Modeling 21st Century 
Society
• You
• Lisbon 2014
• Niki Lambropoulos
WCL, University of Patras, Greece 
Global Operations Division, London, UK
CRINTE, University of Wester...
We Use. We Create. We Become. We Succeed. 
Evolution of the Individual
* We are born * We die * We live in the middle
How evolved are we? 
• The Humpback Whale Song Spectrogram
• http://en.wikipedia.org/wiki/Whale_vocalization
Michael Phelps
ICT Society Human Beings
Web Based Communities Social Media
Multitasking
Online Communities
About Communities…
• Community: a group of people who consciously share a sense of 
belonging anchored in common interests...
Social Networks
http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
About Social Networks
• Social Network: a social structure made up of a set 
of actors (such as individuals or organizatio...
Community Evolution
1. Legitimate Peripheral Participation (LPP): The 
process of social learning that occurs in 
Communit...
Participation Eyeball
General User Tools
BigData‐Startups
Power to the User
The User is the Architect
Machines can understand logic / 
meaning behind the data
“The Semantic Web is a major research
initiative of the World Wide Web
Consortium (W3C) to create a metadata-
rich Web of ...
Semantic Tools
Web 3.0 & Semantics 
We Use: Semantic eLearning
http://arxiv.org/ftp/arxiv/papers/1209/1209.3117.pdf http://officialandreascy.blogspot.com/2014...
We Use: DBpedia
DBpedia  ( DB: database )  extracts structured content from the information 
created as part of Wikipedia....
DANGER!!
'DANGER! I don't like your face 'cuz I don't like 
what it's saying'. 
The Semantic Web interconnects meaning – to me 
We Use: Citation
We Use: Sentiment Mining
• what is being said about you
http://business‐fundas.com/wp‐content/uploads/2011/06/customer_sen...
We Use: Semantic Medline
http://skr3.nlm.nih.gov/SemMed/index.html
What's in to Me?
We believe this is what you are looking
We Use: Smart Eco Cars 
We Use: Gestures
Gesture Controlled User 
Interfaces
We Use: Smart Fabrics
• Sensors placed strategically in the 
clothing that elicit feedback on 
physical performance.
• Sma...
We Use: Augmented Reality
Medical 
Assistants
http://www.medgadget.com/2013/08/augmented‐reality‐ipad‐app‐guides‐surgeons‐...
We Use: Massive Data 
Visualisation for Prediction
http://www.nsf.gov/news/news_images.jsp?cntn_id=123607&org=NSF
We Use: Embodied Cognition
• Cognition is embodied when it is deeply 
dependent upon features of the physical body 
of an ...
We Use: Affective Haptics
• Study and design of devices and systems to 
elicit, enhance, or influence the emotional 
state...
We Use: Robots
Social / 
Domestic 
Robots
Pepper: The Emo Robot 
1. Individual
2. We, Communities 
3. We, the Ecosystem
Same Pattern in Pedagogical Research 
Pedagogical Research *
Computer Supported 
Collaborative Learning 
(CSCL)
Individual...
Realisation #1
• Expand Our Perception / Research 
• Design on Connectedness 
Improve Human Capability
Vision
If you could do something to 
improve human capability 
to deal with the increasing 
compl...
Individually Improved Capabilities
Observation 
Information
Knowledge 
Awareness 
Critical Thinking
Connectedness
Communic...
Jack of All Trades
New Digital Economy
to describe & value 
• products 
• processes
• knowledge
• skills 
• competencies
• <other/> 
Evolved Human!
User:
26 minutes to work
http://journal.media‐culture.org.au/index.php/mcjournal/article/viewArticle/743
New Horizon
New Horizon
What Went Wrong?
Collapsing Economy – Humanity
Paradise lost…
What Went Wrong?
Tech Divided 
• Poverty / Inequality leads to the 
extinction of humanity, loss of 
respect and dynamism. They 
disrupt th...
World: Ecosystem 
Realisation #2
• Understand Social / Cultural frameworks
• Improve human capability to deal with
increasing complexity of ...
Lack of Causality Awareness 
Reciprocal Determinism
Bandura, Albert.  (Born 1925‐) In Pastorino & Doyle‐Portillo, What Is Psychology?: Essentials, 2013
Reciprocal Determinism
Causality: a series of consequences impact our environment
Reciprocal Determinism
Consequences influence and condition our behaviour
Reciprocal Determinism
then our environment impacts our personalities
Reciprocal Determinism
via internal / external stimuli & conflicts
Realisation #3
Work on Collateral Damage 
Passive + Active Engagement 
Perceive Ephemeral + Eternal 
Reboot Our Perception 
Bill Viola ‐ Martyrs 4 Elements , Zen in St Paul's Cathedral, London, UK
Creating 21st Century 
Information Society
What kind of systems & processes 
aid us to externalise our 
human capabilities...
We Live in Communities
Tools for Creative Engagement 
Being Human
'Computer technologies are not 
neutral – they are laden with 
human, cultural and social 
values. We need to ...
Social * Economic * Political
Change our patterns 
Think Big
e.g. Tesla’s Ideas
Quantum Energy 4All
IT, Human Beings + The Social
1.0  2.0  3.0
• Web 1.0 was revolved around top‐down Information 
and E‐commerce
• Web 2.0 moved beyond static pages allow...
Reality – Virtuality ‐ Me
1.Personality
2.Behaviour
3.Environment: Reality
4.Environment: Digital 
Threads of Our Selves Online
1.Personality
2.Behaviour
3.Physicality
4.Digitality 
Detect the Patterns
http://radio‐weblogs.com/0105910/images/newman_internet.gif http://dgeiu3fz282x5.cloudfront.net/g/l/l‐...
Mouse: Eyes / Hands Coordination
Understand the Patterns
Humans imitate 
for themselves 
& systems
• Behaviours
• Ways of 
working
• Processes
• Organisati...
Open
Responsive 
Altruistic 
Societal Unity 
Peace 
Wellbeing
Ecology
Economy
Collective Capabilities
Computing Pioneers
Their patterns:
Disciplinarities: 
intra, cross, 
multi, inter, 
trans 
(Zeigler, 1990)
Disciplinarities
• Intradisciplinary: working within a single discipline.
• Crossdisciplinary: viewing one discipline from...
Curiosity across Disciplines
Socio‐Technical Design
• Assist designers maximizing human 
values while achieving business & 
technical virtuosity
• Inte...
Interface Design
• Visions, social understandings & practices
• Fitting systems into the ways we function as Human 
Beings...
What We Like & Why
• Habits, Patterns & Algorithms
Realisation #4
• Change Patterns
• Think big
• 4D Design for We, Ecosystem 
A. Behaviour
B. Personality
C. Physicality
D. ...
How?
d
IS THE PRODUCT
Peter Merholz
Collective X * U2: 360 Tour 
User eXperience (UX)
• ISO: User eXperience (UX) is 
– a person's perceptions
– responses 
– resulting from 
• use and/or
...
User eXperience (UX)
<Other/>
UX
Peter Merholz
Immersive eXperience
Collective Immersive eXperience
Common 
Purpose
CoPresence
Inter 
Connectedness
CoEngagement
ZPF
Belonging
Immersive eXperience (IX)
1. Common Purpose
2. Presence & Co‐presence
3. Zone of Proximal Flow (ZPF)
• Immersive Factors
4...
Inter‐Connectedness 
Converging
1. Direction / Motivation / Activation 
2. Knowledge / Understanding / Meaning
3. Skills /...
Co‐Engagement Factors
1. Perception via the senses 
2. Action via the body/kinaesthetic – physical body 
functions
3. Emot...
Zone of Proximal Flow
Extract of Figure from  Repenning, 
A. "Programming Goes to School", 
B. CACM, 55, 5, May, 2012.
Collective Intelligence X
Sense of eLearning 
Community Index
Ben K. Daniel (Editor)
Sense of Community Index
1. E‐Learning Community evolution: initial opinions on the 
community evolution, shared interests...
Sense of Community Index
http://www.senseofcommunityresearch.org/research/updates/identifying‐concepts‐that‐build‐a‐sense‐...
Expand Our Awareness
Horizon 2020
Horizon 2020
EuroCAT CSCL: HCI‐Ed
1. Identify  & 
Understand the CeL 
context
2. Design
3. Evaluate 
(1st study)
4. Build
5. Evaluate 
...
MACRO
Organisation/conv
ergence of 
teamwork 
activities/tasks
Group 
Discussion 
Structure 
(Topics/themes
)
MIDDLE
Adjac...
EuroCAT‐CSCL Timeline
Example:  Kinect
• An action motion sensing input device based 
around a webcam‐style add‐on peripheral (e.g. 
for the Xbo...
Altenerville
• Kinect Ecology 
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Altenerville
• Design for values can and often will lead to 
profound choices
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambrop...
Adaptive Learning Systems
Use of computers to deliver material and 
information in a way that responds to each 
individual...
Scientific/Technological
Objectives for Open Innovation
Personality Patterns
• Free2Grow platform (Lambropoulos & Bratitsis, HCII 2014)
Weaving User Immersive Experiences: Scient...
Emotion Science
Plutchik's Wheel of Emotion ( 2001 ) 
http://community.copypress.com/wp‐content/uploads/2012/11/Wheellarge...
Emotion * Cognition * Behaviour 
Unification Models
Data & Analytics
Engagement 
Production
Feeling Younger by Getting Older
Deal with Personal Crises
Holistic Wellbeing with Digital Innovation
adolescent girls to use at home to examine 
and impro...
Chronic Happiness 
COMPOOL
• Web 3.0 Collaboration 
Platform
• Semantic Analysis
• Immersive Experience 
• User Innovation Networks 
aiming a...
Research Stopped
Re‐Invent Finance
• If the world directs itself to open globalisation 
and cooperation what is the relationship with 
the ...
Re‐Invent Consumer Finance
Enhance Creativity
Research Question
In what ways I can 
understand the 
Human, the Social
and the 
Environment as 
an Ecosystem so 
to Desig...
Experience TIME & REALITY
• The relationship between Time & Reality is 
barely perceptible
• Time is both subjective & obj...
Time is culturally experienced 
Experiencing 
TIME 
Time eXperience in Art
‘Catherine's Room’, Bill Viola
Co‐Incidences
Small Events Converging into Bigger Actions
Realisation #5
• Time based art, education, massive data 
visualisation, smart phone apps..
• The Co‐Incidences Matrix
Her: AI Semantics
We Create: Safety Sensors  
We create: Car2Car 
Communication
We Create: Social Semantic Web
http://technologyvoice.com/sites/default/files/sswgraph.png
We Create: ePolitics
• 40 euros 
• 1,600 votes
• 1 week YouTube & FB 
marketing  
We Create: Social Movements
Networks of Outrage and Hope: Social Movements in the Internet Age (Arab Spring) 
Modern polit...
We Create: Common Ground
We Create: Ambient Intelligence 
Ambient Assisted Living Association
We Create: Novel Classrooms
In Iceland... 
Bjork’s Biophilia Educational 
Program in the EU curriculum 
In Patras, Greece: Robotics
MOOCs Massive Education
Disciplines & Politics
We have the Visions
You create the Frameworks
Humans & Politics
At the same time we perceive and create our world with our senses, cognition and tools. 
We may become aware of our inner ...
User Dreamer Architect Creator
Being Human 
Understand
social / cultural 
frameworks 
before improve 
man—machine 
transac...
10 years old Creators
Flower Light
Bath Assistant
Kid’s Loving Friend
Think Big: Ubiquitous Computing
Seamless computing
http://blogs.parc.com/files/2010/03/ubicomp_venn.jpg
Connecting Technologies
• Urban / Cyber Space Merge
• Local / Global at the same time
• Multi‐ Self‐ communication 
• Conn...
Entity Immersive eXperience
Global 
Social 
Network 
Analysis
Inter‐Connectedness 
We co‐construct our internal and external biotope
and succeed without the consequences
Immerse Your Self
Surveillance Environment
Behind the reality mechanism
Entity Immersive eXperience
Internet: Common Ground
• Cheap Computers 4all 
• Things Connected
• Massive Education
• Globa...
• We, the Ecosystem
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
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We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society

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We Use. We Create. We Become. We Succeed:

Modeling our 21st Century Information Society

keynote speaker in the conferences:
•7th International Conference on ICT, Society, and HumanBeings 2014 &
•11th International Conference on Web Based Communities and Social Media 2014, 17 – 19 July, Lisbon, Portugal
http://globaloperationsdivision.net/news/

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We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society

  1. 1. Modeling 21st Century  Society
  2. 2. • You • Lisbon 2014
  3. 3. • Niki Lambropoulos WCL, University of Patras, Greece  Global Operations Division, London, UK CRINTE, University of Western Macedonia, Greece 
  4. 4. We Use. We Create. We Become. We Succeed. 
  5. 5. Evolution of the Individual * We are born * We die * We live in the middle
  6. 6. How evolved are we?  • The Humpback Whale Song Spectrogram • http://en.wikipedia.org/wiki/Whale_vocalization Michael Phelps
  7. 7. ICT Society Human Beings
  8. 8. Web Based Communities Social Media
  9. 9. Multitasking
  10. 10. Online Communities
  11. 11. About Communities… • Community: a group of people who consciously share a sense of  belonging anchored in common interests and enhanced by social  interactions.  • Online community: an online social aggregation that emerges  when enough people carry on those public discussions long  enough to form relationships. Members’ social interactions are  facilitated by ICTs. • Community of Practice (CoP): a group of people who share a  concern or a passion for something they do, and learn how to do it  better as they interact regularly. • Collaborative e‐Learning Community (CeLC): a social aggregation  that emerges in online courses when enough people carry on  progressive dialogues for the purpose of learning.
  12. 12. Social Networks http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
  13. 13. About Social Networks • Social Network: a social structure made up of a set  of actors (such as individuals or organizations) and  the dyadic ties between these actors (Wasserman  & Faust, 1994). Ties can be based on: friendship,  common interests, mutual friends, family  members, business, dislikes etc. • Social Network Platform: an other online service  focusing on building and creating networks.  • We are: Friends (Facebook), followers (Twitter),  readers (Blog), subscribers (YouTube) etc.
  14. 14. Community Evolution 1. Legitimate Peripheral Participation (LPP): The  process of social learning that occurs in  Communities of Practice containing different  levels en route for members’ engagement and  practice 2. Participation  involves the use of tools: Artefacts  used within a cultural practice carry a substantial  portion of that practice's heritage. Thus,  understanding the technology of practice is a way  to connect with the history of practice and  participate more directly in its cultural life (Lave &  Wenger, 1991)
  15. 15. Participation Eyeball
  16. 16. General User Tools
  17. 17. BigData‐Startups
  18. 18. Power to the User
  19. 19. The User is the Architect
  20. 20. Machines can understand logic /  meaning behind the data
  21. 21. “The Semantic Web is a major research initiative of the World Wide Web Consortium (W3C) to create a metadata- rich Web of resources that can describe themselves not only by how they should be displayed (HTML) or syntactically (XML), but also by the meaning of the metadata.” From W3C Semantic Web Activity Page “The Semantic Web is an extension of the current web in which information is given well-defined meaning, better enabling computers and people to work in cooperation.” Tim Berners-Lee, James Hendler, Ora Lassila, The Semantic Web, Scientific American, May 2001
  22. 22. Semantic Tools
  23. 23. Web 3.0 & Semantics 
  24. 24. We Use: Semantic eLearning http://arxiv.org/ftp/arxiv/papers/1209/1209.3117.pdf http://officialandreascy.blogspot.com/2014/01/how‐semantic‐web‐technology‐promotes‐e.html
  25. 25. We Use: DBpedia DBpedia  ( DB: database )  extracts structured content from the information  created as part of Wikipedia. This structured information is then made available  on WWW. DBpedia allows users to query relationships and properties associated  with Wikipedia resources, including links to other related datasets. 
  26. 26. DANGER!! 'DANGER! I don't like your face 'cuz I don't like  what it's saying'. 
  27. 27. The Semantic Web interconnects meaning – to me 
  28. 28. We Use: Citation
  29. 29. We Use: Sentiment Mining • what is being said about you http://business‐fundas.com/wp‐content/uploads/2011/06/customer_sentiment_mining.jpg
  30. 30. We Use: Semantic Medline http://skr3.nlm.nih.gov/SemMed/index.html
  31. 31. What's in to Me?
  32. 32. We believe this is what you are looking
  33. 33. We Use: Smart Eco Cars 
  34. 34. We Use: Gestures
  35. 35. Gesture Controlled User  Interfaces
  36. 36. We Use: Smart Fabrics • Sensors placed strategically in the  clothing that elicit feedback on  physical performance. • Smarter fabrics can mimic the  human skin.  • University of California‐Davis (UC‐ Davis):  Fabric forms excess sweat  into droplets to drain away. • Fabrics monitor heart rate & blood  pressures  • Mood‐Driven Chameleon Wear? 
  37. 37. We Use: Augmented Reality Medical  Assistants http://www.medgadget.com/2013/08/augmented‐reality‐ipad‐app‐guides‐surgeons‐ during‐tumor‐removal.html
  38. 38. We Use: Massive Data  Visualisation for Prediction http://www.nsf.gov/news/news_images.jsp?cntn_id=123607&org=NSF
  39. 39. We Use: Embodied Cognition • Cognition is embodied when it is deeply  dependent upon features of the physical body  of an agent
  40. 40. We Use: Affective Haptics • Study and design of devices and systems to  elicit, enhance, or influence the emotional  state of a human by means of sense of touch. 
  41. 41. We Use: Robots Social /  Domestic  Robots
  42. 42. Pepper: The Emo Robot 
  43. 43. 1. Individual 2. We, Communities  3. We, the Ecosystem
  44. 44. Same Pattern in Pedagogical Research  Pedagogical Research * Computer Supported  Collaborative Learning  (CSCL) Individual Dyads & Triads Groups of 4‐5 students  Communities Social Networks  Professional Networks <Other/> Pierre Dillenbourg is a CSCL pioneer  and Professor of Computer Science at  Swiss Federal Institute of Technology  in Lausanne (EPFL).
  45. 45. Realisation #1 • Expand Our Perception / Research  • Design on Connectedness 
  46. 46. Improve Human Capability Vision If you could do something to  improve human capability  to deal with the increasing  complexity of the world, then you'd really contribute  something basic. Product 20 years later: a graphic  computer system, controlled  by a special keyboard and  something called a mouse,  that would let people work  together on documents,  manipulate complex ideas,  even from far‐flung locales.
  47. 47. Individually Improved Capabilities Observation  Information Knowledge  Awareness  Critical Thinking Connectedness Communication Presence Self Reflection Abstract Mind Creativity Innovation ….
  48. 48. Jack of All Trades
  49. 49. New Digital Economy to describe & value  • products  • processes • knowledge • skills  • competencies • <other/> 
  50. 50. Evolved Human!
  51. 51. User: 26 minutes to work http://journal.media‐culture.org.au/index.php/mcjournal/article/viewArticle/743
  52. 52. New Horizon
  53. 53. New Horizon
  54. 54. What Went Wrong?
  55. 55. Collapsing Economy – Humanity
  56. 56. Paradise lost…
  57. 57. What Went Wrong?
  58. 58. Tech Divided  • Poverty / Inequality leads to the  extinction of humanity, loss of  respect and dynamism. They  disrupt the social fabric and  solidarity.  • Work is a means to meet basic  needs and for self‐esteem. • Excessive industrialization and  consumerism would destroy the  balance between man and  nature.
  59. 59. World: Ecosystem 
  60. 60. Realisation #2 • Understand Social / Cultural frameworks • Improve human capability to deal with increasing complexity of the world • Then Design Systems
  61. 61. Lack of Causality Awareness 
  62. 62. Reciprocal Determinism Bandura, Albert.  (Born 1925‐) In Pastorino & Doyle‐Portillo, What Is Psychology?: Essentials, 2013
  63. 63. Reciprocal Determinism Causality: a series of consequences impact our environment
  64. 64. Reciprocal Determinism Consequences influence and condition our behaviour
  65. 65. Reciprocal Determinism then our environment impacts our personalities
  66. 66. Reciprocal Determinism via internal / external stimuli & conflicts
  67. 67. Realisation #3
  68. 68. Work on Collateral Damage 
  69. 69. Passive + Active Engagement 
  70. 70. Perceive Ephemeral + Eternal 
  71. 71. Reboot Our Perception  Bill Viola ‐ Martyrs 4 Elements , Zen in St Paul's Cathedral, London, UK
  72. 72. Creating 21st Century  Information Society What kind of systems & processes  aid us to externalise our  human capabilities,  already encrypted in our DNA,  for the 21st Century  Information Society?
  73. 73. We Live in Communities Tools for Creative Engagement 
  74. 74. Being Human 'Computer technologies are not  neutral – they are laden with  human, cultural and social  values. We need to define a new  agenda for human‐computer  interaction in the 21st century – one  that anticipates and shapes the  impact of technology rather than  simply reacts to it.' ‘The new forms of engagement,  then, require us to conceptualise  users as embodied individuals who  are part of a social, economic and  political ecology, with desires,  dreams, concerns and worries.’
  75. 75. Social * Economic * Political Change our patterns  Think Big
  76. 76. e.g. Tesla’s Ideas
  77. 77. Quantum Energy 4All
  78. 78. IT, Human Beings + The Social
  79. 79. 1.0  2.0  3.0 • Web 1.0 was revolved around top‐down Information  and E‐commerce • Web 2.0 moved beyond static pages allowing users to  interact and collaborate utilising Social Media  collaborative platforms  • Web 3.0 is about enhancing the  ‘intelligence’ of the Web underlying  architecture, so the user and the  machine can recognise behavioural  patterns modify them and re‐create  the virtual environment based upon  users’ own goals and dreams
  80. 80. Reality – Virtuality ‐ Me 1.Personality 2.Behaviour 3.Environment: Reality 4.Environment: Digital 
  81. 81. Threads of Our Selves Online 1.Personality 2.Behaviour 3.Physicality 4.Digitality 
  82. 82. Detect the Patterns http://radio‐weblogs.com/0105910/images/newman_internet.gif http://dgeiu3fz282x5.cloudfront.net/g/l/l‐86932.jpg
  83. 83. Mouse: Eyes / Hands Coordination
  84. 84. Understand the Patterns Humans imitate  for themselves  & systems • Behaviours • Ways of  working • Processes • Organisational  structures  • <Other/>
  85. 85. Open Responsive  Altruistic  Societal Unity  Peace  Wellbeing Ecology Economy Collective Capabilities
  86. 86. Computing Pioneers Their patterns: Disciplinarities:  intra, cross,  multi, inter,  trans  (Zeigler, 1990)
  87. 87. Disciplinarities • Intradisciplinary: working within a single discipline. • Crossdisciplinary: viewing one discipline from the  perspective of another. • Multidisciplinary: people from different disciplines  working together, each drawing on their  disciplinary knowledge. • Interdisciplinary: integrating knowledge and  methods from different disciplines, using a real  synthesis of approaches. • Transdisciplinary: creating a unity of intellectual  frameworks beyond the disciplinary perspectives.
  88. 88. Curiosity across Disciplines
  89. 89. Socio‐Technical Design • Assist designers maximizing human  values while achieving business &  technical virtuosity • Interplay of Social (humans, orgs) &  Technical (software) subsystems 
  90. 90. Interface Design • Visions, social understandings & practices • Fitting systems into the ways we function as Human  Beings • Fitness with IT and business / organisational contexts 
  91. 91. What We Like & Why • Habits, Patterns & Algorithms
  92. 92. Realisation #4 • Change Patterns • Think big • 4D Design for We, Ecosystem  A. Behaviour B. Personality C. Physicality D. Digitality 
  93. 93. How?
  94. 94. d IS THE PRODUCT Peter Merholz
  95. 95. Collective X * U2: 360 Tour 
  96. 96. User eXperience (UX) • ISO: User eXperience (UX) is  – a person's perceptions – responses  – resulting from  • use and/or • anticipated use of a  product, system or service • UX is subjective  • UX focuses on the use
  97. 97. User eXperience (UX) <Other/>
  98. 98. UX Peter Merholz
  99. 99. Immersive eXperience
  100. 100. Collective Immersive eXperience Common  Purpose CoPresence Inter  Connectedness CoEngagement ZPF Belonging
  101. 101. Immersive eXperience (IX) 1. Common Purpose 2. Presence & Co‐presence 3. Zone of Proximal Flow (ZPF) • Immersive Factors 4. Inter‐ Connectedness 5. Engagement Factors 6. Sense of Belonging 7. Immersive World Platforms
  102. 102. Inter‐Connectedness  Converging 1. Direction / Motivation / Activation  2. Knowledge / Understanding / Meaning 3. Skills / Competencies 4. Flow / Activities 5. Trust / Belonging  6. Learning / Sharing / Co‐creation 7. Consciousness / Inter‐Connectedness 
  103. 103. Co‐Engagement Factors 1. Perception via the senses  2. Action via the body/kinaesthetic – physical body  functions 3. Emotion via the heart – emotional & instinctual  nature functions 4. Cognition via the mind – rational consciousness  functions 5. Co‐creativity via imagination & intuition – higher consciousness thinking functions  6. All of the above
  104. 104. Zone of Proximal Flow Extract of Figure from  Repenning,  A. "Programming Goes to School",  B. CACM, 55, 5, May, 2012.
  105. 105. Collective Intelligence X
  106. 106. Sense of eLearning  Community Index Ben K. Daniel (Editor)
  107. 107. Sense of Community Index 1. E‐Learning Community evolution: initial opinions on the  community evolution, shared interests and values, knowing  about the community, new members’ contribution, and the  collaborative tools 2. Affective factors 1. Sense of belonging 2. Empathy as a representation of what members know and feel 3. Trust: knowledge /experience exchange, help and support 3. Human‐Human Interactions 4. Human‐Computer Interactions 5. Intensity: levels of passive and active participation, and  persistence 6. Global ‐ Local Social Network Analysis 7. Collaborative e‐learning within LPP: participants’ opinions  and the number of new knowledge generation episodes
  108. 108. Sense of Community Index http://www.senseofcommunityresearch.org/research/updates/identifying‐concepts‐that‐build‐a‐sense‐of‐community
  109. 109. Expand Our Awareness
  110. 110. Horizon 2020
  111. 111. Horizon 2020
  112. 112. EuroCAT CSCL: HCI‐Ed 1. Identify  &  Understand the CeL  context 2. Design 3. Evaluate  (1st study) 4. Build 5. Evaluate  (2nd study) 6. Re‐design  Re‐develop Evaluate  (3rd study) 7. Study & Research  of surrounding  phenomena (4th study)
  113. 113. MACRO Organisation/conv ergence of  teamwork  activities/tasks Group  Discussion  Structure  (Topics/themes ) MIDDLE Adjacency pairs  and patterns  (turn taking) MICRO Knowledge   convergence  levels (low,  medium, high) Micro‐ Macro‐ Middle‐ Levels for  CSCL Discussion Analysis (2015) The group as  the unit of  analysis
  114. 114. EuroCAT‐CSCL Timeline
  115. 115. Example:  Kinect • An action motion sensing input device based  around a webcam‐style add‐on peripheral (e.g.  for the Xbox 360 console) that enables users to  control and interact with the device without  the need to touch a game controller, through a  natural user interface using gestures and  spoken commands. CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
  116. 116. Altenerville • Kinect Ecology  CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
  117. 117. CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
  118. 118. Altenerville • Design for values can and often will lead to  profound choices CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
  119. 119. Adaptive Learning Systems Use of computers to deliver material and  information in a way that responds to each  individual’s performance and/or activity on the  system. • Continuous adaptivity • Personalised Learning • Customisation • Distributed User Interfaces • Scalability Knewton Adaptive Learning Platform™
  120. 120. Scientific/Technological Objectives for Open Innovation
  121. 121. Personality Patterns • Free2Grow platform (Lambropoulos & Bratitsis, HCII 2014) Weaving User Immersive Experiences: Scientific Curiosity and Reasoning  with Bodily Feelings Mapping and Evolution Curiosity, Reasoning and Emotions in Gamification Cognitive, Affective and Conative Learning Aptitudes – Group Cognition 
  122. 122. Emotion Science Plutchik's Wheel of Emotion ( 2001 )  http://community.copypress.com/wp‐content/uploads/2012/11/Wheellarge‐e1355167496830.png
  123. 123. Emotion * Cognition * Behaviour 
  124. 124. Unification Models Data & Analytics Engagement  Production
  125. 125. Feeling Younger by Getting Older
  126. 126. Deal with Personal Crises Holistic Wellbeing with Digital Innovation adolescent girls to use at home to examine  and improve their wellbeing and their  wellness related behaviours.  Holistic management of self image & self  confidence  •Interactive Digital Diary •Handwriting recognition •Language querying •Sensing technologies  •Smart mood ‐ behaviour detection  •Appropriate information  •Engaging interface for teenagers
  127. 127. Chronic Happiness 
  128. 128. COMPOOL • Web 3.0 Collaboration  Platform • Semantic Analysis • Immersive Experience  • User Innovation Networks  aiming at  • bridging governmental  organisations and  academia in the field of  composite materials with  real industrial applications  in various areas such as  aerospace, automotive,  construction, wind energy  and sports. Lambropoulos, N., Tsotra, P., Kotinas, I. and Mporas I. (2013). Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platfom HCII2013
  129. 129. Research Stopped
  130. 130. Re‐Invent Finance • If the world directs itself to open globalisation  and cooperation what is the relationship with  the Digital Economy?  – Open Software, Art, Music, Education • Tesla + Ford: Industry + Academia • Funding the Impossible  Oiio Architecture Office names the project Guggenheim Extension Story, as a reference to the unlikelihood that any extension to the museum would ever really take place.
  131. 131. Re‐Invent Consumer Finance
  132. 132. Enhance Creativity
  133. 133. Research Question In what ways I can  understand the  Human, the Social and the  Environment as  an Ecosystem so  to Design for the  2020 users? ‘Dreamers’, Bill Viola
  134. 134. Experience TIME & REALITY • The relationship between Time & Reality is  barely perceptible • Time is both subjective & objective  • Time is the Reality Mechanism
  135. 135. Time is culturally experienced  Experiencing  TIME 
  136. 136. Time eXperience in Art ‘Catherine's Room’, Bill Viola
  137. 137. Co‐Incidences Small Events Converging into Bigger Actions
  138. 138. Realisation #5 • Time based art, education, massive data  visualisation, smart phone apps.. • The Co‐Incidences Matrix
  139. 139. Her: AI Semantics
  140. 140. We Create: Safety Sensors  
  141. 141. We create: Car2Car  Communication
  142. 142. We Create: Social Semantic Web http://technologyvoice.com/sites/default/files/sswgraph.png
  143. 143. We Create: ePolitics • 40 euros  • 1,600 votes • 1 week YouTube & FB  marketing  
  144. 144. We Create: Social Movements Networks of Outrage and Hope: Social Movements in the Internet Age (Arab Spring)  Modern political movements straddle urban space and cyberspace
  145. 145. We Create: Common Ground
  146. 146. We Create: Ambient Intelligence  Ambient Assisted Living Association
  147. 147. We Create: Novel Classrooms
  148. 148. In Iceland... 
  149. 149. Bjork’s Biophilia Educational  Program in the EU curriculum 
  150. 150. In Patras, Greece: Robotics
  151. 151. MOOCs Massive Education
  152. 152. Disciplines & Politics We have the Visions You create the Frameworks
  153. 153. Humans & Politics
  154. 154. At the same time we perceive and create our world with our senses, cognition and tools.  We may become aware of our inner qualities and obstacles when creating it. 
  155. 155. User Dreamer Architect Creator Being Human  Understand social / cultural  frameworks  before improve  man—machine  transactions
  156. 156. 10 years old Creators Flower Light Bath Assistant Kid’s Loving Friend
  157. 157. Think Big: Ubiquitous Computing Seamless computing http://blogs.parc.com/files/2010/03/ubicomp_venn.jpg
  158. 158. Connecting Technologies • Urban / Cyber Space Merge • Local / Global at the same time • Multi‐ Self‐ communication  • Connect and trust • Groups • Communities • Social Networks • Social Power
  159. 159. Entity Immersive eXperience Global  Social  Network  Analysis
  160. 160. Inter‐Connectedness  We co‐construct our internal and external biotope and succeed without the consequences
  161. 161. Immerse Your Self
  162. 162. Surveillance Environment
  163. 163. Behind the reality mechanism
  164. 164. Entity Immersive eXperience Internet: Common Ground • Cheap Computers 4all  • Things Connected • Massive Education • Global Active Citizens • Online Communities • Participatory Democracy  • Energy 4all • Happy Inhabitants 
  165. 165. • We, the Ecosystem

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