72,512 research outputs found

    Beyond Just Money Transactions: Redesigning Digital Peer-to-Peer Payments for Social Connections

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    Financial activities, such as the exchange of money between individuals, have long been considered a crucial aspect of how people build and maintain their interpersonal relationships (i.e., a strong, deep, or close association/acquaintance between two or more people) with individuals they know because money is a sensitive social construct. In particular, over the past decade, how to conduct, manage, and experience money exchanges and processes between individuals has been dramatically transformed due to the increasing popularity of digital peer-to-peer (P2P) payment services (i.e., performing one to one online money transactions via a digital device). In this sense, digital P2P payments have shown the potential to affect how people pay and interact with each other regarding money, an important impact factor on various forms of interpersonal relationships, by facilitating direct money transactions between individuals through computer-mediated channels. Therefore, this dissertation research is motivated to leverage a sociotechnical approach to conduct an in-depth investigation of the nuanced human experiences of personal money exchanges mediated by digital P2P payments between people who know each other and the unique role of digital P2P payments in shaping these individuals\u27 social connections with each other online and offline. In doing so, this dissertation research aims to (i) reveal and elaborate the multidimensional influences of digital P2P payments on interpersonal relationships between people who already know each other in terms of both experiences of money exchanges and everyday social interactions; ii) advance our knowledge and understanding of how digital P2P payments systems can be redesigned to better support people\u27s social connections with individuals they know; and iii) envision the future landscape of digital P2P payments in our increasingly networked digital society. This dissertation research involves four studies. Grounded in 158 social media posts and 8 interviews, Study 1 explores how people perceive the increasing trend of integrating digital P2P payments with social media services (e.g., Facebook Messenger payment) and why they decide not to use this service in their daily lives. Study 2 reports findings of a qualitative study of 31 in-depth semi-structured interviews to investigate the influences of using digital P2P payments on people\u27s offline interpersonal relationships. Study 3 reports results of a large-scale anonymous online survey with 218 valid responses to measure the specific immediate social consequences and lasting impacts of using digital P2P payments on people\u27s interpersonal relationships. Study 4 adopts the research through design (RtD) approach with a specific emphasis on participatory design activities to both elicit and qualitatively investigate user needs and user-generated design solutions for digital P2P payment services that can better support people\u27s social connections. This dissertation research thus contributes to innovating financial technologies in the perspective of Human-Computer Interaction and Human-Centered Computing by better understanding new and more complicated social phenomena and dynamics emerging in today\u27s digital economy. First, this dissertation research offers one of the first empirical evidence to unpack and explicate the multidimensional influences of digital P2P payments on both financial experiences/processes and everyday social connections between known contacts, which is understudied in prior scholarship. In doing so, we provide new perspectives on today\u27s technology-mediated financial life and shed light on the intertwining financial and social relationships through technology. These insights also help re-conceptualize computer-mediated interpersonal relationships in today\u27s networked society. Second, we identify and further reflect on user-generated design recommendations and develop prototypes that highlight the importance of taking the interplay of financial and social engagement, in addition to security and privacy, into consideration when redesigning digital P2P payments platforms. Through this RtD approach, we thus rethink and envision the future landscape of digital P2P payments where such technologies can be designed, developed, and used in a more comfortable, innovative, and emotionally satisfactory way. As we are entering a post COVID-19 pandemic age, there is an increasing interest to make digital financial technologies not only secure but also more human-centered, interaction-centric, and culturally sensitive, which can be used to better support and maintain human connections through daily financial activities with or without face-to-face interaction. Therefore, in a broader sense, this dissertation research on the social values of digital P2P payments also contributes to building a more robust and inclusive digital economy in today\u27s changing society

    Visualizing practical knowledge: The Haughton-Mars Project

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    To improve how we envision knowledge, we must improve our ability to see knowledge in everyday life. That is, visualization is concerned not only with displaying facts and theories, but also with finding ways to express and relate tacit understanding. Such knowledge, although often referred to as "common," is not necessarily shared and may be distributed socially in choreographies for working together—in the manner that a chef and a maitre d’hôtel, who obviously possess very different skills, coordinate their work. Furthermore, non-verbal concepts cannot in principle be inventoried. Reifying practical knowledge is not a process of converting the implicit into the explicit, but pointing to what we know, showing its manifestations in our everyday life. To this end, I illustrate the study and reification of practical knowledge by examining the activities of a scientific expedition in the Canadian Arctic—a group of scientists preparing for a mission to Mar

    Towards a multidisciplinary user-centric design framework for context-aware applications

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    The primary aim of this article is to review and merge theories of context within linguistics, computer science, and psychology, to propose a multidisciplinary model of context that would facilitate application developers in developing richer descriptions or scenarios of how a context-aware device may be used in various dynamic mobile settings. More specifically, the aim is to:1. Investigate different viewpoints of context within linguistics, computer science, and psychology, to develop summary condensed models for each discipline. 2. Investigate the impact of contrasting viewpoints on the usability of context-aware applications. 3. Investigate the extent to which single-discipline models can be merged and the benefits and insightfulness of a merged model for designing mobile computers. 4. Investigate the extent to which a proposed multidisciplinary modelcan be applied to specific applications of context-aware computing

    Toward a multidisciplinary model of context to support context-aware computing

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    Capturing, defining, and modeling the essence of context are challenging, compelling, and prominent issues for interdisciplinary research and discussion. The roots of its emergence lie in the inconsistencies and ambivalent definitions across and within different research specializations (e.g., philosophy, psychology, pragmatics, linguistics, computer science, and artificial intelligence). Within the area of computer science, the advent of mobile context-aware computing has stimulated broad and contrasting interpretations due to the shift from traditional static desktop computing to heterogeneous mobile environments. This transition poses many challenging, complex, and largely unanswered research issues relating to contextual interactions and usability. To address those issues, many researchers strongly encourage a multidisciplinary approach. The primary aim of this article is to review and unify theories of context within linguistics, computer science, and psychology. Summary models within each discipline are used to propose an outline and detailed multidisciplinary model of context involving (a) the differentiation of focal and contextual aspects of the user and application's world, (b) the separation of meaningful and incidental dimensions, and (c) important user and application processes. The models provide an important foundation in which complex mobile scenarios can be conceptualized and key human and social issues can be identified. The models were then applied to different applications of context-aware computing involving user communities and mobile tourist guides. The authors' future work involves developing a user-centered multidisciplinary design framework (based on their proposed models). This will be used to design a large-scale user study investigating the usability issues of a context-aware mobile computing navigation aid for visually impaired people

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
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