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Learning HCI design: mentoring project groups in a course on human-computer interaction
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Communications of the ACM
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Design rationale: concepts, techniques, and use
Design rationale: concepts, techniques, and use
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Communications of the ACM
Usability engineering: scenario-based development of human-computer interaction
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Proceedings of the 35th SIGCSE technical symposium on Computer science education
Cases as Minimalist Information
HICSS '05 Proceedings of the Proceedings of the 38th Annual Hawaii International Conference on System Sciences (HICSS'05) - Track 1 - Volume 01
Beyond Bandwidth: Dimensions of Connection in Interpersonal Communication
Computer Supported Cooperative Work
Journal on Educational Resources in Computing (JERIC)
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CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
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Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
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In education, case studies have been employed as a major pedagogical means to engage students with realistic materials and practical problems. The usefulness and success of case studies have been documented in literature. In this paper, we move the case study and its technical affordance a step further toward more authentic or realistic learning and toward communities of practice. Drawing on current intellectual achievement in education, developmental psychology and computer-supported collaborative learning, this paper proposes four requirements for interactive case study libraries, focusing on authentic learning, social interaction, resource accumulation, and communities of practice. With a usability engineering case study library as an example, we discuss design concerns derived from these requirements as well as its use in practice.