Enhancing E-Collaboration Through Culturally Appropriate User Interfaces

2009 ◽  
pp. 1761-1768
Author(s):  
Dianne Cyr

Prior to the Internet, forms of social expression, communication, and collaborative behavior are known to be sensitive to cultural nuances. According to researcher Geert Hofstede (1991), a widely used definition of culture is proposed where “Every person carries within him or herself patterns of thinking, feeling, and potential acting which were learned through their lifetime” (p. 4). Hofstede referred to such patterns as mental programs or “software of the mind.” It is expected that such mental programming related to cultural differences will affect perceptions of the electronic medium as well (Raman & Watson, 1994). Related to the topic of this volume, culture has a place in the consideration of e-collaboration when individuals come together to work toward a common goal using electronic technologies. This may include various domains including e-business, e-learning, distributed project management, working in virtual teams of various forms, to name a few. While there is little work to date on the explicit topic of culture and e-collaboration, there is evidence that creating culturally appropriate user interfaces (Cyr & Trevor-Smith, 2004) contributes to a better perception of the interface (Kondratova & Goldfarb, 2005), and indeed to enhanced levels of Web site trust and satisfaction (Cyr, 2006). In e-commerce settings, Web sites that are perceived as appropriate to the user have also resulted in greater commitment (Oliver, 1999). In this article, and building on previous work in related areas, it is argued that the development of culturally appropriate electronic interfaces can enhance user involvement, ultimately resulting in enhanced e-collaboration. In the following sections, culture as a context for e-collaboration is outlined followed by considerations of the Web used as a communication tool, and how trust and satisfaction are related to the online collaborative process. The article ends with concluding remarks.

Author(s):  
Dianne Cyr

Prior to the Internet, forms of social expression, communication, and collaborative behavior are known to be sensitive to cultural nuances. According to researcher Geert Hofstede (1991), a widely used definition of culture is proposed where “Every person carries within him or herself patterns of thinking, feeling, and potential acting which were learned through their lifetime” (p. 4). Hofstede referred to such patterns as mental programs or “software of the mind.” It is expected that such mental programming related to cultural differences will affect perceptions of the electronic medium as well (Raman & Watson, 1994). Related to the topic of this volume, culture has a place in the consideration of e-collaboration when individuals come together to work toward a common goal using electronic technologies. This may include various domains including e-business, e-learning, distributed project management, working in virtual teams of various forms, to name a few.


Author(s):  
Peter Cheyne

This introductory chapter commences with a definition of contemplation as the sustained attention to the ideas of reason, which are not merely concepts in the mind, but real, external powers that constitute and order being and value, and therefore excite reverence or admiration. A contemplative, Coleridgean position is outlined as a defence in the crisis of the humanities, arguing that if Coleridge is right in asserting that ideas ‘in fact constitute … humanity’, then they must be the proper or ultimate studies of the disciplines that comprise the humanities. This focus on contemplation as the access to essential ideas explains why Coleridge progressed from, without ever abandoning, imagination to reason as his thought evolved during his lifetime. A section on ‘Contemplation: How to Get There from Here’, is followed by a descriptive bibliography of Coleridge as discussed by philosophers, intellectual historians, theologians, and philosophically minded literary scholars.


2021 ◽  
Vol 13 (8) ◽  
pp. 4186
Author(s):  
Abdulhakeem Raji ◽  
Abeer Hassan

This paper adopted a case study approach to investigate the sustainability practices of a Scottish university in order to understand if sustainability forms part of its central policy agenda. As such, the paper focuses on the levels of awareness and disclosure of their sustainable practices, measuring the impacts and effectiveness of those initiatives. This paper introduces signaling theory to explore the idea that appropriate communication via integrated thinking can close the gap between the organization and its stakeholders. We believe that the provision of this relevant information will lead to better communication between the organization and its stakeholders, supporting a signaling theory interpretation. Therefore, we are suggesting that integrated thinking is an internal process that organizations can follow to increase the level of disclosure as a communication tool with stakeholders. From the literature reviewed, four themes were identified (definition of university sustainability, sustainability awareness, disclosure framework within universities, and level of accountability). The research adopted a pragmatic view and conducted individual interviews with participants belonging to three stakeholder groups (members of the university’s senior management, the governing council, and the student union executive). Although this study focused on just one Scottish university, it should still provide some insight for the better understanding of the underpinning issues surrounding the sustainability accountability practices of Scottish universities in general. The research findings indicated that the university prioritized only two sustainability dimensions—economic and environmental—and that the university still perceived sustainability as a voluntary exercise. Additionally, it is evident that the university had no framework in place for measuring its sustainability delivery—and therefore had no established medium of communicating these activities to its stakeholders. Moreover, research findings showed that the social and educational context of sustainability was lacking at the university. The university has done little or nothing to educate its stakeholders on sustainability.


2001 ◽  
Vol 95 (6) ◽  
pp. 944-956 ◽  
Author(s):  
Robert P. Feldman ◽  
Ronald L. Alterman ◽  
James T. Goodrich

Object. Despite a long and controversial history, psychosurgery has persisted as a modern treatment option for some severe, medically intractable psychiatric disorders. The goal of this study was to review the current state of psychosurgery. Methods. In this review, the definition of psychosurgery, patient selection criteria, and anatomical and physiological rationales for cingulotomy, subcaudate tractotomy, anterior capsulotomy, and limbic leukotomy are discussed. The historical developments, modern procedures, and results of these four contemporary psychosurgical procedures are also reviewed. Examples of recent advances in neuroscience indicating a future role for neurosurgical intervention for psychiatric disease are also mentioned. Conclusions. A thorough understanding of contemporary psychosurgery will help neurosurgeons and other physicians face the ethical, social, and technical challenges that are sure to lie ahead as modern science continues to unlock the secrets of the mind and brain.


2021 ◽  
Vol 65 (2) ◽  
pp. 140-156
Author(s):  
Eve-Riina Hyrkäs

AbstractIn the Finnish medical discussion during the middle decades of the twentieth century, the challenging differential diagnostics between hyperthyroidism and various neuroses was perceived to yield a risk of unnecessary surgical interventions of psychiatric patients. In 1963, the Finnish surgeon Erkki Saarenmaa claimed that ‘the most significant mark of a neurotic was a transverse scar on the neck’, a result of an unnecessary thyroid surgery. The utterance was connected to the complex nature of thyroid diseases, which seemed to be to ‘a great extent psychosomatic’. Setting forth from this statement, the article aims to decipher the connection between hyperthyroidism, unnecessary surgical treatment and the psychosomatic approach in Finnish medicine. Utilising a wide variety of published medical research and discussion in specialist journals, the article examines the theoretical debate around troublesome diagnostics of functional complaints. It focuses on the introduction of new medical ideas, namely the concepts of ‘psychosomatics’ and ‘stress’. In the process, the article aims to unveil a definition of psychosomatic illness that places it on a continuum between psychological and somatic illness. That psychosomatic approach creates a space with interpretative potential can be applied to the historiography of psychosomatic phenomena more generally. Further inquiry into the intersections of surgery and psychosomatics would enrich both historiographies. It is also argued that the historical study of psychosomatic syndromes may become skewed, if the term ‘psychosomatic’ is from the outset taken to signify something that is all in the mind.


2010 ◽  
Vol 29 (4) ◽  
pp. 171 ◽  
Author(s):  
Alessio Malizia ◽  
Paolo Bottoni ◽  
S. Levialdi

The design and development of a digital library involves different stakeholders, such as: information architects, librarians, and domain experts, who need to agree on a common language to describe, discuss, and negotiate the services the library has to offer. To this end, high-level, language-neutral models have to be devised. Metamodeling techniques favor the definition of domainspecific visual languages through which stakeholders can share their views and directly manipulate representations of the domain entities. This paper describes CRADLE (Cooperative-Relational Approach to Digital Library Environments), a metamodel-based framework and visual language for the definition of notions and services related to the development of digital libraries. A collection of tools allows the automatic generation of several services, defined with the CRADLE visual language, and of the graphical user interfaces providing access to them for the final user. The effectiveness of the approach is illustrated by presenting digital libraries generated with CRADLE, while the CRADLE environment has been evaluated by using the cognitive dimensions framework.


Author(s):  
Andreas Lorenz

The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.


2011 ◽  
pp. 647-654
Author(s):  
Lee Moh Shan ◽  
Juliana Sutanto ◽  
Atreyi Kankanhalli ◽  
Bernard C.Y. Tan

Virtual communities were initially recognized as social phenomena. This is evident from the definition of virtual community as “a social aggregation that emerges from the Net when enough people carry on public discussions long enough, with sufficient human feeling, to form webs of personal relationships in cyberspace” (Rheingold, 2000, p. 5). The idea of a virtual community as a profitable business model was subsequently raised by Hagel and Armstrong (1996, 1997) who claimed that the benefits of a virtual community would arise from two aspects: from the unique capabilities of the digital medium where the virtual community is located in and from the virtual community model itself. The latter aspect is what differentiates virtual communities from other online Web sites. Unlike other online Web sites, a virtual community is intended to create a “sense of community” that binds individuals to the Web site and serves as the “push” factor for repeat visits. Table 1 summarizes some of the proposed business benefits stemming from a virtual community (Bank & Daus, 2002; Hagel & Armstrong, 1996, 1997). Although the startup cost of a virtual community is comparatively low, the costs of maintaining it are significantly higher (Hagel & Armstrong, 1997; Kim, 2000). Therefore the decision of whether to create a virtual community in support of an e-commerce Web site is not to be taken lightly. Critics have also questioned the validity of the suggested benefits of a virtual community, particularly since there are no clear-cut measures to verify that these benefits can be attributed to the virtual community. Additionally, the fundamental premise which the virtual community relies on for its success, that is, its unique capacity for interaction amongst members and/or with the company (Balasubramanian & Mahajan, 2001; Lechner & Hummel, 2002; Mynatt, O’Day, Adler, & Ito, 1997), is subject to high risks of failure. This is because customers can always turn this capability to the company’s disadvantage by spreading adverse comments about the company’s products and services. Hence, a virtual community actually has the means to work both for as well as against the company sustaining it. This article seeks to explain how virtual communities can be made to work for the organization by proposing a fit between the virtual community model to be adopted and the company’s e-business goals.


Author(s):  
Fernando Belfo

Computer games conceptualization and development are processes that have particular features with significant complexity. The life cycle at computer games development should attend the dynamism, the challenge and the opportunities of the game market. Business process management (BPM) pretends to give an alternative perspective of management to the departmental and hierarchical one. Game firm’s business should be seen with an integrated attitude, incentivising employees from different departments to work together in the same process with a common mission and persecuting same objectives. The importance of integrating the strategic level plans and the task level deployment is crucial for increased alignment and so, organizational performance. This can be better done if there is a process strategy definition, which links strategic initiatives with all needs of a process infrastructure. The processes´ standardizing tendency opens the chance to outsource parts of them bringing possible benefits to game firm and customers. The definition of a clear framework at the strategic level allows lower processes description and global business process architecture specification. Other important aspects of business process management approach at computer games industry should include ownership clarification, performance measurement mechanisms and obviously the identification and activation of improvement opportunities. Author elects business processes customization, integration of flows between firm and its supply chain partners and superior user interfaces using specialized workflow tools as being three improvement opportunities at games industry. In addition to those components, three additional extra concepts are considered critical to have a complete understanding of BPM. They are the conscious process management, the macro process management and the centrality of process. This chapter is going to follow these vectors in order to understand possible opportunities powered by BPM to gain competitive advantages in computer game industry.


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