The paper describes the design of a novel end-to-end communication system for helping elderly people and their grandchildren keep in touch in a pleasurable, low-pace interaction. The paper focuses on the requirements gathering process that combined diaries with field testing of prototypes and interviews; thereby bringing elements of more ‘playful’ design to a well- structured requirements engineering process.
Technological Processes in Organizations, presentation prepared by instructor Wanda J. Barreto for the course OS210 Organizational Communication in Goodwin College
Technological Processes in Organizations, presentation prepared by instructor Wanda J. Barreto for the course OS210 Organizational Communication in Goodwin College
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
Communication tools are used to facilitate the exchange between different teams and to foster collaboration. For technology transfer, effective tools for interaction are crucial: tools can improve the exchange between researchers, but also facilitate the contacts between researchers and transfer officers or between researchers and companies. For implementing effective communication, it is important to offer a set of tools to researchers and transfer officers according to their needs and taking into account current technological developments and trends.
www.FITT-for-Innovation.eu
Dr.Kretov Kirill on interpersonal communication (methods, process, and barriers)drkretov
Present article is a part of Master Thesis written and successfully defended by Dr. Kretov Kirill (Master of Arts in Human Resource Management and Doctor of Business Administration) in May 2007, Geneva, Switzerland. The primary objective of this present article is to discuss communication: define the concept of communication, explain the communication process in its entirety and enumerate factors which may improve its efficiency.
URLS:
EyeComTec.Com
LAZgroup.com
The scope and trends of Organizations have been chaged after the emergence of Technological Revolution. It has changed our culture and social order. This Presentation is related to the Technologically Mediated Communication in organizations...
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
This PPT is about how technology is used as a form of communication tool not only in our life but also in developing the business and various types of communication tools in this modern technology world.
Supporting social presence through asynchronous awareness systemsOnno Romijn
This chapter discusses research conducted to understand the requirements of elderly for informal social telecommunication media that may be addressed through awareness technologies. It discusses the relation between the concept of social presence and the notion of awareness that the class of systems studied supports. Finally, we draw attention to the research method used which we feel is the most appropriate for gauging the social effects of technologies introduced to support social activities through ICT
Opportunity formation, stakeholder management and the role of personal and bu...Mario Morello
An exploration into the notions of opportunity formation, networks and stakeholder management in moderate and extreme digital entrepreneurship.
Share this presentation if you liked it and get in touch with any suggestions to continue, expand and evolve the research exploringdigital@gmail.com
Full presentation can be found here http://bit.ly/digitalentrepreneurship-full
We are in an innovation process for the development of a new generation of tools and resources for education and training throughout life, available in any platform, at anytime and place and in any language.
As an output of these efforts two multiplatform and multi device products will emerge: Vox4ALL® and ActiveBrain4ALL.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
Communication tools are used to facilitate the exchange between different teams and to foster collaboration. For technology transfer, effective tools for interaction are crucial: tools can improve the exchange between researchers, but also facilitate the contacts between researchers and transfer officers or between researchers and companies. For implementing effective communication, it is important to offer a set of tools to researchers and transfer officers according to their needs and taking into account current technological developments and trends.
www.FITT-for-Innovation.eu
Dr.Kretov Kirill on interpersonal communication (methods, process, and barriers)drkretov
Present article is a part of Master Thesis written and successfully defended by Dr. Kretov Kirill (Master of Arts in Human Resource Management and Doctor of Business Administration) in May 2007, Geneva, Switzerland. The primary objective of this present article is to discuss communication: define the concept of communication, explain the communication process in its entirety and enumerate factors which may improve its efficiency.
URLS:
EyeComTec.Com
LAZgroup.com
The scope and trends of Organizations have been chaged after the emergence of Technological Revolution. It has changed our culture and social order. This Presentation is related to the Technologically Mediated Communication in organizations...
Track 09 - New publishing and scientific communication ways:
Electronic edition, digital educational resources
Authors: Ana Catarina Silva and Maria Manuel Borges
https://www.youtube.com/watch?v=tAdQkqUYROo&list=PLboNOuyyzZ86iI_x9SRTfV1KlSRX9DcEc&index=5
This PPT is about how technology is used as a form of communication tool not only in our life but also in developing the business and various types of communication tools in this modern technology world.
Supporting social presence through asynchronous awareness systemsOnno Romijn
This chapter discusses research conducted to understand the requirements of elderly for informal social telecommunication media that may be addressed through awareness technologies. It discusses the relation between the concept of social presence and the notion of awareness that the class of systems studied supports. Finally, we draw attention to the research method used which we feel is the most appropriate for gauging the social effects of technologies introduced to support social activities through ICT
Opportunity formation, stakeholder management and the role of personal and bu...Mario Morello
An exploration into the notions of opportunity formation, networks and stakeholder management in moderate and extreme digital entrepreneurship.
Share this presentation if you liked it and get in touch with any suggestions to continue, expand and evolve the research exploringdigital@gmail.com
Full presentation can be found here http://bit.ly/digitalentrepreneurship-full
We are in an innovation process for the development of a new generation of tools and resources for education and training throughout life, available in any platform, at anytime and place and in any language.
As an output of these efforts two multiplatform and multi device products will emerge: Vox4ALL® and ActiveBrain4ALL.
Synergizing natural and research communities: Caring about the research ecosy...InSites Consulting
Research panels are under a lot of pressure: for far too long we have treated panels as ordinary databases. As a result, response rates to traditional surveys are in decline and it becomes harder to motivate people to participate in research projects. As researchers, we have to look into alternatives that still allow us to learn about the attitudes and behavior of consumers.
Thanks to the rise of social media, a whole new stream of consumer information has become available and our industry is embracing it as the new Walhalla. By using methods such as ‘social media netnography’ in which online conversations and stories are observed, researchers learn from online sources of textual and visual information that are freely available (Verhaeghe, Van den Berge, Schillewaert, 2009). Instead of asking new input from research participants, existing information is recycled. Because consumers are free to talk about whatever they like, social media netnography does not only provide answers on research questions one already had, but it also gives answers to questions they did not ask and answers without asking questions.
User-generated content is a welcome new source of information for researchers. But unlike our research panels, we should treat this new ecosystem with caution and preserve it while we still can. We need to learn from the past when we experiment with new ways of doing research.
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWAREijcsit
For more than two decades children’s use of multimedia was restricted to watching television and listening
to music. Although some parents complained about children being addicted to listening to music the idea
that children could be addicted to television was a real concern to most parents. Nowadays parents not
only need to be concerned about how much television their kids are watching, but also many other forms of
media that are emerging with the fast development in information and technology such as the internet,
video games, tablets and smart phones. From this the researcher came to realize that children are
increasingly becoming the consumers of application software facilitated by these information systems.
Children spend at least three hours according to research on these media which includes the use of
computers, tablets, smartphones and music. The researcher was concerned that system vendors use the
same learnability principles to make applications for all age groups based on learnability principles that
were designed with adult users in mind. Many interface design principles used for adult products cannot be
applied to products meant for children and further yet children at different ages learn differently. The
research looked at the existing learnability principles by trying to evaluate them and come up with new
principle(s) that can be used to further improve the current principles so that they can be used effectively
by information system designers to improve on the learna
Digital Inclusion: Best practices from eLearningeLearning Papers
Author: David Casacuberta Sevilla.
E-learning 4 E-inclusion (EL4EI) is an EU-funded project seeking to build a community for those with valuable expertise regarding the use of eLearning for digital inclusion. The project seeks to gather and catalogue relevant best practice cases and, ultimately, to compose an eLearning charter which will be a reference tool for professionals working towards social inclusion.
This was the final paper for a class I took about research methods in technical communication. I chose to focus of the role of technical communiacation with regards to the senior citizen population.
A CASE STUDY ON AUTO SOCIALIZATION IN ONLINE PLATFORMSIJMIT JOURNAL
Auto socialization Theory[1][2]is a socialization theory, introduced by Swedish Social Psychology
Professor Emeritus Lars Dencik, Roskilde University Center (RUC) on how humans socialize, attempting
to be a part of a group by using a taxonomy in three stages. Even though the theory is based on
socialization amongst minors, the adult human uses Auto socialization to navigate everyday life in all its
aspects of interaction, including communications, collaborations through online platforms. By focusing on
the Auto socialization aspect in an online context, it is possible to explain why online platforms e.g.
Facebook, World of Warcraft are so successful in maintaining and increasing the numbers of stabile
audience and why other platforms, offering learning on a massive scale, (MOOC) facing dropout rates in
the high 80 -90’s[3][4][5].
A case study on autho socialization in online platformsIJMIT JOURNAL
Auto socialization Theory[1][2]is a socialization theory, introduced by Swedish Social Psychology Professor Emeritus Lars Dencik, Roskilde University Center (RUC) on how humans socialize, attempting to be a part of a group by using a taxonomy in three stages. Even though the theory is based on
socialization amongst minors, the adult human uses Auto socialization to navigate everyday life in all its aspects of interaction, including communications, collaborations through online platforms. By focusing on the Auto socialization aspect in an online context, it is possible to explain why online platforms e.g. Facebook, World of Warcraft are so successful in maintaining and increasing the numbers of stabile
audience and why other platforms, offering learning on a massive scale, (MOOC) facing dropout rates in the high 80 -90’s[3][4][5].
SLOTS-MEMENTO: A SYSTEM FACILITATING INTERGENERATIONAL STORY SHARING AND PRES...ijma
Family mementos document events shaping family life, telling a story within and between family members. The elderly collected some mementos for children, but never recorded stories related to those objects. In this paper, in order to understand the status quo of memento storytelling and sharing of elderly people, contextual inquiry was conducted, which further helped us to identify design opportunities and requirements. Resulting design was defined after brainstorm and user consultation,
which was Slots- Memento, a system consisting a slot machine-like device used by the elderly and a flash drive used by the young. The Slots machine-like device utilizes with the metaphor of slots machine, which integrates functions of memento photo displaying, story recording, and preservation. In the
flash disk, the young could copy memento photos to it. The system aims to facilitate memento story sharing and preservation within family members. Preliminary evaluation and user test were conducted in evaluation section, the results showed that Slots-Memento was understood and accepted
by the elderly users. Photos of mementos were easy to recall memories. It enabled the elderly people to be aware of the stories of the family mementos, as well as aroused their desire to share them with family members. Related research methodology includes contextual inquiry, brainstorming,
prototyping, scenario creation, and user test.
Mobile Age: Open Data Mobile Apps to Support Independent LivingMobile Age Project
We present design insights for developing mobile services for senior citizens which have emerged through substantive engagement with end users and other stakeholders. We describe the aims of the Mobile Age project, and the ideas and rationale for applications that have emerged through a co-creation process. A trusted data platform is proposed along with apps that bring open data and mobile technology to work for an underserved population.
Christopher N. Bull
Will Simm
Bran Knowles
Oliver Bates
Nigel Davies
School of Computing and
Communications,
Lancaster University,
Lancaster, UK
c.bull@lancaster.ac.uk
branknowles9@gmail.com
w.simm@lancaster.ac.uk
o.bates@lancaster.ac.uk
n.a.davies@lancaster.ac.uk
Anindita Banerjee
Lucas Introna
Niall Hayes
Centre for the Study of Technology
and Organisation,
Lancaster University,
Lancaster, UK
a.banerjee2@lancaster.ac.uk
n.hayes@lancaster.ac.uk
l.introna@lancaster.ac.uk
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other
uses, contact the Owner/Author.
Copyright is held by the owner/author(s).
CHI'17 Extended Abstracts, May 06-11, 2017, Denver, CO, USA
ACM 978-1-4503-4656-6/17/05.
http://dx.doi.org/10.1145/3027063.3053244
Technology and human life cannot be separated. We use technology in our daily life to travel, to communicate, to learn and more. However technology has also caused us concerns. Its poor application has results into serious threat to our lives and society. So we have conducted a survey to see its effect in our lives
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
2. through an avatar-based display does not convey
adequately one’s true emotions. Even the use of
language may sometimes give less information than
seeing someone’s face. Finally, synchronous
communication can be perceived as obtrusive and not
ideal for linking people at all times of the day [1].
We set out to discover what grandparents and
grandchildren want to share with each other and
incorporate these findings in an awareness system
that combines the 3 key factors successfully. After an
extensive literature review and some first interviews
(described in section 4) the general concept for the
awareness system was shaped up as follows:
Figure 1. A diary page
project [14]. These were non-functional industrialdesign prototypes, with minimal interactivity, and
which emphasized the form of the devices. The
present study focuses on interactivity and the
emerging user experience in the intended context of
use. Heeter [6], showed how the prolonged live video
connections between elderly people supports
awareness and can provide personal benefits.
However, such connections can also threaten privacy
or be deemed meaningless (e.g., watching a room
where nothing happens) and, crucially, constrain both
parties to synchronise parts of their daily routines.
3. DESIGN CONCEPT AND RATIONALE
Emotions play an important role in ongoing
relationships. Therefore, systems that support
ongoing relationships should be able to convey
emotions in an adequate way. We identified the
following factors as crucial:
•
Support a high level of immediacy.
•
Use an expressive medium to convey emotions.
•
Non-synchronicity.
Why is this the case? First, the more time between an
event and subsequent reactions, the more time a
person can cognitively mediate his reaction to the
outside world. Thus, immediacy may result in a more
genuine reflection of that person’s emotional state.
Second, a conveying medium that only allows for a
limited number of emotions and gradations, e.g.,
The system should support grandparents and their
grandchildren to capture and send each other
pictures, messages and video-clips easily throughout
the day. While viewing a received item, the facial
expressions of the viewer will be captured
automatically. These reactions will be sent back to the
sender of the original item.
This concept addresses the requirement for nonsynchronicity. We opted to capture and display facial
expressions since they provide a rapid, emotionspecific and largely innate system for the reliable
interpersonal communication of emotional state [5].
Social context is not a prerequisite for spontaneous
facial expressions: even when people are alone
affective media such as pictures can elicit facial
reactions [9]. There appears to be a strong link
between facial expressions and emotions [8], so
people seem to be well equipped to encode emotions
through facial expressions. In addition, there are
neural mechanisms that enable them to decode these
expressions rapidly and reliably [13]. By sending
across facial expressions a system may portray the
emotional state of the users quite accurately; by
capturing facial expressions while viewing the
pictures, immediacy is maximised. A concomitant
advantage is that no user input or cognitive mediation
is required to convey emotions. This conveying
medium is very expressive due to the wide range of
facial expressions [3]. Related work is the KAN-G
prototype [10] for sharing photographs on the web
and conveying friends’ reactions to the pictures
through “canned” auditory reactions resembling
emoticons, an approach lacking in immediacy and
expressiveness.
3. 4. REQUIREMENTS ANALYSIS
The requirements gathering technique can be thought
of as a mix of ethnography and experience
prototyping [2]. It involved field-testing of mock-ups at
the homes of our informants during repeated visits,
simulating daily use. Early exposure to prototypes or
mock-ups during the requirements gathering phase
helps move beyond the commonplace and unspecific
understanding of user needs and gives insight into its
potential fit to our users’ daily life. We believe that
this approach has an exciting potential for designing
technologies that must be appreciated and enjoyed
as part of people’s daily lives. Our aim during this
process has been to understand what is important to
the target users regarding each other, what they need
to or would like to know and what they are prepared
to do to keep in touch with each other. In addition, we
had to understand the current and the desired
interactions for both user groups.
An initial survey involved a visit and a few interviews
at a special home where elderly people live
independently with some support for their practical
needs. Interviews with them and their grandchildren
established that, in general, they both would like to
communicate more with each other about their daily
lives. The initial design concept was then formulated.
To test whether users liked our concept, we
performed a diary study incorporating interviews and
prototyping. The prototype was emulated and tested
in the intended context of use and care was taken to
ensure as much realism as possible for the testing
situation.
3 Older adults with ages 81, 76 and 57 participated in
the study. The main criterion for their recruitment is
whether we could also involve their grandchildren in
the study. The children were 14, 12, 9 and 7. The
main criterion for their selection was that they had to
be old enough to express their wishes and to take
pictures or write brief messages.
4 Visits to each participant were conducted. In the
first visit a structured interview was conducted and
the subjects were given a diary, where they were
asked to record instances when they wanted to send
something to or share something with their
counterpart. They were also given a camera to take
pictures throughout the day that they would like to
post to their counterpart.
The elderly participants and their grandchildren
received different types of diaries. Since diaries as
artefacts can set the tone of the interaction between
informants and researchers, a lot of care was put into
designing appropriate diaries for the grandparents
and their grandchildren. For example, diaries were
crafted to be playful, pretty and happy to avoid the
image of austere and dry data collection instruments.
Figure 2. The “pin-board” interface, showing pictures
and captured reactions to the pictures
The diaries included instructions and the first page
was filled in. We did not structure diary-pages as
forms, so as to give freedom to informants to record
instances where they would have an impulse to
capture something for their counterpart and send it.
We provided several prompts at the margins to cue
the participant as to what kinds of information we
were looking for without forcing them to address each
and every one of them. Figure 1 shows a completed
page.
Participants made pictures during the day. These
pictures were sent across when the designers visited
the subjects.
As designers were present
simultaneously at both ends of the communication,
they would use e-mail to mail the pictures, paste them
on a collage and show them to the participant. In the
2nd visit, a picture was taken of the participant
recording their facial expression when they first
glanced at the pictures they received. This picture
was then sent to the other party in order to assess
whether seeing the facial expression is valued. In the
3rd and 4th visits the same was done, but this time
informants were aware of being photographed.
Results can be summarized as follows:
•
Participants (both groups) enjoyed sending and
receiving pictures and text messages and wanted
to share some daily activities with each other.
•
Participants appreciated seeing the reaction of
the other; facial expressions were perceived as
helpful to strengthen the emotional relationship.
•
Participants stressed that the device should blend
in the background and should be decorative, as
the preferred context of use is the living room.
•
Interaction should be simple and efficient.
4. 5. IMPLEMENTATION AND TESTING
7. ACKNOWLEDGMENTS
A working prototype was built following a client-server
architecture. On the client side, a small application
was written in Visual Basic in order to access the
digital camera and store the captured pictures into the
file system in a transparent way.
The main
application was developed using Macromedia
Director 8.5 Shockwave Studio. The Server Side
involved the Macromedia Multi-user Server (MUS)
and a normal FTP server. The MUS distributes
messages across the two clients and synchronizes
them, while the FTP server transfers the different
media types.
We thank Olha Bondarenko and Rita Krysiak for their
graphical designs and our informants for sharing
some of their private time with us.
The first prototype was evaluated with 2 children and
their grandmother at their homes. The interface was
shown and the main tasks were simulated.
Afterwards they were prompted by the designers to
indicate whether the main requirements were met.
Preliminary results indicate that the interface is fairly
easy to use for both user groups. The use of the “pin
board” metaphor (see figure 2) for the shared display
was clear to them. After seeing the screens for a
couple of times, it was clear how to operate the
system. However, for the 7-year old participant, the
amount of text on some of the buttons was somewhat
excessive: by the time she read the text of one
button, she had already forgotten the previous one.
The amount and nature of text on the buttons has
been modified in the redesign. For the 9-year old
subject the text on buttons was not an issue. He did
mention that one screen was a bit confusing since the
general organization of the buttons was not entirely
clear.
6. CONCLUSION
The combination of the three key factors led to
promising results. However, some questions remain:
•
How should facial expressions be conveyed: as a
single image, a few frames or a video sequence?
•
Would users like to control the capturing and
sending of facial expressions? Our informants
suggested that they did not mind their expression
being captured. Will that be so in actual use?
•
Would users like to annotate the items they
send?
Future work shall try to answer these questions,
improve the quality of the prototypes and experiment
with automatic capture mechanisms. Further, we
recognise the urgency of user testing in the field, to
test if our results hold in actual usage of the system.
8. REFERENCES
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