Choice Architecture for Human-Computer Interaction | | BIBAK | Full-Text | 1-235 | |
Anthony Jameson; Bettina Berendt; Silvia Gabrielli; Federica Cena; Cristina Gena; Fabiana Vernero; Katharina Reinecke | |||
Choice Architecture for Human-Computer Interaction offers a solidly grounded
conceptual framework for those in HCI who work on systems that help people make
everyday choices. It presents a compact and memorable synthesis of research
from psychology and related fields about the ways in which people make choices
and about the design strategies and computing technologies that can be applied
to support them. Examples mostly concern choices about the use of computing
technology, with special attention to choices concerning online communities and
privacy.People in human-computer interaction have learned a great deal about how to
persuade and influence users of computing technology. They have much less
well-founded knowledge about how to help users choose for themselves. It's time
to correct this imbalance. A first step is to organize the vast amount of
relevant knowledge that has been built up in psychology and related fields in
terms of two comprehensive but easy-to-remember models: The ASPECT model
answers the question "How do people make choices?" by describing six choice
patterns that choosers apply alternately or in combination, based on
Attributes, Social influence, Policies, Experience, Consequences, and Trial and
error. The ARCADE model answers the question "How can we help people make
better choices?" by describing six general high-level strategies for supporting
choice: Access information and experience, Represent the choice situation,
Combine and compute, Advise about processing, Design the domain, and Evaluate
on behalf of the chooser. These strategies can be implemented with
straightforward interaction design, but for each one there are also
specifically relevant technologies. Combining these two models, we can
understand virtually all existing and possible approaches to choice support as
the application of one or more of the ARCADE strategies to one or more of the
ASPECT choice patterns.
After introducing the idea of choice architecture for human-computer interaction and the key ideas of the ASPECT and ARCADE models, we discuss each of the Aspect patterns in detail and show how the high-level ARCADE strategies can be applied to it to yield specific tactics. We then apply the two models in the domains of online communities and privacy. Most of our examples concern choices about the use of computing technology, but the models are equally applicable to everyday choices made with the help of computing technology. Keywords: Theory: Models of cognition; Interdisciplinary influence: The role of the
social sciences in HCI; Privacy and social implications; Interdisciplinary
influence: Artificial intelligence and the user interface |
Computing and Building Around Tie Strength in Social Media | | BIBA | Full-Text | 237-349 | |
Eric Gilbert; Karrie Karahalios | |||
When we chat via email or instant messages, do we leave clues about the
closeness of our relationship? If so, what clues? How often we talk? How often
I initiate the conversation, or how often you do? How quickly we reply to one
another? What are the particular words and phrases we type to each other? Our
positions in our social networks? Computing and Building around Tie Strength in
Social Media sets out to find these answers, and to show that they matter for
the design and analysis of social media.Relationships make social media social. But, not all relationships are
created equal. We have colleagues with whom we correspond intensely, but not
deeply; we have childhood friends we consider close, even if we fell out of
touch. Social media, however, treats everybody the same: someone is either a
completely trusted friend or a total stranger, with little or nothing in
between. In reality, relationships fall everywhere along this spectrum, a topic
social science has investigated for decades under the name tie strength, a term
for the strength of a relationship between two people. Despite many compelling
findings along this line of research, social media does not incorporate tie
strength or its lessons. Neither does most research on large-scale social
phenomena.
Simply put, we do not understand a basic property of relationships expressed online. This monograph takes a wide view of the problem, merging the theories behind tie strength with the data from social media. We show how to reconstruct tie strength from digital traces in online social media, and how to apply it as a tool in design and analysis. Specifically, this article makes two core contributions. First, it offers a rich, high-accuracy and general way to reconstruct tie strength from digital traces, traces like recency and a message's emotional content. For example, the model can split users into strong and weak ties with nearly 89% accuracy. We argue that it also offers us a chance to rethink many of social media's most fundamental design elements. Next, we showcase an example of how we can redesign social media using tie strength: a Twitter application open to anyone on the internet which puts tie strength at the heart of its design. Through this application, called We Meddle, we show that the tie strength model generalizes to a new online community, and that it can solve real people's practical problems with social media. It may be fair to see this monograph as linking the online to the offline; that is, it connects the traces we leave in social media to how we feel about relationships in real life. We conclude the article by reflecting on other ways design might appropriate ideas like tie strength in social computing. |
Information Technology for Active Ageing: A Review of Theory and Practice | | BIBAK | Full-Text | 251-444 | |
Cristhian Parra; Patricia Silveira; Iman Khaghani Far; Florian Daniel; Eling D. De Bruin; Luca Cernuzzi; Vincenzo D'Andrea; Fabio Casati | |||
Information Technology for Active Ageing: A Review of Theory and Practice
sheds light on the role information technology (IT) might play in helping older
adults to age actively. The goal is to understand how IT can better support an
Active Ageing, which is defined here as a physically, mentally and socially
active lifestyle as a person ages.Active Ageing aims to foster a physically, mentally and socially active
lifestyle as a person ages. It is a complex, multi-faceted problem that
involves a variety of different actors, such as policy makers, doctors, care
givers, family members, friends and, of course, older adults. This review aims
to understand the role of a new actor, which increasingly plays the role of
enabler and facilitator, i.e., that of the technology provider. The review
specifically focuses on Information Technology (IT), with a particular emphasis
on software applications, and on how IT can prevent decline, compensate for
lost capabilities, aid care, and enhance existing capabilities. The analysis
confirms the crucial role of IT in Active Ageing, shows that Active Ageing
requires a multidisciplinary approach, and identifies the need for better
integration of hardware, software, the environment and the involved actors. Keywords: Assistive technologies; Computer Supported Cooperative Work: Communication
technologies; Design and Evaluation: Ergonomics/Human Factors; Design and
Evaluation: Design and interaction; Interdisciplinary influence; Perception and
the user interface; Privacy and social implications; Sensor-based or tangible
interaction; Specific user groups (children, elders, etc.); Ubiquitous
computing; Wearable computing |