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1.
The design and use of information technologies are not as easily separated as they may seem. Designers have much at stake in the use of their software, while users are greatly influenced by the design of the software that they use. In this article, I explore the complex relationships built up between the designers and users of human anatomy simulations, including processes of cooperation and conflict. I develop and apply a three-step process for studying the design and use of a software product in its social context. First, it is important to focus on the social worlds of designers and users that influence the development of the technology. Next, the emphasis shifts to the technology itself, which can be viewed as a boundary object emerging from the intersection of the contributing social worlds. Finally, the technology exhibits agency by reshaping the relationships and interactions among the contributing social worlds.  相似文献   

2.
Abstract

This article develops a conceptual model of users’ and designers’ knowledge roles in the information and communication technology design process. The “ideal” center at the intersection of the axes for division of knowledge work and privileging of knowledges represents a balanced distribution of knowledge work between users and designers and an avoidance of privileging either group over the other. The article then applies this model to analyses of the design process for six video games wherein the knowledges of Indigenous peoples in North America were mobilized. It concludes by discussing implications for research and design practice, particularly for broadening the participation and self-articulation of marginalized groups.  相似文献   

3.
Abstract

In this article I explore use patterns and perceptions of cellphone and smartphone use among Old Order Amish and Ultra-Orthodox Jewish women with participant observations, interviews, and a survey. My findings show that although they differ in their cellphone use (the Amish mostly do not use them and the Ultra-Orthodox only use those deemed to be “kosher”), they concur in their nonuse of smartphones – they see the smartphone as impure. Both view smartphones as undermining social relations and community by distracting users away from friends and family.  相似文献   

4.
Abstract

This paper describes the ActionWorkflow? approach to workflow management technology: a design methodology and associated computer software for the support of work in organizations. The approach is based on theories of communicative activity as language/action, developed in a series of systems for coordination among users of networked computers. This article describes the approach, gives an example of its application, and shows the architecture of a workflow management system based on it.  相似文献   

5.
This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in the EVE incident. The article concludes by arguing that, in the absence of countervailing contractual obligations, users of virtual worlds have the same de facto duties to each other as they do in mediated and real environments. This paper grew out of my senior thesis in philosophy at Pomona College, entitled Game Theory: The Metaphysics and Morals of Massively Multiplayer Environments. I am indebted to Peter Kung and Paul Hurley for their critical insights and constant encouragement, as well as the Fulbright program, which afforded me the time and resources to develop this project.  相似文献   

6.
PurposeThis study investigates the affective technology acceptance model applied to the case of blockchain through Twitter text mining.Design/methodology/approachThe analysis focuses on mapping the acceptance drivers of the blockchain technology by visualizing the users perception constructs through Blockchain hashtags. More than 5000 relevant tweets per day were collected between December 15, 2020, and January 15, 2021. The Kruskal-Wallis and the Mann-Whitney tests were applied over the frequency of the characteristics and the emotions' measurements to validate the research hypotheses.FindingsThe results prove that users show more interest in security, shareability, and decentralization characteristics. Therefore, the blockchain technology usefulness is rather perceived in the informational domain, and the blockchain ease of use is further expressed in smart contracts as a use case. Blockchain benefits are more discussed than the drawbacks among Twitter users. Besides, positive feelings with strong emotions of trust and joy dominate among users. In summary, the results show significant awareness of users towards blockchain technology.OriginalityTo the best of the authors' knowledge, this paper is the first study that explores the affective technology acceptance model with user-generated content analysis.  相似文献   

7.
Academics and business practitioners are intrigued by the factors that foster continued user engagement in virtual worlds (VWs). It is unclear how, and to what extent, existing theories can explain their continued use. As young people constitute the majority of VW users, understanding the reasons for their continued use intentions is important. Taking the distinctive features of VW services into account, such as the visibility of users’ actions to other users, we contextualize the Theory of Planned Behavior and investigate the role of teenagers’ attitudes, social influences and perceived behavioral control as the determinants of their continued intention to use VW. We then apply a set of constructs from prior Information Systems (IS) literature to decompose these constructs. By analyzing primary data collected from 923 users of Habbo Hotel, a leading virtual world for teenagers, this study confirms the role of users’ intrinsic motivation, interpersonal influence and self-efficacy as key constituents of sustained user engagement in VWs. In addition, we demonstrate that decomposing these three established constructs can capture many of the key contextual characteristics of VWs. The study contributes to the literature by showing that IS theories and constructs are appropriate for the VW setting and teenage users.  相似文献   

8.
Abstract

In this article, I argue that a key problem for understanding the social ramifications of software is an implicit separation of software programs into two separate elements: expressive aspects, which are seen as socially driven and affectual, and functional aspects, understood as scientific and rational. In order to overcome this binary, I develop an alternative framework that examines the ways software expresses best practices, correct behaviors, and social organization. A key element of this framework is an understanding of software programs as simultaneously rhetorical and tangible objects. Given that Western society is dependent on sociotechnical systems in which software plays a crucial role, understanding the complex ways software expresses normative tasks, practices, and social orders is increasingly important.  相似文献   

9.
Like the ownership of physical property, the issues computer software ownership raises can be understood as concerns over how various rights and duties over software are shared between owners and users. The powers of software owners are defined in software licenses, the legal agreements defining what users can and cannot do with a particular program. To help clarify how these licenses permit and restrict users’ actions, here I present a conceptual framework of software rights and duties that is inspired by the terms of various proprietary, open source, and free software licenses. To clarify the relationships defined by these rights and duties, this framework distinguishes between software creators (the original developer), custodians (those who can control its use), and users (those who utilise the software). I define the various rights and duties that can be shared between these parties and how these rights and duties relate to each other. I conclude with a brief example of how this framework can be used by defining the concepts of free software and copyleft in terms of rights and duties.  相似文献   

10.

Communities with high levels of social capital are likely to have a higher quality of life than communities with low social capital. This is due to the greater ability of such communities to organize and mobilize effectively for collective action because they have high levels of social trust, dense social networks, and well-established norms of mutuality (the major features of social capital). Communities with “bridging” social capital (weak ties across groups) as well as “bonding” social capital (strong ties within groups) are the most effective in organizing for collective action. People who belong to multiple groups act as bridging ties. When people with bridging ties use communication media, such as the Internet, they enhance their capability to educate community members and to organize, as needed, for collective action. This article summarizes evidence from stratified household survey data in Blacksburg, VA, showing that people with weak (bridging) ties across groups have higher levels of community involvement, civic interest, and collective efficacy than people without bridging ties among groups. Moreover, heavy Internet users with bridging ties have higher social engagement, use the Internet for social purposes, and have been attending more local meetings and events since going online than heavy Internet users with no bridging ties. These findings may suggest that the Internet—in the hands of bridging individuals–is a tool for enhancing social relations and information exchange, and for increasing face-to-face interaction, all of which help to build both bonding and bridging social capital in communities.  相似文献   

11.

Recent studies have shown that adolescents use the Internet not only to maintain social relationships with distant relatives and friends but also to create new relationships online; some of these friendships become integrated into their social circle. Research has focused mainly on the effect of the Internet on existing relationships or the nature of online-only ties, so studies comparing the quality of online and face-to-face relationships are missing. The goal of this study is to bridge this gap. In keeping with previous studies on social association, we argue that the quality of social relationships is dependent on duration and diversity of topics and activities carried together. Time is important, as it facilitates the development of a collective shared history and identity. Intimacy develops through the participation in shared activities and discussion of diverse issues of personal concern. Using a representative sample of the adolescent population in Israel, we find that closeness to a friend is a function of social similarity, content and activity multiplexity, and duration of the relationships. Friendships originated in the Internet are perceived as less close and supportive because they are relatively new and online friends are involved in less joint activities and less topics of discussion. The implications of the findings are discussed.  相似文献   

12.
With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.  相似文献   

13.
Emerging social virtual worlds (SVWs) are attracting attention from researchers and practitioners for the potential benefits they offer to many real-life domains such as business and education. The values of SVWs cannot be realized without a sufficient number of users; however, little research has been conducted to investigate the factors attracting people to use SVWs. The purpose of this paper is to explore individual motivations and differences in SVW uses based on the uses and gratifications paradigm and on the literature of Internet uses. Content analysis is adopted to code and categorize the responses from 188 users in Second Life (SL), one of the most popular SVWs. Results show that people use SL because of three types of motivations: functional, experiential, and social. Comparative analysis by gender, age, education, and experience using Chi-square tests suggests that (1) female users are more inclined to shopping, researching, and exploring within SL, whereas male users are more concerned with using SL for making money; (2) younger users are more likely to use SL for entertainment, while older users are more likely to use SL for creating and education; (3) users with higher education exert significantly more effort with in-world research and education than those who with lower levels of education; and (4) relative to their counterparts, experienced users are more aware of the values of SL for creating, education, and commerce. No significant inter-group difference of any experiential motivation has been found regarding education and experience. In addition, no significant individual difference has been found regarding social motivations.  相似文献   

14.
This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia (Cipsoft 1997–2011) () and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform of the game rules and in particular to the reform of the Tibia punishment system by the game company. In the conclusion we consider the ethical issues raised by our findings and we propose some general reflections on the role of punishment and social mechanisms for the governance of online worlds more generally.  相似文献   

15.
[目的/意义]对移动互联网环境下陌生人社交软件的用户群体开展持续使用行为影响因素的分析研究,有助于了解这类用户群体的信息需求和情感需求,进一步丰富社交平台用户行为领域研究的相关理论,对陌生人社交平台未来的发展提供一定的参考。[方法/过程]采用扎根理论方法,对“Soul”社交APP用户展开调研,利用半结构化访谈采集用户相关数据并对其进行开放式编码、主轴编码和选择性编码,在确定范畴关系的基础上对用户的持续使用行为进行实证分析,并对影响因素进行探究。[结果/结论]陌生人社交软件用户的使用行为受到用户情感、用户感知、平台因素、社交因素、情境因素、用户持续使用意愿六方面的影响,并由此在产品运营角度对陌生人社交平台未来发展提出若干建议。  相似文献   

16.
Abstract

Given China’s political conservativism and limited social acceptance of sexual minorities, it is paradoxical to find that Blued, a gay social app headquartered in Beijing, has become the largest app of this kind globally. Informed by the social construction of technology perspective and based on a yearlong ethnography, this article identifies three major factors that have shaped the developmental trajectory of Blued: (1) work with the Communist Party of China to employ Blued as a health education platform; (2) switch in orientation from a hookup app to a social app; and (3) push for the commercialization and internationalization of the app. This article spotlights that the voices of users were missing in the development process and argues that, for Blued to continue maintaining its success, it must stop relying on the “I-methodology” in its design and development. Lastly, it contributes to the SCOT scholarship and social app studies by deciphering the role of the state in app development in the Chinese context.  相似文献   

17.
Abstract

Individuals who have ready access to three new communication media— email, vmail, and fax—may elect to use only one medium, or two or more in combination. Users make choices based on evaluations of the utility of each medium for their communication tasks (a function of the types of work they perform). Individuals may assess technological characteristics to evaluate the technological utility of each medium. However, since communication media require multiple users, individuals also may be expected to assess characteristics of the user community to evaluate the social utility of each medium. Social utility may be influenced by people's perceptions of the existence of a critical mass of media users, and by the social influence of their peers and superiors. This study finds that perceptions of the technological and social utility of email, vmail, and fax are relatively independent of the types of work people perform. Social utility explains media usage somewhat better than technological utility, except in the case of email. Thus, the concept of social utility should be given more attention in future investigations of media choice.  相似文献   

18.
Prior literature suggests that social media users are increasingly experiencing social media fatigue. Only recently have scholars undertaken empirical studies to investigate its antecedents and outcomes to better understand the impact of fatigue on social media users. To further this understanding, the present study has conducted a cross-sectional survey with 1552 users. The Stress-Strain-Outcome (SSO) theoretical framework is applied to examine if privacy concerns, self-disclosure, parental mediation strategies, and decrement in academic performance due to social media use correlate with social media fatigue. Two forms of fatigue are considered, namely, fatigue due to social networking site (SNS) and mobile instant messaging (MIM) use. The study results suggest that privacy concerns, self-disclosure, parental encouragement and worry significantly and positively correlate with SNS and MIM fatigue. Parental permission and parental monitoring are either not or lowly associated with fatigue. In addition to this, SNS and MIM fatigue positively correlated with the tendency to experience academic decrement due to social media use. The antecedents and consequences of social media fatigue were similar for SNS and MIM users. Moreover, students perceived their parents to be more open to their MIM use, and they had higher self-disclosure in MIM than in SNS. The study concludes with significant implications for practitioners, policy makers as well as service designers.  相似文献   

19.
Within a given conversation or information exchange, do privacy expectations change based on the technology used? Firms regularly require users, customers, and employees to shift existing relationships onto new information technology, yet little is known as about how technology impacts established privacy expectations and norms. Coworkers are asked to use new information technology, users of gmail are asked to use GoogleBuzz, patients and doctors are asked to record health records online, etc. Understanding how privacy expectations change, if at all, and the mechanisms by which such a variance is produced will help organizations make such transitions. This paper examines whether and how privacy expectations change based on the technological platform of an information exchange. The results suggest that privacy expectations are significantly distinct when the information exchange is located on a novel technology as compared to a more established technology. Furthermore, this difference is best explained when modeled by a shift in privacy expectations rather than fully technology-specific privacy norms. These results suggest that privacy expectations online are connected to privacy offline with a different base privacy expectation. Surprisingly, out of the five locations tested, respondents consistently assign information on email the greatest privacy protection. In addition, while undergraduate students differ from non-undergraduates when assessing a social networking site, no difference is found when judging an exchange on email. In sum, the findings suggest that novel technology may introduce temporary conceptual muddles rather than permanent privacy vacuums. The results reported here challenge conventional views about how privacy expectations differ online versus offline. Traditionally, management scholarship examines privacy online or with a specific new technology platform in isolation and without reference to the same information exchange offline. However, in the present study, individuals appear to have a shift in their privacy expectations but retain similar factors and their relative importance??the privacy equation by which they form judgments??across technologies. These findings suggest that privacy scholarship should make use of existing privacy norms within contexts when analyzing and studying privacy in a new technological platform.  相似文献   

20.
The Internet is unlike anything else in the history of technology. It is neither a tool nor a machine, but a network. As such, it is a new type of technical system. It resembles the telephone system in some respects, but it also has similarities to broadcast networks that distribute entertainment, shopping malls that distribute goods, and transportation systems insofar as it opens new “worlds” to its users. What is more, the users of the Internet take on new capacities and identities through their participation in the network, most obviously the unprecedented absorption in mediated social relations exemplified by Facebook. This Perspective article will attempt to put some order in the understanding of the Internet in terms of three theoretical approaches, loosely interpreted to suit this new object. These approaches are actor network theory, the phenomenological concept of world, and Simondon’s concepts of individuation and concretization.  相似文献   

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