scholarly journals Epistemological Aspects of the Organisation of Human Activity in the Transition from Disparate Social Techniques to Societal Technologies

wisdom ◽  
2021 ◽  
Vol 1 (1) ◽  
pp. 5-17
Author(s):  
Alexei AVTONOMOV ◽  
Vladislav GRIB

The expansion and deepening of human-computer interaction in modern conditions have attracted attention to human activity and required its study at a new level. The article is devoted to the examination of the problems of organising human activity based on the knowledge of its key components. Epistemological approaches to thinking and knowing as directions of the development of human activity make it possible to increase the efficiency of the organisation of human activity as a whole and raise questions that can be resolved on the way of further methodology evolution. The further transition from the methodology of research and practices to social technologies that would allow purposefully producing new knowledge, on the basis of which, in turn, it would be possible to improve the quality of the organisation of human activity, seems appropriate and natural. The authors argue that the technological approach to problem resolution is useful and fruitful not only in the sphere of engineering and technical devices but also in the field of social relations.

2014 ◽  
Vol 1 (1) ◽  
pp. 127-130 ◽  
Author(s):  
Valentin Petrescu ◽  
Florian Popescu ◽  
Alina Gligor

AbstractUsing blended learning method, Blast Furnace subject was analysed inside the DidaTec Project. The analysed factors were the quality of presentation, quantity of information per page and human – computer interaction. The analysis shows the preference of students to work with different learning environments.


1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs, thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior, thus becoming pertinent to how interactions occur. This chapter questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, (physical) reaction, and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics, all of which can stand on their own yet still draw from each other. The discussions will include fields such as cognitive science, human-computer interaction, learning sciences, and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior thus becoming pertinent to how interactions occur. This then questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, [physical] reaction and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics all of which can stand on their own yet, still draw from each other. The discussions will include fields such as cognitive science, human computer interaction, learning sciences and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences


Author(s):  
Neil McBride ◽  
Ibrahim Elbeltagi

The emphasis of human-computer interaction (HCI) design on the technology and computer action tends to obscure consideration of the contribution of the computer interface to the service interaction. This chapter suggests that since a majority of commercial information systems support or provide services, the nature and progression of the service encounter should be a key concern of human computer interface designers. The chapter proposes the concept of service-oriented HCI in which HCI design is derived from service design, dialog is driven by customer needs and perceptions, activities that have led up to the service encounter are considered, and the service interaction dialog is aligned with the computer dialog. As part of service-oriented HCI, the chapter illustrates the use of scripting to examine ex-post the role of a computer interaction in a service encounter. It demonstrates that the computer dialog can drive the service interaction in such a way that the quality of the interaction is reduced and customer satisfaction affected. It concludes that the role of the computer system in a service interaction is an area for further research. Furthermore, script analysis may enable the development of human-computer dialogs that meet some of the criteria of service-oriented HCI.


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