Jason Tham
40 articles-
The User Experience of Virtual Reality for Longitudinal Writing: A Diary Study of Immersive Graduate Dissertation Composing Experience ↗
Abstract
Virtual reality (VR) technologies are increasingly marketed to knowledge workers as productivity tools for focused, immersive work. Yet little empirical research examines the lived experience of sustained VR use for complex academic writing tasks. This study presents a 10-week diary study of a doctoral candidate using VR to compose her dissertation during summer 2025. Through weekly reflective entries, screen recordings, and artifact analysis, we examine the user experience dimensions of immersive academic writing. Our thematic analysis reveals six major findings: (1) technical infrastructure constraints dominated the writing experience; (2) embodied discomfort consistently limited sessions to 30–50 min; (3) affective dimensions shaped productivity; (4) learning curves remained steep throughout the study; (5) task type significantly influenced success, with structured administrative writing outperforming open-ended academic drafting; and (6) technical disruptions fragmented flow and made momentum recovery difficult. We argue that VR writing tools require task-appropriate design, realistic session expectations, and user agency to discontinue when needs are not met. These findings contribute user-centered evidence to technical communication scholarship on emerging composing technologies and offer practical guidance for graduate writing programs.
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Design Thinking in Business and Professional Communication Pedagogy: A Review of Pedagogical Studies, 2014–2024 ↗
Abstract
This review analyzes 59 studies from 2014 to 2024 examining design thinking integration in professional communication pedagogy across eight disciplinary journals. Design thinking has evolved from experimental use to systematic pedagogical approaches, with assignment-level integration proving most viable for educators. Empathy interviews and user research bridge design thinking principles with communication pedagogy’s audience awareness focus. Students show enhanced empathy, improved collaboration, and increased creative confidence with high motivation levels. Implementation challenges include time constraints, student resistance to ambiguity, and assessment difficulties. The study recommends scaffolded introduction, integration with existing content, and institutional support for desirable implementation in business and professional communication pedagogy.
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Professionalizing Researchers: Mapping and Visualizing Doctoral Engineering Student Identity Development Through User-Experience (UX) Methods ↗
Abstract
Background: Responding to current research gaps in the investigation of researcher identity development among graduate students, we implement a longitudinal study, powered by user-experience (UX) methods, to document engineering doctoral students’ identity formation. Literature review: Identity formation in novice engineering researchers, such as doctoral students remains underexamined. A process-oriented approach to studying researchers’ identity development may yield useful theoretical and programmatic insights. UX methods offer visual and qualitative approaches to the understanding of student experiences by revealing their identity formation journey over time. Research questions: 1. How can UX methods like persona building support studies of researcher identity development? 2. How can the insights generated from longitudinal UX methods inform graduate program design and assessment? Methodology: Twenty participants were recruited from an industrial engineering department at an R1 university. Data were collected via surveys, qualitative interviews, and journey mapping. Analysis methods, informed by a phenomenological perspective, included persona building and collaborative affinity diagramming. Results: Seven distinctive personas were created to represent identity formation experiences influenced by learning modality, attitude, program stage, and prior experience. Theoretical conclusions and opportunities for academic programming emerged from affinity diagrams. Conclusion: Doctoral engineering students’ researcher identity formation presented implications for theory and curricular design. UX methods offered benefits to qualitative research that can support cross-disciplinary efforts.
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Beyond Digital Literacy: Investigating Threshold Concepts to Foster Engagement with Digital Life in Technical Communication Pedagogy ↗
Abstract
As digital technologies rapidly evolve, updating and enhancing models of digital literacy pedagogy in technical and professional communication (TPC) becomes more urgent. In this article, we use "digital life" to conceptualize the ever-changing ways of knowing and being in postinternet society. Using collaborative autoethnography, we investigate features of threshold concepts in TPC pedagogy that may support models of digital literacy that are resistant to tools-based definitions, foster student agency, and facilitate accessibility, equity, and justice.
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Abstract
<bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Introduction:</b> Modern virtual-reality (VR) systems afford opportunities to study how writers adapt their everyday writing practices to virtual environments while adjusting to real-world materiality. Based on a multi-institutional study of writers’ activities, this tutorial offers recommendations for designing and conducting test sessions to capture the user experience of first-time VR users in simulated writing scenarios. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Key concepts:</b> We situate VR within existing literature regarding design, human–computer interaction, usability, and the notions of presence, embodiment, and materiality. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Key lessons:</b> We present five key lessons to consider for testing writing in VR. 1. Space matters when studying participants writing with technologies. 2. Some VR applications are exclusive to devices. 3. A focus on brief tasks anticipates what writers will encounter when they write with a VR headset for the first time ever or in a professional context. 4. For understanding embodied actions, researchers should also capture the first-person view of the participant wearing the designated headset. 5. Media-rich transcripts create records of what was spoken in the sessions as well as notating, through text and media, what actions were taken by participants. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Implications for practice:</b> VR research depends on institutional infrastructure, embodied participation, and researcher intervention to adjust usability testing and mental models. These challenges provide exciting opportunities for TPC research and classroom projects that introduce VR.
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Collaboration as a Shared Value: Instructor and Student Perceptions of Collaborative Learning in Online Business Writing Courses ↗
Abstract
This article presents a case study of instructor and student perceptions of collaborative learning in multiple sections of an upper-level, online business writing course. Our goals are to understand current attitudes toward collaboration among business writing instructors and students and to examine points of dissonance regarding attitudes, frameworks, and definitions of collaborative writing. Further, we aim to understand how collaboration is valued, how it is framed and valued in terms of either process or product, and various associations between collaboration and community. Our results revealed collaboration to be a shared interest by business writing instructors and students alike but at the same time it is received differently in online versus in-person interactions. In this article, we identify these dissonances and discuss what they mean for collaborative learning.
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Understanding Writing Instructors’ Feelings toward the Affordances of Multimodal Social Advocacy Projects: Implications for Service-Learning Pedagogies ↗
Abstract
This article reports findings from interviews with twenty college instructors who have facilitated multimodal advocacy projects, identifying their affective significance through reflections. Based on our qualitative analysis of instructor responses, we present the implications of multimodal engagement and what it means for doing social advocacy pedagogies with the community.
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Researching With Virtual Reality: Exploring the Methodological Affordances of VR for Sociotechnical Research and Implications for Technical and Professional Communication ↗
Abstract
Background: Virtual reality (VR) has been studied as a potential tool for preparing technical and professional communication (TPC) practitioners to contribute to emerging technologies. However, no present research in TPC has focused on the methodological value of VR as a sociotechnical research site. Therefore, this study aimed to reveal the methodological value of VR by documenting the processes and methods employed by a student researcher in understanding the ways VR affect community building. Literature review: Humanists have explored and theorized virtuality from various perspectives. Social researchers have explored the use of VR in multiple sectors. Yet, TPC has not established a steady agenda for studying VR as a research site. Research questions: 1. What can we learn from a student researcher's experience of conducting social research in VR? 2. What were the methodological challenges in VR interviews? 3. How can TPC scholars use VR for research? Research methodology: Using ethnographic approaches including interviewing, affinity mapping, and reviewing of VR environments, this study collected insights about performing research with VR and its implications for TPC researchers. Results: The study's participant shared their experience with using VR to conduct research. Five categorial themes were identified from the interview: interactivity, reach, usability, positionality, and tactics. Four VR applications were reviewed. Additional methodological strategies were discussed to prepare TPC practitioners for using VR as a research technology. Conclusion: TPC researchers should consider VR as a viable research technology to expand the methodological means of TPC studies.
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The CCCC Outstanding Dissertation Award in Technical Communication, 2004–2022: Doctoral Research Topics, Methods, and Implications for the Field ↗
Abstract
This study extends the retrospective analysis of entries for the CCCC Outstanding Dissertation Award in Technical Communication (1999–2003) by Stuart Selber in 2004, focusing on the subsequent two decades (2004 to 2022), to identify the topical research areas and methodologies in technical and professional communication (TPC) via the winning entries of the award. Through descriptive content analysis of 29 dissertations and corresponding summary statistics, this study reports on TPC disciplinary emphases and growth based on the sponsoring institutions on these dissertations, featured topics and their research methods or methodologies, and projected implications for the field. Accordingly, this study reveals the state of TPC graduate research through the lens of the imminent award and what it means for doctoral researchers, their advisors, and programs.
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Collaboration as a Shared Value: Instructor and Student Perceptions of Collaborative Learning in Online Business Writing Courses ↗
Abstract
This article presents a case study of instructor and student perceptions of collaborative learning in multiple sections of an upper-level, online business writing course. Our goals are to understand current attitudes toward collaboration among business writing instructors and students and to examine points of dissonance regarding attitudes, frameworks, and definitions of collaborative writing. Further, we aim to understand how collaboration is valued, how it is framed and valued in terms of either process or product, and various associations between collaboration and community. Our results revealed collaboration to be a shared interest by business writing instructors and students alike but at the same time it is received differently in online versus in-person interactions. In this article, we identify these dissonances and discuss what they mean for collaborative learning.
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Abstract
This study investigates how instructional design manifests in TPC pedagogies and where educators draw resources from. As TPC expands into areas in which instructional design traditionally governs, scholars need to discern how TPC distinguishes its specialty while providing training to support instructional design practices. Through textbook and syllabus analysis, coupled with instructor interviews, this study reports findings about instructional design pedagogy within TPC based on the themes gathered from the instructors’ experiences and existing resources.
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Examining Multimodal Community-Engaged Projects for Technical and Professional Communication: Motivation, Design, Technology, and Impact ↗
Abstract
This study examines the role of multimodality in facilitating service-learning goals. We report findings from qualitative interviews with 20 college instructors who have designed and facilitated multimodal community-engaged learning projects, identifying their motivations, goals, and the impact of these projects through reflections. Based on our qualitative analysis of these instructor responses, we discuss the technological and pedagogical implications of multimodal social advocacy projects in technical and professional writing courses.
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Tactical (Dis)connection in Smart Cities: Postconnectivist Technical Communication for a Datafied World ↗
Abstract
This study investigates the rhetorics of smart cities and how they define citizens’ agency. We consider the framing of human control against automated technological infrastructures in smart and playable cities. Through examining selected smart city plans from the U.S., Europe, and Asia, we share results from the comparisons of these plans to draw implications for technical and professional communication (TPC) practices and pedagogy. We propose a postconnectivist trajectory for TPC toward the increasingly datafied future.
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Extending Design Thinking, Content Strategy, and Artificial Intelligence into Technical Communication and User Experience Design Programs: Further Pedagogical Implications ↗
Abstract
This article follows up on the conversation about new streams of approaches in technical communication and user experience (UX) design, i.e., design thinking, content strategy, and artificial intelligence (AI), which afford implications for professional practice. By extending such implications to technical communication pedagogy, we aim to demonstrate the importance of paying attention to these streams in our programmatic development and provide strategies for doing so.
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Abstract
<bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Introduction:</b> Design thinking has gained popularity over the last few decades due to its promise for social innovation and user-centered solutions for technical communication practices and pedagogy. Yet, our increasingly complex sociotechnical climate calls for the historical examination of the decades-old problem-solving model and re-envisioning of the prospect of design thinking in academia and industry. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Research questions:</b> 1. What prominent historical narratives have informed design-thinking values and practices as we know them today? 2. What could be the future of design thinking in the technical communication profession? <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Research methodology:</b> This article interrogates the historiography of design thinking by mapping its dominant narratives and constructs antenarrative futures by weaving adjuvant accounts into new trajectories for technical communication purposes and aspirations. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Results:</b> Based on the mapping of historical traces of design-thinking narratives, this article presents two root accounts of design-thinking development—the efficiency narrative and the participatory narrative—with key identifiers and examples. Retracing the stories to highlight stances of nondominant sources, the findings indicate the importance of social advocacy through two main antenarratives—inclusion and social justice. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Conclusion and future research:</b> Taking into account the antenaratives of design thinking, future applications should center inclusion and social justice advocacy in academic as well as industry settings. Future studies may investigate this approach to implementing design thinking and examine the corresponding outcomes.
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Investigating the Impact of Design Thinking, Content Strategy, and Artificial Intelligence: A “Streams” Approach for Technical Communication and User Experience ↗
Abstract
Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.
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Perhaps unconventional, but necessary, I must divulge my reviewer stance to clarify my relationship with this important work by Bruce Hyde and Drew Kopp. An original Star Trek cast member, Hyde was...
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With growing attention to "intelligent content" and "dynamic delivery" in the advent of connected technologies (i.e., Internet of Things, artificial intelligence agents), component content management and structured authoring skills are becoming increasingly required of technical communicators today. To produce reusable intelligent content, technical communicators need a systematic workflow and common authoring standard. Our experience in industry and in educating technical communicators has led us to seek out resources for understanding existing standards and practicing them with technical communication students. As such, both authors have used the Darwin Information Typing Architecture (DITA) markup standard and experienced what may be a perplexing process in content creation and management. Carlos Evia's book, Creating Intelligent Content with Lightweight DITA , caught our attention as the title suggests an accessible way into learning and applying what has become a widely adopted standard for structured authoring. Understanding that Lightweight DITA (LwDITA) does not aim to replace existing DITA standards, we approach this review not with an intention to examine its viability, but rather a focus on the rhetorical work in structured content authoring and its continuous evolution.
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As discussed throughout this special issue, interest in design thinking as a process, a set of mind-sets and practices, and also a potential addition to writing studies and technical and professional communication (TPC) program curricula has increased recently, opening discussions about the rhetorical nature of design-thinking practices. Does design thinking align with the already rhetoric scholarship on design in TPC? In this working bibliography, we pull together literative from across disciplines, popular media, and higher education media to examine design thinking from a variety of angles and to offer a starting point for peers interested in learning more.
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As one would find at the back cover of Actionable Media, John Tinnell’s book is an attempt to situate “the arts and humanities” amid the growing scholarly inquiries on the phenomenon of ubiquitous ...
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Introduction: Virtual reality (VR) has gained popularity across industries for its ability to engage users on a level unprecedented by print or 2-D media; however, few guidelines exist for the use of VR technologies in technical and professional communication (TPC) curricula. To address this need, this experience report details the study of a recognizable and adopted set of VR devices to promote understanding of the ways in which emerging VR technologies provide new approaches to pedagogy. Literature review: Drawing from literature in computer science, communication studies, and anthropology, as well as embodiment and phenomenology, the authors provide a historical account of VR development. About the study: Using three concurrent case studies and qualitative interviews, the authors share their deployment of three low-end to high-end VR devices: Google Cardboard, Google Daydream View, and HTC Vive. Using a modified heuristic, the authors assess the functions, features, and uses of the devices; showcase current or potential deployments; and for triangulation, provide a user study of two devices. Results/discussion: VR immersion can provide students with a deeper understanding of course content; immersion in future workplaces can give students an initial vision of their project and profession; concepts can be seen from new vantage points; and user themes include felt experience, sense and sensibility, agency and autonomy, and constant identities. Together, these themes provide an entry into discussions of designing VR content for technical and professional communication. Conclusion: The authors discuss limitations to VR integration and provide resources so practitioners might implement VR in engaging and relevant ways.