11 research outputs found
Season's Greetings: An Analysis of Christmas Card Use
Christmas is the time of year when people reaffirm social connections through the medium of Christmas cards. Although much communication in the modern age is conducted via electronic means, many people continue to send and receive paper-based cards during the festive season. With a view to understanding practices surrounding the use of digital and paper-based media, this paper explores the use of paper-based and electronic Christmas cards among a sample of university students. We describe students’ practices regarding Christmas cards, examining what they do, why they do it, and what they value about both paper and electronic cards. Our analysis leads to a number of design challenges for the development of electronic alternatives to paper-based cards
Season's greetings: An analysis of Christmas card use
Christmas is the time of year when people reaffirm social connections through the medium of Christmas cards. Although much communication in the modern age is conducted via electronic means, many people continue to send and receive paper-based cards during the festive season. With a view to understanding practices surrounding the use of digital and paper-based media, this paper explores the use of paper-based and electronic Christmas cards among a sample of university students. We describe students' practices regarding Christmas cards, examining motivations of use and perceptions of value associated with paper and electronic cards. Our analysis leads to a number of potential opportunities for enhancing the perception of electronic alternatives to paper-based cards
Up close and personal: social presence in mediated personal relationships
The likes of clarity and efficiency are good communication concepts for designers and evaluators of business communication tools. They make little sense, however, when the design context of an interactive system is the support of a personal relationship. What matters then is that people feel they are ‘there’ for one another. This paper describes a new way of understanding Social Presence in technologically mediated communication by relating it to a well-established psychological relationship construct: Closeness. We propose a model whereby an individual’s long-term feeling of Closeness to others is influenced by communication events that are invested with a sense of Social Presence, as a function of the background level of psychological Closeness. Thus each communicative act, and its associated feeling of Social Presence, has an impact on the feeling of Closeness. We report a three-week-long study during which 18 participants reported daily ratings of Closeness, and communication-event ratings of both Closeness and Social Presence. Our findings are consistent with the model we propose, suggesting that systems for intimate relationships require consideration of both Social Presence and Closeness. We further consider methodological and measurement issues in the realm of personal relationships, and the expanding remit of HCI design as an active contributor to the world of experience and feelings
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“It’s More Like a Letter”: An Exploration of Mediated Conversational Effort in Message Builder
Communication technologies for maintaining close personal relationships are often designed to be lightweight and easy to use. While these properties allow for relationships to be maintained with speed and efficiency, they may come at the expense of more effortful messages that are constructed with thought, time and care. This raises the question of how communication technologies might be designed to provoke moments of effortful maintenance from their users. To explore this question, we designed and implemented Message Builder, a text-based communication system that encourages relational partners to send increasingly long messages. We report findings from a field trial in which 14 dyads used Message Builder for everyday relational maintenance. While some of the effort-provoking features of Message Builder were described as problematic, we found that the system had value in guiding users towards authentic and meaningful effort investments that were valuable within their individual relationships
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with