherited its cont…
Your place or mine? Learning from long-term use of Audio-Video communication
Grounding blue-sky research: How Can Ethnography Help
article Free Access Share on Grounding blue-sky research: how can ethnography help? Authors: Yvonne Rogers Sussex Univ., Brighton, UK Sussex Univ., Brighton, UKView Profile , Victoria Bellotti Apple Computer, Inc., Cupertino, CA Apple Computer, Inc., Cupertino, CAView Profile Authors Info & Claims InteractionsVolume 4Issue 3May/June 1997 pp 58–63https://doi.org/10.1145/255392.255404Published:01 May 1997Publication History 25citation1,160Downloads…
Graphical Argumentation and Design Cognition
Many efforts have been made to exploit the properties of graphical notations to support argument construction and communication. In the context of design rationale capture, we are interested in graphical argumentation structures as cognitive tools to support individual and collaborative design in real time. This context of use requires a detailed understanding of how a new representational structure integrates into the cognitive and discursive fl…
Telework: When Your Job Is on the Line
article Free Access Share on Telework: when your job is on the line Authors: Jean Scholtz National Institute of Standards and Technology National Institute of Standards and TechnologyView Profile , Victoria Bellotti Xerox PARC, Palo Alto, CA Xerox PARC, Palo Alto, CAView Profile , Leslie Schirra Atlanta Gas Light Co. Atlanta Gas Light Co.View Profile , Thomas Erickson Apple Computer Apple ComputerView Profile , Jenny DeGroot Ameritech AmeritechVi…
E-mail as habitat: An Exploration of Embedded Personal Information Management
article Share on E-mail as habitat: an exploration of embedded personal information management Authors: Nicolas Ducheneaut Xerox's Palo Alto Research Center (PARC) Xerox's Palo Alto Research Center (PARC)View Profile , Victoria Bellotti Computer Science Laboratory at Xerox PARC Computer Science Laboratory at Xerox PARCView Profile Authors Info & Claims InteractionsVolume 8Issue 5Sept./Oct. 2001 pp 30–38https://doi.org/10.1145/382899.383305Online:…
Intelligibility and Accountability: Human Considerations in Context-Aware Systems
This essay considers the problem of defining the context that context aware systems should pay attention to from a human perspective. In particular, we argue that there are human aspects of context that cannot be sensed or even inferred by technological means, so context aware systems cannot be designed simply to act on our behalf. Rather they will have to be able to defer to users in an efficient and non-obtrusive fashion. Our point is particula…
Ceci n'est pas un Objet? Talking About Objects in E-mail
E-mail, far from being a poor, technically limited substitute for face-to-face communication, has some unique and compelling properties that make it ideally suited for talking about objects. In this article we show how e-mail users have evolved new forms of electronic deictic references to refer to work objects and have taken full advantage of the fluid boundaries between the different roles that e-mail can assume. We also illustrate how e-mail u…
Quality Versus Quantity: E-Mail-Centric Task Management and Its Relation With Overload
It is widely acknowledged that many professionals suffer from “e-mail overload.” This articlepresents findings fromin-depth fieldwork that examined thisphenome-non, uncovering six key challenges of task management in e-mail. Analysis of quali-tativeandquantitativedata suggests that it is not simply thequantitybut also thecol
Introduction to This Special Issue on Revisiting and Reinventing E-Mail
is a cognitive psychologist with interests in the application of cognitive science principles and methods to the design of systems for computer mediated communication, collaborative systems, information retrieval, and personal information management; he is Chair of Information Retrieval at University of Sheffield
Between Cram-School and Career in Tokyo
In a series of studies (including interviews, observations, surveys and focus groups), we explored the leisure practices of young adults in Tokyo. After initial fieldwork with a wide age-range of participants, we narrowed our focus to 19-25 year olds, who have more leisure time and for whom leisure activities hold greater significance. In this paper, we briefly characterize these transitional “golden years” between cram school and career in Japan…
A Look at Tokyo Youth at Leisure: Towards the Design of New Media to Support Leisure Outings
The Best of Both (Virtual) Worlds: Using Ethnography and Computational Tools to Study Online Behavior
In recent years, many ethnographers have conducted participant observation studies in virtual worlds, whether in games like World of Warcraft or user-generated environments like Second Life. However, the acceptance of digital fieldwork as a legitimate form of ethnography does not make it strictly identical to its physical counterpart. In particular, the logistics of virtual ethnography offer both opportunities and pitfalls that practitioners must…
Tokyo youth at leisure
This article describes some suggestive findings on how young adults in Tokyo use mobile- and PC-based Internet resources outside of work or school. The primary interest is to explore leisure activities – and most notably, leisure outings – and how they are supported online. The findings presented here are initial results from an extensive research project designed to explore how Tokyo youth spend leisure time, and how they tend to coordinate, pla…
Computer Science (15 works) · Psychology (8 works) · Usability and User Interface Design (8 works) · World Wide Web (8 works) · Personal Information Management and User Behavior (7 works) · Engineering (6 works) · Artificial Intelligence (5 works) · Human–computer interaction (5 works) · Sociology (5 works) · Impact of Technology on Adolescents (4 works)