Exploring the Rhetoric on Representing the User

Author(s):  
Netta Iivari

Users should be involved in information technology (IT) artifact development, but it is often difficult and rare, especially in the development of commercial IT artifacts for external use. This paper critically examines discursive construction of user involvement in academia and in the IT artifact product development industry. First, three academic discourses on user involvement are identified. Then, discursive construction of user involvement is explored in four IT artifact product development organizations, in which user involvement is indirect and labeled as usability work. Five discourses on usability work are identified. They are related to the academic discourses on user involvement, and some of them are criticized (Asaro, 2000) as“forms of technological colonialism,” merely “silencing the users” instead of “giving them a voice.” It is recommended that especially the human-computer interaction (HCI) community should carefully reflect on what kinds of discourses on user involvement it advocates and deems as legitimate.

Author(s):  
Netta Iivari

Users should participate in information technology (IT) artifact development, but it has proven to be challenging. This applies also in the open source software (OSS) development. This chapter critically examines discursive construction of user participation in academic literatures and in practice, in IT artifact development. First three academic discourses constructing user participation are discussed. Then the discursive construction of user participation is explored in OSS development literature. Afterwards, results from several empirical, interpretive case studies are outlined. Some of them have been carried out in the IT artifact product development organizations, others in the OSS development context. Clear similarities can be identified in the discourses constructing user participation in these divergent IT artifact development contexts. The academic discourses on user participation clearly also legitimate certain ways of constructing user participation in practice. The OSS development literature bears resemblance mainly with the Human Computer Interaction (HCI) discourse on user participation. Therefore, it is argued that especially the HCI community should carefully reflect on what kinds of discourses on user participation it advocates and deems as legitimate.


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?


2011 ◽  
pp. 734-750
Author(s):  
Asbjørn Folstad ◽  
John Krogstie ◽  
Lars Risan ◽  
Ingunn Moser

User involvement in E-Government projects is presented and discussed. Different methods and practices are analyzed in relation to a differentiation between traditional government participatory practices and Human-Computer Interaction (HCI). Some of the user involvement practices are exemplified through two Norwegian case studies: (1) An electronic patient journal for hospital based health care and (2) an electronic post journal, where the Norwegian public (via the Norwegian press) is provided insight in public sector correspondence. User involvement methods and practices are in particular discussed with regard to the challenges of the wide range of users and stakeholders, legal limitations, and evolving goal hierarchies of E-Government projects. Future trends and research opportunities within the field of user involvement in E-Government development are identified.


2007 ◽  
pp. 280-299 ◽  
Author(s):  
Asbjørn Folstad ◽  
John Krogstie ◽  
Lars Risan ◽  
Ingunn Moser

User involvement in E-Government projects is presented and discussed. Different methods and practices are analyzed in relation to a differentiation between traditional government participatory practices and Human-Computer Interaction (HCI). Some of the user involvement practices are exemplified through two Norwegian case studies: (1) An electronic patient journal for hospital based health care and (2) an electronic post journal, where the Norwegian public (via the Norwegian press) is provided insight in public sector correspondence. User involvement methods and practices are in particular discussed with regard to the challenges of the wide range of users and stakeholders, legal limitations, and evolving goal hierarchies of E-Government projects. Future trends and research opportunities within the field of user involvement in E-Government development are identified.


Author(s):  
Tatyana S. Molokina ◽  
◽  
Aleksey A. Kolesnikov ◽  

The growth of information technology has led to a significant expansion of the possibilities for storing, processing and presenting spatial data. This gave a new round of development to such a direction of cartography and geoinformatics as geovisualization. Interactivity and dynamics have become the main distinguishing features of modern maps, especially in the field of cartographic design, which now extend to the problems of human-computer interaction to ensure more successful analysis of geodata and the development of spatial solutions. The article examines the existing definitions of geovisualization and proposes its own version. The scheme and features of individual stages of geovisualization creation are considered. Typical tasks that need to be solved to create high-quality visualization of spatial data are formulated and their systematization is performed. On the basis of the mentioned above tasks and their specificity, the most promising areas of research in the field of geovisualization were identified.


2021 ◽  
Author(s):  
Shazmin Majid ◽  
Stuart Reeves ◽  
Grazziela Figueredo ◽  
Richard Morriss ◽  
Sue Brown ◽  
...  

BACKGROUND Self-monitoring applications for bipolar disorder are increasing in numbers. The application of user-centred design (UCD) is becoming standardised to optimise the reach, adoption and sustained use of this type of technology. OBJECTIVE This paper presents the current landscape regarding UCD and evaluation of self-monitoring applications for bipolar disorder by investigating two specific questions a) are the design principles of UCD being implemented? and b) if so, how? METHODS To explore these practices, we review available literature for self-tracking technology for bipolar disorder and make an overall assessment of the level of user-involvement in design. The findings from this review are used to form best practice “ingredients” for design of mental health technology, which combines the already existing practices of patient and public involvement and human-computer interaction in order to evolve from the generic guidelines of UCD and to ones that are tailored towards mental health technology. RESULTS For question a), it was found that out of the 13 novel smartphone applications included in this review, 4 self-monitoring applications were classified as having no mention of user involvement in design, 3 self-monitoring applications were classified as having low user-involvement, 4 self-monitoring applications were classified was having medium user involvement and 2 self-monitoring applications were classified as high user involvement. In regards to question b), it was found that despite the presence of recommended standards for the involvement of the user in the process of design and evaluation, there is large variability in whether the user is involved, how they are involved and to what extent there is a genuine empowerment in the voice of the user, which is the ultimate aim of design approaches involved in mental health technology. CONCLUSIONS The findings of this study were reviewed by an expert panel, including an individual with lived experience of bipolar disorder. It is recommended that users are involved in all stages of design with the ultimate goal to empower and create empathy for the user. Users should be involved early in the process of design and this should not just be limited to design itself, but also associated research ensuring end-to-end involvement. The communities in healthcare based design and human-computer interaction design need to work together to increase awareness of the different methods available and to encourage the use and mixing of the methods, as well as establish better mechanisms to reach the target user group. Future research using systematic literature search methods should explore this further.


Author(s):  
P.K. Paul ◽  
P. S. Aithal ◽  
A. Bhuimali

The use of Information Technology applications in almost all the sections of the society became one of the common practices in the society. Education, health, government, business, commerce, environment, and other areas, IT and Computing are plays a leading role. The Information Technology is also changing its shape and expanding its components every day. The latest in the list are Cloud Computing, Green Computing, Human Computer Interaction, Big-Data, Analytical Tools, and parallel computing. In the Government sectors, these technologies have valuable contribution and the magnitude of such contribution is increasing day by day. In the MGNREGA project, India, huge amount of information and computers are used and here these emerging technologies may be applied based on requirement and need. This paper discusses the potential applications of Cloud Computing, Big Data. Human Computer Interaction and Parallel Processing to improve the magnitude and speed of information processing in this rural employment project, which is officially termed as MGNREGA (Mahatma Gandhi National Rural Employment Guarantee Act, 2005).


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