Synthesispaper
Synthesispaper
Synthesispaper
January 17 2017.
Social media has not taken over our lives. The average person does not check their
smartphone devices within 15 minutes of waking up. Also, most people can remember the last
time they were in a room with no recollection of where they kept their iPhone or MacBook. If
you questioned any of the aforementioned statements, you would understand how technology
has become the essence of the quintessential 21st century individual. A study published by IDC
Research shows that people with smartphones check their Facebook pages an average of 14
times each day. It would be far fetched to claim that society is approaching the Rise of the
would be fair to say that in the past decade human-computer interaction (HCI) has exponentially
increased. Todays smartphones have more computing power than laptops did years ago. It is
now possible to find an app that can help achieve almost anything, from learning a new
language to shopping for a new set of speakers. An increase in investments and research in areas
such as targeted graphical games shows how the future of HCI involves a more immersed
audience, which in turn will enable technology to have a greater impact on our daily lives and
devices are still not as user-friendly as they should be, highlighting the need for a deeper
depends on specific tailored designs, ease of communication, and the marketing strategies
employed.
One of the most prevalent reasons for the failure of an application is its incompatibility
with the target audience. HCI facilitates the creation of online communities. Whether its an
online forum or a personal chat room, each and every set of individuals is different. Thus,
developers need to ensure that their products fit each communitys requirements. One of the
major focus areas in streamlined applications is education in the form of targeted games. In a
research paper by students at Carnegie Mellon University, the effects of solely virtual and
mixed-reality learning tools on ninety-two 6-8 year old children were tested. As outcomes, the
authors measured enjoyment of the game and pretest to posttest learning gains. The results
showed how the students both, learned and enjoyed the mixed-reality version of the game more,
while the presence or absence of a simple hands-on/physical control did not affect the children
much. The game also employed the use of a fictional, virtual gorilla that acted as the children's
mentor. The children mentioned that they liked the gorilla character in the game, telling their
friends about their gorilla friend. This suggests that having a character in the game made it more
engaging and memorable for children.(Yannier et al 9) This experiment yields two important
results. First, that the maximum retention rate was associated with a method of education that
incorporated computers, and second that in order for that application to be successful, it had to
appeal to and connect with the children. The gorilla friend might seem like a minor detail but
according to the study it increased the likeliness the children would play the game in the future.
Knowledge of the importance of these elements can help the educational gaming industry
produce products with the highest retention rate and the best pay-off. Furthermore, it can be
concluded that a gorilla friend would not be the most appropriate medium of communication
if the same game or application was designed for a political outreach program. The nuances of
each and every application is what facilitates meaningful interactions between the computer and
the user.
Arguably, the most famous and prevalent form of HCI is social networking. A Social
Networking Site (SNS) is an online community that relies on user contributions. This raises the
question of how user motivation and participation can be inspired for continued use. In an
attempt to understand why social networking sites are so popular, three Norwegian researchers
conducted an experiment by surveying 1200 SNS users. The experiment showed that 31% of the
people used a SNS to develop new relations and 21% of the people used a SNS to connect with
old friends and family. Thus, the atmosphere surrounding a SNS is of socializing and hearing
new ideas, not of narcissism and self-presentation. The study also showed how the option of
friending greatly increased its appeal. From these findings it is clear that SNS usage
experiences can be improved by implementing better tools for supporting different levels of
conclusion was drawn from another study done by students at the University of Lbeck,
Institute for Multimedia & Interactive Systems on conference-based online communities. In this
experiment, the students introduced an instant online community (IOC) solution as an add-on
for existing websites and monitored its effects, both between users and the content provider and
the users. Despite lack of visibility and awareness of the IOC, it managed to attract a significant
amount of users. This was mainly because the application included features like livestreaming,
Twitter, Flickr pictures, Google search box, messages, and media resources. These mediums
allowed conference members to easily communicate with one another. It stirred up discussion
and prepped audiences for the ensuing days. Thus, user innovation and contributions are enabled
through the existence of networks. These networks create interpersonal ties that provide
sociability, support, information, a sense of belonging, and social identity. (Ferebee and Davis
Finally, developers need to ensure that their consumer market is aware of their product.
A big hurdle to the success of new interactive software is the lack resources allocated towards
advertising and visibility. In the same study done by students at the University of Lbeck,
Institute for Multimedia & Interactive Systems on conference-based online communities, it was
noted that several of the attendees did not use the IOC simply because they were unaware of it.
The widget on the website was too small to obtain the attention of users. It was concluded that if
users were informed through help texts or email introductions, there would be a higher number
of users utilizing the service. In addition, if the speakers at the conference informed their
audience of the IOC and used it as a source for both feedback and starting conversations, the
percentage of users would have risen. Similar behaviour has been noted in applications designed
for learning purposes. A study was done by Towson University on the effectiveness of virtual
environments to teach computer science. The application Second life was used to help
students at all levels of difficulty understand complex coding principles. Second life helped
students get a more visual, real-life and interactive learning experience, which helped them
grasp and retain concepts better. However, most of the students had no prior knowledge to
Second life. Thus, they were not interested or wanted to take out any time to understand the
application. This lack of participation takes away from the entire purpose of an online
community. Conversely, a survey done by two researchers from Sandia National Laboratories,
shows how most college-bound students own a mobile phone. The amount of ownership
suggests that the mobile device has enough visibility in student use that the concept of using
these devices as a course support tool becomes practical. (Willis and Raybourn 6) Thus,
increased visibility and advertising goes a long way in increasing user participation, which
It is inevitable that website add-ons, social networking outlets, and virtual learning
environments are going to increase in the coming decade. With technology having the potential
to have a significant influence, we need to ensure that we lead our products in the right
direction. Developers need to continue to strive towards more streamlined products. With more
personalization, HCI based technologies have the power to influence all socioeconomic sectors
new relationships amongst users and the user and the content provider. The most prominent
attraction to interactive technologies is the presence of these online communities that fosters a
sense of self expression and purpose which often determines the success rate of the product.
Finally, an application can only be used if users are aware of it. In the upcoming years software
developers need to shift their focus to both increasing user-friendliness and visibility of
the Rise of the Machines often refers to an army of robots taking over civilization. Despite the
emergence of new technology like simulated virtual reality, we are still far from reaching such
an advanced level of artificial intelligence. However, in the most rudimentary way technology
hastaken over daily life. May it be the GPS system in your car, or setting a sleep schedule
through an iPhone app, humans have become dependent on technology. As a society, it is our
responsibility to ensure that our applications have the most positive influences possible.
Bibliography
1. Braman, James, et al. "Learning Computer Science Fundamentals through
Virtual Environments." Towson University.
2. Brandtzaeg, Peter Bae, and Jan Heim. "Why People Use Social Networking
Sites?" SITEF.
3. Kindsmller, Martin Christof, et al. "Instant Online Communities as a Means to
Foster Conferences." Online Communities and Social Computing. Originally
published in University of Lbeck, Institute for Multimedia & Interactive
Systems, Ratzeburger Allee 160, D-23538 Lbeck, Germany.
4. Ferebee, Susan Shepherd, and James Davis. "The Innovation Architectures of
Facebook." Online Communities and Social Computing.
5. Reis, Jlio Cesar, et al. "Mobile Phone Interfaces for Informal Education."
Institute of Computing- State University of Campinas.
6. Willis, Matthew, and Elaine M. Raybourn. "Leveraging Mobile Devices to
Develop Intercultural Competency for Digital Students." Online Communities
and Social Computing.
7. Yannier, Nesra, et al. "Learning from Mixed-Reality Games: Is Shaking a Tablet
as Effective as Physical Observation?" Carnegie Mellon University.