2. Social and Organizational perspective in HCI
• Design of interactive computer systems where users are working together
and using technology within a social and organizational setting
• Cognitive perspective discussed earlier were more focused on mind than
interpersonal interaction
• Most important HCI development are around issues of human
communication
3. • Two key areas in developing theory and technologies to address these social
and organizational developments are
1. Computer supported cooperative work
2. Groupware
4. Computer supported cooperative work(CSCW)
• how collaborative activities and their coordination can be supported by
means of computer systems
• how people coordinate their action and collaborate together in achieving
common goals
• if I know what you are doing I can interpret your communication more
appropriately (awareness information)
5. Core dimension of CSCW
• Awareness: individuals working together need to be able to gain some level
of shared knowledge about each other's activities.
• Articulation work: cooperating individuals must somehow be able to
partition work into units, divide it amongst themselves and, after the work is
performed, reintegrate it.
• Appropriation (or tailorability): how an individual or group adapts a
technology to their own particular situation; the technology may be
appropriated in a manner completely unintended by the designers.
6. Groupware
• Collaborative software or groupware is an application software designed to help
people involved in a common task to score goals
• Goes hand in hand with CSCW. The term refers to software that is designed to
support activities of a group or organization over a network and includes email,
conferencing tools, group calendars, workflow management tools
• how collaborative activities and their coordination can be supported by means of
computer systems
• Software products such as email, calendaring, text chat etc. belong to this category
whenever used for group work
7.
8. Studying social and organizational activity
• Quantitative approach
• Qualitative approach
• Limitations of both approaches
9. Social Interaction
• Experimental studies in the field of interactive systems tend to examine the
frequency, quantity and content of email and other electronic
communications
• The qualitative approach focuses on the value to users of various actions and
activities within particular contexts. Thus they may look at eye gaze, the way
people use gestures, nod and point to refer to things that they are talking
about
10. Social interaction
• Face to Face conversation
• Remote conversation
• Telepresence
• Co-presence
• https://www.youtube.com/watch?v=9NavLE2o_NA
11. Organization interaction
• On a larger scale than social
• People: having different roles, motivations, expectations, etc.
• Technology: having different functions, histories of use and reliabilities.
• Organization of work: is made up of the organizational structure, work
allocations and the number, membership and types of work group involved.
• Culture of organization: described as ‘the way work is done here’.
12. Social Media and UGC
• Social networking systems (SNS): Services that allow individuals to
1. construct a public or semi-public profile within a bounded system
2. articulate a list of other users with whom they share a connection
3. view and traverse their list of connections and those made by others within the
system
• Examples of SNS: facebook, twitter, linkedIn
13. User generated Content (UGC)
• Web 2.0
• Emerged strongly since 2005
• Electronic media also promoting it, Programs on BBC, CNN and local GEO
(geo dost)
• Strategies to attract users
• Gift vouchers , elevated status ( Yahoo answers), Mascot, Microsoft most valuable
professional
14. Social Media and UGC
• Used for marketing purposes
• Advertisement, promoting products and services
• Issues
• Privacy
• Impression management
• Fairness
• Quality
15. 13 principles
of display design by Christopher Wickens
• Perceptual principles
1. Make displays legible (or audible)
2. Avoid absolute judgment limits
3. Top-down processing (Signals are likely perceived and interpreted in accordance with what is expected based on a user's experience)
4. Redundancy gain
5. Similarity causes confusion
16. 13 principles continued
• Mental model principles
6- Principle of pictorial realism
7- Principle of the moving part
Principles based on attention
8. Minimizing information access cost
9. Proximity compatibility principle
10. Principle of multiple resources
17. 13 principles continued
• Memory principles
11. Replace memory with visual information
12. Principle of predictive aiding
13. Principle of consistency
18. Social Design from HCI perspective
• Accountability ( why we do or did things)
• Visibility ( Changes should visible to others automatically)
• Reciprocity
• Privacy
• Fun
• Critical Mass
• Aggregation and Summarization
"Cscwmatrix" by Original uploader was Momo54 at en.wikipedia - Transferred from en.wikipedia; transferred to Commons by User:Common Good using CommonsHelper.. Licensed under Public Domain via Commons - https://commons.wikimedia.org/wiki/File:Cscwmatrix.jpg#/media/File:Cscwmatrix.jpg