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Design
the aims of how something should work and the means of implementing that aim
Affordances
what can be done with an object, its properties that the user can take advantage of
Signifer/Cue
the visual cues that tell users how something should work
Mental Modes
one’s beliefs/expectations shaped by repeated interaction and feedback.
Designer Mental Mode VS. User Mental Mode
Differs becuase the two have different experiences with technology
Conceptual Model
simple coherent explanation of how something should work
Gulf of execution
the difference between the users intentions and the capabilities of the system, what the system actually allows users to do
Gulf of evaluation
the distance between what the system did and your ability to tell what happened
Feedback
information given to you by the system after your actions
Technological Mediation
technology sits between people —> creates uncertainty
Tech has expanded in a way where its different to tell one’s true availability
Availability
how free someone is for social interaction
Availability Management
behaviors one takes in order to manage what people think about their availability
Co-Presense
being in the same place physically around someone —> easier to read ones availability
Account
an explanation for a relational failure, one that is plausible and creates a mutually agreeable narrative that saves face for both parties
Butler Message
An excuse
A verbal message sent to manage one’s availability/unavailability
Butler Lie
A deceptive butler message is knowingly false, untrue, a lie.
Could be an excuse for the past, present, or future.
Conservational ambiguity
Unclear if a conversation is ongoing or has ended
exploits the 2 sources of ambiguity: technological mediation, and unclear norms of response and duration
Well Being
positive emotions, effective functioning, and a sense of life satisfaction, Not a medical condition
Screen time
Amount of time usually measured in mins/hrs you look at a screen in a given period of time
Engagement
the amount of time or number of interactions on a platform, typically measured by clicks, or seconds
Hypothesis
A testable prediction that is grounded in an explanation or theory that can be validated, questioned, or altered by testing the hypothesis. It has a cause-based prediction and defined, precisely measured variables.
Displacement theory/hypothesis
The healthy activities we used to do are displaced/substituted with new activities —> lost health benefits.
Our doses of screen time take the place of alternative pursuits which may be more satisfying
May contribute to poor well-being
Problems with this theory: technology is so integrated into our life, it hasn’t replaced anything entirely. Many activities have evolved to have digital elements within them.
Digital Goldilocks Hypothesis
Too little technology —> deprives young people of important social information and peer pursuits
Too much technology —> may displace other meaningful activities
—> need to find the middle of this
Qualitative vs. quantitative methods -
Qualitative: through talking to others verbally, observation
Quantitative methods: through experimentation, testing, surveying people, and observing people
Impression Formation
process of how people use information about a person to form an understanding of who they are and how they will behave
Impression Processing
How individuals attempt to influence others understanding or perception of them
The Impression problem
we can’t know someone’s true character as we only see their statements and behavior
Self presentation
the process in which one uses statements, behaviors, or other strategies to convey an impression, specifically for self benefit.
Part of impression management
Self Disclosure
Process in which someone reveals authentic personal information to another person in hopes that the partner will show them with acceptance, care, and understanding.
Ideal self
who you aspire to be
Actuals self
who you are
Ought self
how other expect you to be
Cues
Information we are given about others
Cues given: information intentionally selected by an individual
Cues given off: information unintentionally emitted through an individual’s behavior or presence
interior residue: cues given off by self, through your behavior, state of private space
exterior residue: cues give off by others about you, things your frds say about you
Social Impression Formation
Individuals recursively adapt their self presentation based on social cues, feedback, expectations
recursively: a spiral of feedback where each part influences one another.
Hyperpersonal Model
When interacting through mediated communication (online), people often make more extreme judgements than they would face to face because cues are filtered out
Over attribution: we tend to jump to conclusions and make quick judgements
Selective self presentation: we choose to present only the cues that support the impression we want to have
Behavioral Confirmation: once an impression is formed, even if it’s extreme, we try to maintain it
Warrant
a way of demonstrating or justifying that a claim about oneself is true
how much someone trusts the warrant is dependent on how much control they have over the information/cues you receive
Strong warrant: value is due to low user control, like a boss writing a rec letter for you
Weak warrant : easy to fake, often due to high user control, like a resume you make yourself
Mere exposure effect
people feel more favorable towards people they recognize.
Accountability
when other people are present, we feel more accountable
Coordination and Cohesion
the 2 big problems of collaboration at a distance
task coordination: does everyone know what to do and when?
group cohesion: how well do people trust each other?
Law of propinquity/proximity
we communicate more with people we are geographically closer to
Common ground
shared experience of stimuli or experience makes us more mutually understandable
Effect of Proximity on relationships
1) effect of presense: social inhibition/facilitation: when others are around, we tend to improve on our performance on well learned tasks and underperform on unlearned tasks of complex tasks
2) effect of discussion: discussion leads to cooperative behavior, increasing cohesion
face to face interaction also increases cohesion, that there’s a group
3) effect of spontaneous interaction: the CHANCE encounters of normal tasks increases trust as it is unplanned
4) effect of shared social setting: physical or virtual spaces with defined boundaries and normative expectations
impression management
the conscious or subconscious process people use to influence how others perceive them, an object, or an event
Mental threat
when the public/professional reaction to a situation is blown wildly out of proportion to the actual threat
→ panic or panic threat
cost of complexity
the most factors taken into account → the slower and harder it is to implement and enforce the design
cost of enforcement
Bans aren’t free! When enforcing a ban, need to make sure that there is evidence demonstrating a clear positive benefit to justify the restriction to freedom and the enforcement cost.
systemic review
a report that combines and synthesis previous text and evidence rather than presenting a whole new study
zero tolerance policy
no case by case flexibility. when applying the harshest available response to those who break a rule.