Awareness and coordination in shared workspaces
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Support for workspace awareness in educational groupware
CSCL '95 The first international conference on Computer support for collaborative learning
The effects of workspace awareness support on the usability of real-time distributed groupware
ACM Transactions on Computer-Human Interaction (TOCHI)
Investigating information systems with action research
Communications of the AIS
A Descriptive Framework of Workspace Awareness for Real-Time Groupware
Computer Supported Cooperative Work
The AWARE architecture: supporting context-mediated social awareness in mobile cooperation
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Improving Awareness in Mobile CSCW
IEEE Transactions on Mobile Computing
Designing mobile awareness cues
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Knowledge awareness in CSCL: A psychological perspective
Computers in Human Behavior
Awareness checklist: reviewing the quality of awareness support in collaborative applications
CRIWG'10 Proceedings of the 16th international conference on Collaboration and technology
Guiding knowledge communication in CSCL via group knowledge awareness
Computers in Human Behavior
Group awareness in CSCL environments
Computers in Human Behavior
Developing Collaboration Awareness Support from a Cognitive Perspective
HICSS '11 Proceedings of the 2011 44th Hawaii International Conference on System Sciences
Review: A framework for awareness maintenance
Journal of Network and Computer Applications
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This paper presents a cycle of action research conducted in order to investigate techniques of visualization and filtering information of awareness in a collaborative game titled "Worming Up The Brain". This study aims to identify the awareness information that should be presented to the user and how to arrange them in the best way in the interface, considering the small size of mobile devices. To avoid problems such as information overload and information intrusiveness, the awareness information were filtered based on the group. The game was used by 30 players, divided in 7 rounds. The results show that the awareness information were well absorbed by users.