This document provides an agenda for a lecture on social computing in human-computer interaction. The lecture covers:
1) Defining social computing and examples of social computing systems.
2) The value of social computing, including enabling new mechanisms of interaction, leveraging collective intelligence, and facilitating human-computer collaboration.
3) Considerations for designing social computing systems, including the need for user-centered and multi-disciplinary approaches.
4) Research areas related to social computing like computer-mediated communication, online communities, and computational social science. The social aspects of research communities are also discussed.
Social Media-Q&A, tutorial, best practices, etcagawestfal
The document discusses 4 main ways that businesses use social media: 1) Build a community for customers/employees to support each other, 2) Energize passionate fans, 3) Find good ideas from customers/community, 4) Meet a need to make a connection. It emphasizes that social media should provide value to both customers and the brand by landing in the middle of being true to the brand and unexpected.
Designing and prototyping useful apps (2019 version)Robin De Croon
The document discusses a presentation given by Dr. Robin De Croon on designing and prototyping useful apps. It provides information about Dr. De Croon's background and areas of research interest, which include information visualization, health informatics, and gamification. The presentation covers topics like human-computer interaction, user-centered design, rapid prototyping, evaluation methods, and digital prototyping.
This document discusses moving from user-centric design of online communities towards community-centric design. It notes that online communities now reach 70% of the global online audience and are blurring the lines between producers and users through participation, sharing, and co-creation. However, most user-generated content comes from only 1% of community members. Living labs are proposed as a way to involve more community members in innovation processes by exposing them to new solutions in familiar contexts over medium-to-long term studies. The challenges of community-centric design are also discussed.
Mining the Social Web - Lecture 1 - T61.6020 lecture-01-slidesMichael Mathioudakis
This document provides an introduction to mining data from the social web. It discusses various social media platforms like Facebook, Twitter, LinkedIn, Foursquare, and Flickr that enable users to produce, consume and interact with content. The document explores what insights can be gained from analyzing the large amounts of social data, such as understanding social behavior, political sentiment, how cities are experienced, and career trends. It outlines existing research on analyzing data from Twitter and photos to detect events, trends, opinions and more. The document concludes by discussing potential student project ideas involving hypothesis testing, exploring questions, solving problems, or analyzing interesting datasets.
This document summarizes a lecture on analyzing the structure and dynamics of social networks. The lecture will focus on reviewing classic papers on topics like how social networks form and evolve over time, how information spreads through social networks, and who is influential. It will assess papers on their main ideas, novelty, and impact. The objectives are to gain insights on network structure, dynamics, and potential research project ideas. The lecture will cover analyzing social networks as graphs and contrasting their properties to random graphs, as well as models for generating networks.
Collaborative writing and common core standards in the classroom slideshareVicki Davis
This document discusses collaborative writing and Common Core standards in the classroom. It introduces several educators who are involved with the Flat Classroom project and discusses how collaborative writing groups can help students meet writing standards. Specific standards around argument, informative/explanatory, and narrative writing are covered. Case studies are presented on projects like NaNoWriMo that use collaborative writing approaches.
Social Media-Q&A, tutorial, best practices, etcagawestfal
The document discusses 4 main ways that businesses use social media: 1) Build a community for customers/employees to support each other, 2) Energize passionate fans, 3) Find good ideas from customers/community, 4) Meet a need to make a connection. It emphasizes that social media should provide value to both customers and the brand by landing in the middle of being true to the brand and unexpected.
Designing and prototyping useful apps (2019 version)Robin De Croon
The document discusses a presentation given by Dr. Robin De Croon on designing and prototyping useful apps. It provides information about Dr. De Croon's background and areas of research interest, which include information visualization, health informatics, and gamification. The presentation covers topics like human-computer interaction, user-centered design, rapid prototyping, evaluation methods, and digital prototyping.
This document discusses moving from user-centric design of online communities towards community-centric design. It notes that online communities now reach 70% of the global online audience and are blurring the lines between producers and users through participation, sharing, and co-creation. However, most user-generated content comes from only 1% of community members. Living labs are proposed as a way to involve more community members in innovation processes by exposing them to new solutions in familiar contexts over medium-to-long term studies. The challenges of community-centric design are also discussed.
Mining the Social Web - Lecture 1 - T61.6020 lecture-01-slidesMichael Mathioudakis
This document provides an introduction to mining data from the social web. It discusses various social media platforms like Facebook, Twitter, LinkedIn, Foursquare, and Flickr that enable users to produce, consume and interact with content. The document explores what insights can be gained from analyzing the large amounts of social data, such as understanding social behavior, political sentiment, how cities are experienced, and career trends. It outlines existing research on analyzing data from Twitter and photos to detect events, trends, opinions and more. The document concludes by discussing potential student project ideas involving hypothesis testing, exploring questions, solving problems, or analyzing interesting datasets.
This document summarizes a lecture on analyzing the structure and dynamics of social networks. The lecture will focus on reviewing classic papers on topics like how social networks form and evolve over time, how information spreads through social networks, and who is influential. It will assess papers on their main ideas, novelty, and impact. The objectives are to gain insights on network structure, dynamics, and potential research project ideas. The lecture will cover analyzing social networks as graphs and contrasting their properties to random graphs, as well as models for generating networks.
Collaborative writing and common core standards in the classroom slideshareVicki Davis
This document discusses collaborative writing and Common Core standards in the classroom. It introduces several educators who are involved with the Flat Classroom project and discusses how collaborative writing groups can help students meet writing standards. Specific standards around argument, informative/explanatory, and narrative writing are covered. Case studies are presented on projects like NaNoWriMo that use collaborative writing approaches.
This document outlines the Amplifying Creative Communities project in New York City led by the Design for Social Innovation and Sustainability Lab at The New School. The project aims to retain the traditional population in the Lower East Side neighborhood facing gentrification by stimulating local job creation and amplifying creative communities. It will map social innovation cases, co-design a toolkit for local organizations, and support two local projects - Green Oasis Garden and The Lower East Side Girls Club. The toolkit will include tools to observe, communicate, start up, engage, and synergize community efforts.
This document discusses steps for designing and prototyping useful apps, including brainstorming ideas and prototyping one's own app. It recommends starting with defining the app's purpose and goals. Key steps include developing personas based on user research, creating storyboards to map user flows, and building paper prototypes to test design ideas with users before implementing a digital prototype. The overall process emphasizes user-centered design and rapid prototyping to get feedback early in the design cycle.
Minds over matter_Constructivism and Emerging MediaCynthia Calongne
Discusses the importance of personalization and affect while providing an overview of pedagogy, andragogy and heutagogy and how they are applied in virtual worlds, augmented reality apps and alternate reality games.
Presented at the WW2012 Conference, July 23-27, 2012, Las Vegas, NV during the Breakout Session 1 by Dr. Cynthia Calongne on July 24, 2012.
Social Information Processing (Tin180 Com)Tin180 VietNam
The document summarizes a AAAI Spring Symposium on Social Information Processing that took place in 2008. It discusses how collective human actions on the social web can organize knowledge and allow problems to be solved beyond any individual's capabilities. It also notes challenges in analyzing the massive, dynamic, heterogeneous data generated on social media platforms and opportunities to leverage this data for prediction, innovation and discovery.
Network Learning: AI-driven Connectivist Framework for E-Learning 3.0Neil Rubens
This document discusses the evolution of eLearning and introduces a connectivist framework for eLearning 3.0. It summarizes eLearning 1.0 which focused on reading content and behaviorism/cognitivism theories. eLearning 2.0 allowed writing and social interaction and incorporated constructivism and social learning theories. However, most created content is unused, redundant, or results in information overload. The document proposes connectivism which views knowledge as distributed across networks and learning as constructing/navigating these networks. It introduces a conceptual framework using AI to connect content, people, and models through different layers and modules.
This document provides an overview of a post-academic course on Big Data taught by Joris Klerkx. It discusses the Augment group's mission to augment human intellect through tools and technologies. Their research focuses on capturing physiological and behavioral signals through sensors to create meaningful feedback loops. Application domains discussed include technology-enhanced learning, media consumption, science, and health. Guidelines for visualizing big data emphasize using interactive visual encodings to promote recognition over recall by humans. Interactivity, overview first approaches, and checking data quality are advised.
Strengthening Civil Society Through Social Media: with notesDavid Wilcox
Presentation for 21st century network, February 28 2012. With notes
At times of financial restraint and when Governments are looking at how civil society can be recruited to deliver on their own agenda then how can we ensure that the many associations that make up civil society can protect their independence. Can social networking help create a network of mutual independence that strengthens the countless groups that are the social glue of our civil society?
http://www.meetup.com/21stCenturyNetwork/events/41358702/
From Social Media To Human Media - critical reflection on social media & some...Niels Hendriks
This is a presentation by Liesbeth Huybrechts & Niels Hendriks given at the Glocal Conference in Macedonia in 2009. It makes a critical reflection on so-called social media and presents some design methods and projects dealing with social environments.
Bridging The Gap: Virtual Worlds as a Platform for Knowledge TransferJeroen van Bree
1) The document discusses using virtual worlds to facilitate knowledge transfer between organizations by leveraging their ability to foster intrinsic motivation and support informal social interactions.
2) It hypothesizes that virtual worlds provide higher intrinsic motivation than traditional computer-supported collaborative work tools, and that higher intrinsic motivation better supports social aspects like trust and informal communication that enable knowledge transfer.
3) Virtual worlds stimulate intrinsic motivation through elements like competence, autonomy, relatedness, fantasy, and curiosity according to theories of motivation. This intrinsic motivation may help overcome challenges with knowledge transfer posed by traditional tools.
The document discusses the social implications of wearable technology like smartwatches and fitness trackers. It analyzes how these devices affect privacy, interpersonal communication, and the relationship between virtual and real-world activities. Users feel constantly watched due to data collection, but younger people are less concerned with privacy. Wearables also allow flexible communication that feels less demanding than smartphones. However, they may encourage a focus on digital representations over real-world experiences. Overall, wearables could significantly impact society as smartphones have, though they still have limitations and ways to improve.
Overview Web2.0 Tools For Collaborative LearningDavid Brooks
A presentation given at the EuroCALL 2009 Conference at the UPV Gandia Campus of the Universidad Polytechnica Valencia, Spain, held on Sept 9-12, 2009, session by David L. Brooks, Associate Professor, English as a Foreign Language, Kitasato University, Sagamihara, Japan
The document discusses building collaboration within the HimGlo movement through the use of technology. It proposes that an online platform could help foster relationships, share resources, and build a shared identity. The platform would allow participants to communicate, share ideas and testimonies, coordinate events, and collaborate on projects from a central online location. The goal is to inspire and empower Nepali/Himalayan Christian leaders through greater connectivity and partnership.
Building Community In The Civic Space-revitalizing communities in America.Betsey Merkel
I-Open teaches communities how to build open, neutral civic spaces to encourage new conversations and collaboration. Collaborative communities form around shared interests and opportunities and can operate both in-person and online using tools like social media. I-Open has launched several collaborative communities in Northeast Ohio addressing issues like technology, energy, and transparency, with the goal of building trust and networks globally. Next steps include learning more about civic spaces and communities and exploring examples like RealNEO and the Lakewood Observer.
Massively multiplayer object sharing (Web 2.0 open 2008)Rashmi Sinha
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
ADTELLIGENCE_White Paper_Monetization of Social Networks_Chapter2ADTELLIGENCE GmbH
The document discusses the global market for social networks. It notes that six of the top 15 websites in the world are social networks, and that social networks have grown faster than other types of websites. In Germany, over half of the top 15 sites are social networks as well. The largest social networks worldwide are dominated by US and Chinese sites like Facebook, QQ, and Baidu Space. In Germany, "student directory" networks like StudiVZ and SchülerVZ are most popular, along with Facebook. Asia also has significant social networks that have arisen independently due to cultural differences from Western sites.
Seggr is an innovation and management agency that focuses on designing human-centered solutions. The document discusses how social media and connectivity among people is increasing dramatically. It suggests that companies should learn how to leverage social software to increase the reach of innovations, introduce effective technologies, and create a social media strategy while minimizing risks. The rest of the document provides steps for connecting with customers through social media, including understanding one's objectives, customers, and how to authentically engage and measure success.
Free eBook - Beyond Fun: Serious Games and MediaAyman Sarhan
This document summarizes an article from the book "Beyond Fun: Serious Games and Media" about using simulation and game environments across academic disciplines for learning. The article argues that computer games demonstrate effective pedagogical techniques that can illustrate complex systems, enable visualization and manipulation of microscopic concepts, and embody experiences to cultivate cultural empathy. It provides examples of how simulations have been used in specific fields like engineering, the military, and aviation for training, and suggests these environments could also be useful for students in other fields like business, architecture, history and more by allowing them to actively use concepts rather than just know facts.
This document discusses social machines, which are processes on the web where people do creative work and machines do administration. Examples mentioned include online forums and image classification by citizen scientists. Key points discussed include building models of social interaction between the physical and virtual world, and trajectories of social machines distinguished by their purpose. Open questions are also raised about the social machines of global systems science and implications of the social machines "sphere".
This document outlines the Amplifying Creative Communities project in New York City led by the Design for Social Innovation and Sustainability Lab at The New School. The project aims to retain the traditional population in the Lower East Side neighborhood facing gentrification by stimulating local job creation and amplifying creative communities. It will map social innovation cases, co-design a toolkit for local organizations, and support two local projects - Green Oasis Garden and The Lower East Side Girls Club. The toolkit will include tools to observe, communicate, start up, engage, and synergize community efforts.
This document discusses steps for designing and prototyping useful apps, including brainstorming ideas and prototyping one's own app. It recommends starting with defining the app's purpose and goals. Key steps include developing personas based on user research, creating storyboards to map user flows, and building paper prototypes to test design ideas with users before implementing a digital prototype. The overall process emphasizes user-centered design and rapid prototyping to get feedback early in the design cycle.
Minds over matter_Constructivism and Emerging MediaCynthia Calongne
Discusses the importance of personalization and affect while providing an overview of pedagogy, andragogy and heutagogy and how they are applied in virtual worlds, augmented reality apps and alternate reality games.
Presented at the WW2012 Conference, July 23-27, 2012, Las Vegas, NV during the Breakout Session 1 by Dr. Cynthia Calongne on July 24, 2012.
Social Information Processing (Tin180 Com)Tin180 VietNam
The document summarizes a AAAI Spring Symposium on Social Information Processing that took place in 2008. It discusses how collective human actions on the social web can organize knowledge and allow problems to be solved beyond any individual's capabilities. It also notes challenges in analyzing the massive, dynamic, heterogeneous data generated on social media platforms and opportunities to leverage this data for prediction, innovation and discovery.
Network Learning: AI-driven Connectivist Framework for E-Learning 3.0Neil Rubens
This document discusses the evolution of eLearning and introduces a connectivist framework for eLearning 3.0. It summarizes eLearning 1.0 which focused on reading content and behaviorism/cognitivism theories. eLearning 2.0 allowed writing and social interaction and incorporated constructivism and social learning theories. However, most created content is unused, redundant, or results in information overload. The document proposes connectivism which views knowledge as distributed across networks and learning as constructing/navigating these networks. It introduces a conceptual framework using AI to connect content, people, and models through different layers and modules.
This document provides an overview of a post-academic course on Big Data taught by Joris Klerkx. It discusses the Augment group's mission to augment human intellect through tools and technologies. Their research focuses on capturing physiological and behavioral signals through sensors to create meaningful feedback loops. Application domains discussed include technology-enhanced learning, media consumption, science, and health. Guidelines for visualizing big data emphasize using interactive visual encodings to promote recognition over recall by humans. Interactivity, overview first approaches, and checking data quality are advised.
Strengthening Civil Society Through Social Media: with notesDavid Wilcox
Presentation for 21st century network, February 28 2012. With notes
At times of financial restraint and when Governments are looking at how civil society can be recruited to deliver on their own agenda then how can we ensure that the many associations that make up civil society can protect their independence. Can social networking help create a network of mutual independence that strengthens the countless groups that are the social glue of our civil society?
http://www.meetup.com/21stCenturyNetwork/events/41358702/
From Social Media To Human Media - critical reflection on social media & some...Niels Hendriks
This is a presentation by Liesbeth Huybrechts & Niels Hendriks given at the Glocal Conference in Macedonia in 2009. It makes a critical reflection on so-called social media and presents some design methods and projects dealing with social environments.
Bridging The Gap: Virtual Worlds as a Platform for Knowledge TransferJeroen van Bree
1) The document discusses using virtual worlds to facilitate knowledge transfer between organizations by leveraging their ability to foster intrinsic motivation and support informal social interactions.
2) It hypothesizes that virtual worlds provide higher intrinsic motivation than traditional computer-supported collaborative work tools, and that higher intrinsic motivation better supports social aspects like trust and informal communication that enable knowledge transfer.
3) Virtual worlds stimulate intrinsic motivation through elements like competence, autonomy, relatedness, fantasy, and curiosity according to theories of motivation. This intrinsic motivation may help overcome challenges with knowledge transfer posed by traditional tools.
The document discusses the social implications of wearable technology like smartwatches and fitness trackers. It analyzes how these devices affect privacy, interpersonal communication, and the relationship between virtual and real-world activities. Users feel constantly watched due to data collection, but younger people are less concerned with privacy. Wearables also allow flexible communication that feels less demanding than smartphones. However, they may encourage a focus on digital representations over real-world experiences. Overall, wearables could significantly impact society as smartphones have, though they still have limitations and ways to improve.
Overview Web2.0 Tools For Collaborative LearningDavid Brooks
A presentation given at the EuroCALL 2009 Conference at the UPV Gandia Campus of the Universidad Polytechnica Valencia, Spain, held on Sept 9-12, 2009, session by David L. Brooks, Associate Professor, English as a Foreign Language, Kitasato University, Sagamihara, Japan
The document discusses building collaboration within the HimGlo movement through the use of technology. It proposes that an online platform could help foster relationships, share resources, and build a shared identity. The platform would allow participants to communicate, share ideas and testimonies, coordinate events, and collaborate on projects from a central online location. The goal is to inspire and empower Nepali/Himalayan Christian leaders through greater connectivity and partnership.
Building Community In The Civic Space-revitalizing communities in America.Betsey Merkel
I-Open teaches communities how to build open, neutral civic spaces to encourage new conversations and collaboration. Collaborative communities form around shared interests and opportunities and can operate both in-person and online using tools like social media. I-Open has launched several collaborative communities in Northeast Ohio addressing issues like technology, energy, and transparency, with the goal of building trust and networks globally. Next steps include learning more about civic spaces and communities and exploring examples like RealNEO and the Lakewood Observer.
Massively multiplayer object sharing (Web 2.0 open 2008)Rashmi Sinha
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
ADTELLIGENCE_White Paper_Monetization of Social Networks_Chapter2ADTELLIGENCE GmbH
The document discusses the global market for social networks. It notes that six of the top 15 websites in the world are social networks, and that social networks have grown faster than other types of websites. In Germany, over half of the top 15 sites are social networks as well. The largest social networks worldwide are dominated by US and Chinese sites like Facebook, QQ, and Baidu Space. In Germany, "student directory" networks like StudiVZ and SchülerVZ are most popular, along with Facebook. Asia also has significant social networks that have arisen independently due to cultural differences from Western sites.
Seggr is an innovation and management agency that focuses on designing human-centered solutions. The document discusses how social media and connectivity among people is increasing dramatically. It suggests that companies should learn how to leverage social software to increase the reach of innovations, introduce effective technologies, and create a social media strategy while minimizing risks. The rest of the document provides steps for connecting with customers through social media, including understanding one's objectives, customers, and how to authentically engage and measure success.
Free eBook - Beyond Fun: Serious Games and MediaAyman Sarhan
This document summarizes an article from the book "Beyond Fun: Serious Games and Media" about using simulation and game environments across academic disciplines for learning. The article argues that computer games demonstrate effective pedagogical techniques that can illustrate complex systems, enable visualization and manipulation of microscopic concepts, and embody experiences to cultivate cultural empathy. It provides examples of how simulations have been used in specific fields like engineering, the military, and aviation for training, and suggests these environments could also be useful for students in other fields like business, architecture, history and more by allowing them to actively use concepts rather than just know facts.
This document discusses social machines, which are processes on the web where people do creative work and machines do administration. Examples mentioned include online forums and image classification by citizen scientists. Key points discussed include building models of social interaction between the physical and virtual world, and trajectories of social machines distinguished by their purpose. Open questions are also raised about the social machines of global systems science and implications of the social machines "sphere".
This document provides an overview of lecture notes on human-computer interaction. It outlines the course topics which include the design process, usability engineering, interaction design, evaluation methods, and emerging technologies. It also discusses how people interact with computers and defines human-computer interaction as a discipline concerned with designing usable interactive systems. The goals of HCI are outlined as producing usable, safe, and functional systems that prioritize people's needs through user-centered design methodologies. Finally, it covers factors that influence interaction design and fields that contribute to the study of HCI such as computer science, engineering, psychology and more.
1. The document discusses using a Hybrid Social Learning Network (HSLN) to explore concepts, practices, designs, and smart services for networked professional learning. A HSLN combines formal and informal social structures through a "50-50 partnership" between people and machines.
2. Examples of social machines discussed include a tweet that led to an open source virtual organism project, the Reading the Riots analysis of social media during the 2011 London riots, and the Zooniverse citizen science platform. Smart services like Confer and KnowBrian were co-designed with UK health sector workers to support their professional learning.
3. Future work involves evaluating the impact of tools like Confer on professional learning and generalizing design
The document discusses using social media in learning. It begins by defining learning and discussing 21st century skills like critical thinking, communication, and collaboration. It then defines social media as internet applications that allow user-generated content sharing. Reasons for using social media in learning include that students are digital natives and it allows for more interactive learning. The document provides resources for using social media like blogs, videos, communication tools, and Google Apps for Education. It concludes by discussing best practices and answering questions.
This document discusses how changes in technology present both opportunities and threats for reference services. It notes that users now access information anytime, anywhere through mobile devices and social media. While search engines and online question answering services could threaten reference services, they could also be opportunities if librarians adapt. The document suggests librarians conduct environmental scans to understand trends, identify new roles like developing digital experiences, and emphasize skills like change management and collaboration in LIS education to ensure continued relevance in a changing information landscape. The constant is that reference services must continually evolve while maintaining core values of helping users.
Let's Hack School: Learner Agency in a Time of New Technologiesbudtheteacher
In the talk where these slides originated, delivered in March, 2015, at Colorado State University, I discuss some of what I think needs to be thought through when implementing technology and building schools as civic spaces.
This document discusses the changing relationship between computers and people over time. It begins by noting how computers have transitioned from being used primarily by professionals in laboratories to being ubiquitous tools used by billions worldwide for a variety of everyday purposes. The document then provides examples of early computer systems and users to illustrate this transition. It discusses how the field of computer science has long been interested in studying human aspects of computing through areas like artificial intelligence, human-computer interaction, and analyzing social networks. The document concludes by emphasizing the growing importance of usability and studying people as computing continues to become more integrated into everyday life and society.
Keynote talk at the Web Science Summer School, Singapore, 8 December 2014. Today we see the rise of Social Machines, like Twitter, Wikipedia and Galaxy Zoo—where communities identify and solve their own problems, harnessing commitment, local knowledge and embedded skills, without having to rely on experts or governments.
The Social Machines paradigm provides a lens onto the interacting sociotechnical systems of our hybrid digital-physical world, citizen-centric and at scale—emphasising empowerment and sociality in a world of pervasive technology adoption and automation.
This talk will present the Social Machines paradigm as an approach to social media analytics and a rethinking of our scholarly practices and knowledge infrastructure.
An Introduction to Human Computation and Games With A Purpose - Part IAlessandro Bozzon
This document provides an introduction to human computation and games with a purpose. It discusses the rise of crowdsourcing and how human computation utilizes human effort to perform tasks that computers cannot yet perform. Examples of difficult computational problems that humans can assist with are provided, such as medical diagnosis, object recognition, and translation. The document also outlines the history of human computation and how humans were originally used as computers before the advent of electronic computers. It compares the advantages and disadvantages of electronic computers versus human computers.
Big Data and ethics meetup : slides presentation michael ekstrandIntoTheMinds
Those are the slides of the speech given by Prof. Michael Ekstrand at the Meetup on Big Data and Ethics at DigitYser (Brussels) on 15 June 2017. For more info visit http://www.intotheminds.com/blog/en/big-data-and-ethics-first-sucessful-meetup-at-digityser-in-brussels/
CUbRIK tutorial at ICWE 2013: part 1 Introduction to Human ComputationCUbRIK Project
2013, July 8
Part 1 of the tutorial illustrated at ICWE 2013, by Alessandro Bozzon (Delft University of Technology)
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to perform, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
This document discusses human-computer interaction (HCI) and user experience (UX) design. It provides 3 key points:
1) There is sometimes a conflict between what software developers want to build versus what users need, so it's important to consider the user perspective.
2) HCI aims to design interactive computing systems that are effective, efficient and satisfying for users through user research methods like usability testing.
3) Good UX design is not just about graphics but creating the right features and building them in a way that is easy for users to accomplish their goals. Observing users is important for understanding their behaviors and needs.
Power Up Learning with Human-Machine Communication chadcedwards
Our panel brings together scholars with varied expertise in communication technologies to share leading research and pedagogy that powers up the potentials of human-machine communication in education.
This document provides an introduction to human-computer interaction (CHI). It discusses some key principles of CHI, including that systems should be designed from the user's perspective, with a focus on usability. Examples of usability guidelines provided include that the system should be effective, efficient and satisfying for users to achieve their goals. The document also lists some important references in the field of CHI, such as formative conferences and publications.
The document discusses the impact and future opportunities of social computing. It argues that social computing is augmenting human capacity rather than substituting humans, as shown by applications like Flickr and Delicious that enhance collaboration and thinking. The document outlines how social computing is permeating different areas like science (through blogs and open access journals), government (through open innovation), and enterprises (through accessing micro-expertise). It predicts future developments like effortless sharing, persuasive games and technologies, and making sense of big data. However, it notes that employees, researchers and citizens adopt social software slowly and that Europe needs to remove barriers and develop skills to better grasp opportunities in social computing.
The document discusses principles for designing reusable learning objects and human-computer interaction. It describes learning objects as small instructional components that can be reused, describing programming languages like Scratch and Squeak that allow creating them. It also discusses universal design principles for education, ensuring representation, expression and engagement for all learners.
CLICKNL DRIVE 2018 | 24 OCT | Design for Systemic ChangeCLICKNL
The document discusses a session on designing for systemic change. It includes:
- Video interviews and questions from experts on systemic change and the role of technology.
- A presentation on social cyber-physical systems in public spaces that use sensing and actuation to transform spaces.
- A pitch on designing the education system of the future to prepare youth for changing job skills.
- Panel discussions on whether to focus on local or global challenges, and on short-term vs long-term projects.
- The session aims to explore what designing for systemic change means and discuss its ambitions and implications.
Learning is a fundamentally social process that is enhanced by new Web 2.0 tools that strengthen social interactions and collaboration. These tools support informal and workplace learning in important ways for knowledge workers and adult learners. Web 2.0 allows for augmented social cognition and more effective learning communities through user participation, interaction, tagging, and other social processes.
Similar to Interaction Beyond the Individual: A Lecture on HCI-Oriented Collaborative and Social Computing (20)
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
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Interaction Beyond the Individual: A Lecture on HCI-Oriented Collaborative and Social Computing
1. Interaction Beyond the Individual:
A Lecture on HCI-Oriented Collaborative and
Social Computing
Hao-Chuan Wang . 王浩全
Department of Computer Science
Institute of Information Systems and Applications
National Tsing Hua University, Taiwan
http://www.cs.nthu.edu.tw/~haochuan
3. Agenda
• What: Social computing in Human-Computer
Interaction (HCI)
• Why: Value of social computing
• How: Design of social computing systems
• How: Research in social computing. CHI & CSCW.
• Reflection
Wang 3
4. Some References
Thomas Erickson’s Tutorial on Interaction-Design.org
http://www.interaction-
design.org/encyclopedia/social_computing.html
Panos Ipeirotis’ WWW 2011 Tutorial
http://www.slideshare.net/ipeirotis/managing-crowdsourced-
human-computation
Wang 4
6. HCI: Studying the Existing and Possible Relationships between
Computers and People
ACM SIGCHI Curricula 1996 (15 years ago)
Wang 6
7. Observation from Today
Nothing wrong, but slightly
outdated. What’s
changing today?
- Much emphasis is on the
context of use
- Computers are more
powerful and can look
and work very differently
- Not necessarily “one
human, one computer”
- Computer-mediated
human-human interaction
becomes commonplace
Wang 7
16. What’s common among these systems?
1. Technology Mediation
2. Social Interaction
Wang 16
17. The Invisible Computers
Question: Consider your recent experience of online
communication (email, IM, Skype, Facebook), rank the
salience of the following targets:
(A) Computers
(B) People you talk to
(C) Tasks you do with people
Wang 17
18. The Invisible Computers
Question: Consider your recent experience of online
communication (email, IM, Skype, Facebook), rank the
salience of the following targets:
(A) Computers
(B) People you talk to
(C) Tasks you do with people
Most likely orderings: B, C, A or C, B, A.
Computers play more of mediating roles, and can be
invisible to users. Social interaction can matter more.
Wang 18
19. Computing Systems with Significant “Social Layers”
“The social layer” as what distinguishes them from other
computing systems
• Email, MSN, Skype are valuable because they support
remote communication
• Facebook won’t be as rich and attractive if we did not have
many friends using it
• Wikipedia becomes another content-less website if it does
not have all the mechanisms for supporting users’
collaborative editing of content.
An emerging category: Social Computing
Not all technical, not all social, but “socio-technical”
Wang 19
20. Defining Social Computing
“Social computing refers to systems that support the
gathering, processing and dissemination of information
that is distributed across social collectives.
Furthermore, the information in question is not
independent of people, but rather is significant precisely
because it linked to people, who are in turn associated
with other people.”
– Thomas Erickson, IBM Research
http://www.interaction-design.org/encyclopedia/social_computing.html
Wang 20
22. Value of Social Computing
Enabling mechanism
• Breaking existing constraints
Efficiency of processing
• Integration of collective efforts
Quality of outcomes
• Social input, synergy
Human-machine collaboration
• Leveraging unique human processing abilities
• Augmenting human processing
Unique value can emerge from coupling people & enabling
interpersonal communication with technologies
http://www.interaction-design.org/encyclopedia/social_computing.html
Wang 22
23. Enabling Mechanism: Breaking the Constraints
Ex. Computer-mediated communication tools enable remote
communication and distributed collaboration.
Ex. Social networking sites (e.g., Facebook) make it possible to develop
and maintain social connections at a different scale and intensity, and
with different organizational properties (e.g., denser
network).
Wang 23
24. Efficiency of Processing
Collective efforts can lead to efficient processing.
After the 311 Earthquake, over 1500 edits on the Wikipedia article
in one day, producing a well-formed article with rich text, photos and
maps.
Wang 24
26. Quality of Outcomes
Bounded rationality: For problem solving and decision making,
people are with limited processing resources and cannot
search the problem space thoroughly for more optimal
solutions and decisions.
Ex. Social recommendation mechanisms can help.
http://www.interaction-design.org/images/encyclopedia/social_computing/fig1_social_computing_research_social_media.jpg
Wang 26
27. Human-Machine Collaboration
Human computation:
leveraging unique human
processing capabilities,
such as image and natural
language understanding
for content analysis and
labeling.
Ex. Digitizing old editions of
the New York Times
with reCAPTCHA.
Wang 27
31. “Games With A Purpose” (GWAP)
Why are people doing the work (image labeling) for free?
• Because it’s fun!
• Image labeling as the by-product of gaming
People don’t necessarily want to do free work even when
the task is simple. Need to motivate or incentivize
people.
• Good experience (gaming, GWAP)
• Monetary incentive (Amazon Mechanical Turk)
• Education (learning, Duolingo)
Games with a Purpose http://www.gwap.com/gwap/
Wang 31
32. Duolingo
Translating the whole web while people learn a second
language.
Duolingo Introduction Video
http://www.youtube.com/
watch?v=WyzJ2Qq9Abs
Wang 32
33. Human-Machine Collaboration
Augmenting Human Processing: People can be bad at doing
some work, and machines can possibly help out.
Ex. IdeaExpander- Supporting idea generation by visualizing
ongoing conversations as relevant pictures.
[Wang et al., CSCW 2010] http://www.cs.cornell.edu/~haochuan/manuscripts/WangCosleyFussell_CSCW_10.pdf
Wang 33
35. Designing Social Computing Systems
Ideally from an HCI design perspective:
Study -> Design -> Prototype -> Study -> Redesign …
Human Computer Interaction
A discipline concerned with the
design implementation
evaluation
of interactive computing systems for human use
Saul Greenberg
http://pages.cpsc.ucalgary.ca/~saul/hci_topics/pdf_files/introduction_481.pdf
Wang 35
36. Designing Social Computing Systems (cont.)
Realistically, designers often are not very clear what lead
to successful social computing
• Facebook changes all the time, but hard to say it’s
always becoming “better”
• Usable interfaces do not necessarily imply useful
social computing, and vice versa
• A strong “studier” culture: Studying how people
collaborate offline and online
• Borrowing from multiple disciplines: Communication,
social psychology, sociology, STS, urban planning etc.
Wang 36
37. More about Social Computing Design
“Best practices and pitfalls in social computing”:
Interview with Thomas Erickson (IBM Research) on
Interaction-Design.org
Best practices (– 6’10’’):
http://www.youtube.com/watch?v=gnsRuXaZCNA
Wang 37
38. Summary about Best Design Practices by Thomas Erickson
In short: It’s not trivial.
• Learning from face-to-face interaction and emulating
aspects of it online may help
• Close, in-context observation may help
• Don’t over-trust designers’ intuition
• Be comfortable with contradictions (acknowledge that
it’s complex)
• Prototype the system and push it into the context as
soon as possible
Conceptually, social computing design is still “user-
centered”, but often there is no good method or
heuristic, and the outcome can be more unpredictable than
common interface design.
Wang 38
40. Invention-Driven and Understanding-Driven Research
Computing academics are with a strong tradition of invention
• Invent an artifact (e.g., algorithm) and study its properties
thoroughly. Invention takes a lead.
Good but don’t always work great
• Academics didn’t invent Facebook. Mark Zuckerberg and
colleagues invented the tool, but not really the social
structure and social interaction out there
• Not all clear how to initiate and sustain social networking
sites, online communities etc. yet.
Wang 40
41. Invention-Driven and Understanding-Driven Research
(cont.)
Understanding-driven strategy
• Pragmatism: Doesn’t matter who invented it. Accept that
it’s there and many users like or use it.
• What’s important is not to reinvent it, but to gain deeper
understanding of the phenomena.
• Richer understanding may contribute to improvement and
new invention later.
Studying offline and online social interactions in different
domains and situations is relevant and valuable.
Wang 41
42. Some Elements in Social Computing Research
Computer-mediated communication
Computer-supported cooperative work
Social media
Social networking
Online community
Human computation
Crowdsourcing
Computational social sciences (e-social sciences)
Computer-supported collaborative learning
etc.
Wang 42
43. Example: What Twitter Tells Us
Computer-mediated communication
Computer-supported cooperative work
Social media
Social networking
Online community
Human computation
Crowdsourcing
Computational social sciences (e-social sciences)
Computer-supported collaborative learning
etc.
Wang 43
44. “Twitterology: A New Science?”
Twitter as a micro-blogging service records hundreds of
millions public comments from hundreds of millions of
people worldwide.
• Twitter messages can possibly help us understand
people’s behaviors and answer some
social science questions
• Sampling bias:
Need to keep in mind the gap
between online and offline
behaviors
http://www.nytimes.com/2011/10/30/opinion/sunday/
twitterology-a-new-science.html
Wang 44
45. Using Twitter Data to Study Mood Variation
Use a validated mood dictionary to analyze Twitter data
and present patterns of mood variation across hours of a
day and days of a week. Show that positive and negative
affect correlate with patterns of work, sleep and
daylength change.
“Global mood swing” reflected
on Twitter.
http://www.youtube.com/
watch?v=wp98_R1YieY
Scott A. Golder and Michael W. Macy.
(2011) Diurnal and Seasonal Mood Vary
with Work, Sleep and Daylength
Across Diverse Cultures. Science.
Wang 45
46. The Social Aspect of Research
Communities of Practice: A profession can be defined
socially, including shared understanding, experience and
belief that people possess and things that people do in a
community. [Wenger]
http://en.wikipedia.org/wiki/Community_of_practice
Wang 46
47. The Social Aspect of Research (cont.)
Social computing research is also shaped by communities.
Different communities can have somewhat different
views.
• Choosing a community, and knowing and participating it
deeply
• Things look new, different outside of the community
may look old, familiar inside the community
ACM Special Interest Group on Computer-Human
Interaction (SIGCHI)
• Two major SIGCHI conferences: CHI and CSCW.
Wang 47
49. CHI (Human Factors in Computing Systems)
CHI (pronounced like “Kai”) is the umbrella conference of
SIGCHI
• One of the oldest, starting from 1982 (30 years)
• Covering all topics in HCI
• One of the largest ACM conferences, 2000-3000
participants; more than 10 parallel sessions
• One of the hardest for paper acceptance, 20-25%
acceptance rate
• Review process: external reviewers & AC (Associate Chair)
reviewers; Face-to-face PC meetings for paper selection.
Wang 49
50. CHI (Human Factors in Computing Systems) 2012
Paper Subcommittees
1. Usability, Accessibility and User Experience
2. Specific Application Areas
3. Interaction Beyond the Individual
4. Design
5. Interaction Using Specific Modalities
6. Understanding People: Theory, Concepts, Methods
7. Interaction Techniques and Devices
8. Expanding Interaction through Technology, Systems and
Tools
Wang 50
53. CSCW (Computer-Supported Cooperative Work)
CSCW is one SIGCHI conference specialized for collaborative
technologies and social computing.
• Held every other year (biennially) from 1986 to 2008
• Interleaving with ECSCW
• Held annually since 2010. Slight change of title to “ACM
Conference on Computer Supported Cooperative Work and Social
Computing” starting 2013.
• Similar quality and difficulty to CHI. The first SIGCHI conference
adopts a two-phase review process (similar to journal) since 2012.
• Smaller in size, about 600+ participants. More focused, easier to
socialize. Common “I liked CSCW more than CHI” comment from
CSCW and social computing folks.
Wang 53
55. Be Aware of the “Because It’s New” Thinking
Intuitively, it seems straightforward to consider social computing
and HCI in general are new
• Facebook, Twitter, Apps … are new
However, many relevant ideas and systems are not new
• Email, instant messaging, BBS are useful but not new
• The underlying technical components and ideas have much
overlap
Communities are not new
• CHI, CSCW have been there for 30 years
• Understandings of social interaction and technical know-hows
are accumulating and influencing subsequent work.
Doing it because it’s valuable but not just because it’s new.
Wang 55
56. The Invisible Designers
“Social design”- the Social Construction of Technology (SCOT)
• A sociological response to technological
determinism
• Social shaping of technologies.
http://ilikeinnovation.com/wp-content/uploads/2010/04/Picture-31.png
Wang 56
57. The Role of Culture
Social computing cannot work without people, and people’s
thoughts and behaviors are shaped by culture (e.g.,
Western versus Eastern).
• Important to ask how local cultures differ and what’s the
implication to social computing. “One size may not fit all”
• More, perhaps we can leverage cultural characteristics and
differences to enable useful social computing.
Wang 57
58. Finally, Revisiting “The Two Cultures”
C.P. Snow, British scientist and writer, argued that there
exists an intellectual and communicative gap between
“the sciences” and “the humanities”
• Scientists don’t know Shakespeare
• Humanists don’t know Thermaldynamics
• But (let’s be naive), are there any
practical, functional reasons that the
gap should be bridged?
http://www.scientificamerican.com/article.cfm?id=an-update-on-cp-snows-two-cultures
Wang 58
59. Bridging the Gap Creates Value
Social computing as a proof-of-concept that combining
computing and social research, technologies and
humanities can lead to concrete, beneficial outcomes
Social studies and analyses are as useful as computer
programming in social computing design
• Viewing them as problem solving tools; creatively and
thoughtfully getting value out of them
• Merging the two cultures into one problem solving
culture- Responding to social problems, and increasing
the social contributions of work at both sides.
Wang 59
60. Thank You
清華大學人機合作與社群運算實驗室
NTHU Collaborative and Social Computing Lab (CSC Lab)
http://www.cs.nthu.edu.tw/~haochuan/
Wang 60
Editor's Notes
Certainly Email or MSN are not new tools. Facebook may be a little bit newer. What’s new is to consider that these systems or tools share common attributes and mechanisms.