Professional Documents
Culture Documents
Annotatedsourcelist 1
Annotatedsourcelist 1
Annotatedsourcelist 1
Gesna Aggarwal
Annotated Source List
Brandtzaeg, Peter Bae, and Jan Heim. "Why People Use Social Networking Sites?"
SITEF.
This source is based of an experiment done by two norwegian researchers to find the
motivations for people to use social media. For this experiment, 1200 social networking site
(SNS) users were asked questions regarding their primary motivator for using a SNS. Since this
study was done in Norway, it was catered to a community with a very high usage of information
and communication technologies. This experiment was carried out in 2007, that is why the SNS
used are not websites like Facebook or MySpace. Rather, they are Underskog.no, Nettby.no,
HamarUngdom.no and Biip.no.
This source proved to be helpful. It gave a more clear understanding to why societies
choose to use SNSs, which is a form of human-computer interaction. This is critical knowledge
for designers and human factor engineers who build SNSs. The authors used content analysis to
understand the data they received through the questionnaire. Content analysis has been proven to
be useful in describing and making inferences about the characteristics of communications and
patterns of usage, as well as making inferences about the consequences of communication. Thus,
making it an excellent choice for this experiment. Additionally, to avoid user statements that
lacked meaning or had low information value, the researchers decided to select the 1,200 longest
user statements in terms of number of characters. This was based on the assumption that longer
statements were given by users who had taken time to reflect on the questions. This approach
seems slightly erroneous, as some good quality responses may have been lost lost in this
fine-tuning of data. However, the researchers made sure to provide a more qualitative
assessment. This was done to assess the respondents incentives for use, beyond analyzing the
mere frequency of responses. The experiment showed that 31% of the people used SNS to
develop new relations and 21% of the people used SNS to connect with old friends and family.
Thus, the atmosphere surrounding SNS is one of socializing and hearing new ideas. It was also
observed that this tendency might be due to the fact that an SNS makes it possible to verify the
person and his or her profile (e.g., interests, look, friends) and to see if he or she is interesting or
safe, as opposed to ordinary open chat rooms without any public profiles. Another important
reason SNSs are so popular for catching up and socialising is because they are both cheap and
efficient. Even the other important topics like, information or debating signify that for a
successful human-computer interface you need to have a wide and varied user base which allows
the users to interact with one another. Another thing to be noted from this experiment is how the
trend this friending behavior was also seen in older online communities. Thus, the chances of
this trend changing seems unlikely. Lastly, it is interesting to note that self-presentations or
identity are not mentioned as a key personal driver for participating in SNSs, despite the fact that
researchers name SNSs as a technology for personal branding.Thus, contact with friends may be
linked to a strong social feeling of belonging and a sense of shared or social identity. Overall,
this source does a good job in presenting the attraction received by SNSs and gives an insight on
how those same driving factors can be used in other forms of technology.
Ponnada, Aditya, et al. "A Persuasive Game for Social Development of Children in Indian
Cultural Context." Indian Institute of Technology, Guwahati.
This source is based of a persuasive game made by three students at The Indian Institute
of Technology, Guwahati. In this experiment the student interviewed 19 Indian families for
around 45 min to an hour. Each family had children that ranged from six to nine years of age and
attended schools that had English as the main medium of instruction. The purpose of this
experiment is to create a persuasive game that caters to Indian communities. The interviews held
by the students was a way for them to understand the type of behaviour the parents would like
improved in their children. In addition, the children were also asked their gaming and sporting
preferences. These questions helped streamline the focus of the game, which helped make the
impact of the game stronger. After the interview, it was seen that shy behaviour was on the top of
the list of qualities parents wanted changed in their children. Also, it showed that boys had a
stronger inclination towards cricket, online racing, and action games, while girls preferred
traditional simulation and board games. Using the Foggs Model, that states that the behaviour
change is dependant on three fundamental factors: motivation, ability, and trigger, the students
were able to come up with a viable solution that helped the children with their shy tendencies.
This source proved to be incredibly helpful, it explained how impactful game design
could be in the field of education, a match that I previously did not think was possible. By
logically explaining how the intensity of the different factors that go into to Foggs equation
helps come to the correct plan of action was very eye opening and provided a very different view
on game design. In the end, the students made a three-level bully based game. In which, in order
to pass a level, the player had to cross a bully. He/She could do so either him/herself or they
could make friends and do it collectively. This innovative way of teaching lessons and concepts
gave a complete new spin on human-computer interaction. Overall, this source does an excellent
job at presenting how a simple concept can be taught in such an innovative way.
Reis, Jlio Cesar, et al. "Mobile Phone Interfaces for Informal Education." Institute of
Computing- State University of Campinas.
This source is an article that explains the theory and principles behind using mobile
phone interfaces for informal education. The paper starts by explaining key terms like
communities of practice, informal education, and collaborative learning. These terms are used
throughout the paper to help explain the ideas of the authors. Communities of practice (COP) is
the idea that as humans we have the tendency to make communities wherever we go, and these
communities act as a medium of collaborative learning. Collaborative learning is defined as the
concept of gaining knowledge from members of a community or culture. Finally, informal
education is the knowledge of the common sense, personal knowledge or practical, largely
developed through experiences. The authors of this paper state that all humans are constantly
learning from their surrounding communities informally and that, that process of learning could
be more streamlined through the use of the mobile learning.
This source is helpful as it provides some insight into the field of technological advances
in education through the mobile. The reason this is so significant is because, phones are
ubiquitous in todays world. They are amongst the most used pieces of technology, making its
implications huge. If an effective mobile based application is made, it has the potential to reach
out and affect millions of people. What I particularly liked about this paper was how, after
explaining the key concepts, the authors provide prototypes of existing mobile interfaces. This
gives a clear perspective on the areas of improvement as well as the insight to concepts already
successfully implemented. The prototype interface included an instantaneous chat, the option to
consolidate messages, a voting system, and media options like videos. All of these methods act
as outlets for the users to communicate their experiences with their community, which then acts
as a forum of collective learning. The interfaces allow people from specific groups discuss
problems in a little structured way, since they have freedom to propose questions, interact and
express. Decisions and solutions are built through interactions, constituting a collective
consensus over time. Overall, this source provides deep and comprehensive insight to a new
concept of community engagement- mobile applications.