This paper describes an experimental study that examines the extent to which a group decision sup... more This paper describes an experimental study that examines the extent to which a group decision support system that allows team members to view other members' preference ratings can encourage changes in individual preferences. We studied 22 four-person teams performing two—a simple and a complex—hidden profile tasks in a controlled setting. Transparency of the interactions, achieved through the visibility of the ratings, influenced changes in participants' preferences as measured before, during and after the team discussion. Visibility of team scores could then offer an effective way to reach consensus, despite individual incumbent preferences. Changes between individuals' initial preferences and team preferences were found to be larger for members working on a complex task compared to a simple task, as were changes between individuals' pre-discussion and post-discussion preferences. While prior studies established that the initial preferences of individual team members are rather sticky, this study reveals that individuals adjusted their initial preferences to reach a team consensus, as well as to modify their preferences after team discussions. Despite the mixed earlier research results on the impact of GDSS on efficient decision-making, findings from this study suggest that in complex decision-making contexts, GDSS tools can be effective in enabling consensus building in groups.
The International Journal of Management Education, 2014
ABSTRACT Concerns have been raised that business school pedagogy has limited students' in... more ABSTRACT Concerns have been raised that business school pedagogy has limited students' intellectual development with respect to integrative thinking, synthetic reasoning and the ability analyze complex problems. Mind maps were used in this study to explore these concerns. Specifically, undergraduate and MBA students, and business school faculty performed a mind mapping exercise for a complex, multifaceted problem. Results supported concerns about students' intellectual development. Mind maps indicated that advanced undergraduate and advanced MBA students partitioned knowledge into distinct silos and that their knowledge bases were thin. In contrast, business school faculty developed rich mind maps characterized by dense connections among concepts. Implications of these findings for business school pedagogy were discussed.
It is not well understood how privacy concern and trust influence social interactions within soci... more It is not well understood how privacy concern and trust influence social interactions within social networking sites. An online survey of two popular social networking sites, Facebook and MySpace, compared perceptions of trust and privacy concern, along with willingness to ...
We have conducted a series of interdisciplinary studios that partner students in the School of Ar... more We have conducted a series of interdisciplinary studios that partner students in the School of Architecture with peers in the College of Computing Sciences, with two principal goals: to foster creativity in the development of information technology, and conversely, to support creativity through information technology. Our studio project focuses on ubiquitous social computing as a topic of interest to both communities that requires their collaboration to realize a physical implementation. There are administrative as well as cultural hurdles in conducting such a studio. To assess the impact of the pedagogical approach, we employed qualitative observations as well as quantitative survey data. Best results depend on achieving a degree of parity in studio experience across disciplines.
This project aims to foster creativity in computer science education by applying the studio parad... more This project aims to foster creativity in computer science education by applying the studio paradigm common in architecture and fine arts. It joins architecture and computer science students in interdisciplinary teams to design installations for ubiquitous social computing. At the same time, it uses existing social computing infrastructure, such as video conferencing and touch-screen displays, to enhance communication and foster creativity in both departments. We employ both qualitative methodologies and quantitative data to assess the learning and behavioral impact. The challenges are not only technical, but also cultural and administrative.
Design thinking using studio-based models of education has been proved over many years to foster ... more Design thinking using studio-based models of education has been proved over many years to foster creativity and innovation in the field of architecture (7). Some researchers in computer science (CS) have already experimented with this model (4), (5). Nevertheless, the potential of interdisciplinary work and informal interactions enabled through ubiquitous social computing (USC) applications in fostering creativity among undergraduate students
This paper describes an experimental study that examines the extent to which a group decision sup... more This paper describes an experimental study that examines the extent to which a group decision support system that allows team members to view other members' preference ratings can encourage changes in individual preferences. We studied 22 four-person teams performing two—a simple and a complex—hidden profile tasks in a controlled setting. Transparency of the interactions, achieved through the visibility of the ratings, influenced changes in participants' preferences as measured before, during and after the team discussion. Visibility of team scores could then offer an effective way to reach consensus, despite individual incumbent preferences. Changes between individuals' initial preferences and team preferences were found to be larger for members working on a complex task compared to a simple task, as were changes between individuals' pre-discussion and post-discussion preferences. While prior studies established that the initial preferences of individual team members are rather sticky, this study reveals that individuals adjusted their initial preferences to reach a team consensus, as well as to modify their preferences after team discussions. Despite the mixed earlier research results on the impact of GDSS on efficient decision-making, findings from this study suggest that in complex decision-making contexts, GDSS tools can be effective in enabling consensus building in groups.
The International Journal of Management Education, 2014
ABSTRACT Concerns have been raised that business school pedagogy has limited students' in... more ABSTRACT Concerns have been raised that business school pedagogy has limited students' intellectual development with respect to integrative thinking, synthetic reasoning and the ability analyze complex problems. Mind maps were used in this study to explore these concerns. Specifically, undergraduate and MBA students, and business school faculty performed a mind mapping exercise for a complex, multifaceted problem. Results supported concerns about students' intellectual development. Mind maps indicated that advanced undergraduate and advanced MBA students partitioned knowledge into distinct silos and that their knowledge bases were thin. In contrast, business school faculty developed rich mind maps characterized by dense connections among concepts. Implications of these findings for business school pedagogy were discussed.
It is not well understood how privacy concern and trust influence social interactions within soci... more It is not well understood how privacy concern and trust influence social interactions within social networking sites. An online survey of two popular social networking sites, Facebook and MySpace, compared perceptions of trust and privacy concern, along with willingness to ...
We have conducted a series of interdisciplinary studios that partner students in the School of Ar... more We have conducted a series of interdisciplinary studios that partner students in the School of Architecture with peers in the College of Computing Sciences, with two principal goals: to foster creativity in the development of information technology, and conversely, to support creativity through information technology. Our studio project focuses on ubiquitous social computing as a topic of interest to both communities that requires their collaboration to realize a physical implementation. There are administrative as well as cultural hurdles in conducting such a studio. To assess the impact of the pedagogical approach, we employed qualitative observations as well as quantitative survey data. Best results depend on achieving a degree of parity in studio experience across disciplines.
This project aims to foster creativity in computer science education by applying the studio parad... more This project aims to foster creativity in computer science education by applying the studio paradigm common in architecture and fine arts. It joins architecture and computer science students in interdisciplinary teams to design installations for ubiquitous social computing. At the same time, it uses existing social computing infrastructure, such as video conferencing and touch-screen displays, to enhance communication and foster creativity in both departments. We employ both qualitative methodologies and quantitative data to assess the learning and behavioral impact. The challenges are not only technical, but also cultural and administrative.
Design thinking using studio-based models of education has been proved over many years to foster ... more Design thinking using studio-based models of education has been proved over many years to foster creativity and innovation in the field of architecture (7). Some researchers in computer science (CS) have already experimented with this model (4), (5). Nevertheless, the potential of interdisciplinary work and informal interactions enabled through ubiquitous social computing (USC) applications in fostering creativity among undergraduate students
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Papers by Katia Passerini