Conversations With Our Apps: Exploring the social context of communicating with technology
Název práce v češtině: | Konverzace s našimi aplikacemi: Zkoumání sociálního kontextu komunikace s technologií |
---|---|
Název v anglickém jazyce: | Conversations With Our Apps: Exploring the social context of communicating with technology |
Klíčová slova: | User Experience (UX) ● UX writing ● Conversational Language ● Social Construction of Technology (SCOT) ● Speech Acts ● Maxims of Conversation ● Sociology of Technology |
Klíčová slova anglicky: | User Experience (UX) ● UX writing ● Conversational Language ● Social Construction of Technology (SCOT) ● Speech Acts ● Maxims of Conversation ● Sociology of Technology |
Akademický rok vypsání: | 2020/2021 |
Typ práce: | diplomová práce |
Jazyk práce: | angličtina |
Ústav: | Katedra sociologie (23-KS) |
Vedoucí / školitel: | Filip Vostal, D.Phil. |
Řešitel: | skrytý - zadáno vedoucím/školitelem |
Datum přihlášení: | 27.07.2021 |
Datum zadání: | 27.07.2021 |
Datum a čas obhajoby: | 22.09.2021 09:00 |
Místo konání obhajoby: | Pekařská 16, JPEK405, 405, Zasedací místnost |
Datum odevzdání elektronické podoby: | 28.07.2021 |
Datum proběhlé obhajoby: | 22.09.2021 |
Oponenti: | prof. PhDr. Hynek Jeřábek, CSc. |
Kontrola URKUND: |
Seznam odborné literatury |
Anderson, N. (2019). Stop (or Traffic) Light Usability Testing Reports. UX Collective. Retrieved from https://uxdesign.cc/stop-or-traffic-light-usability-testing-reports-76ea2278c966.
Bijker, W. (1995). Of Bicycles, Bakelites, and Bulbs. Toward a Theory of Sociotechnical Change. Cambridge, MA: MIT Press. Bijker, W., Hughes, T., & Pinch, T. (2005). The social construction of technological systems. Cambridge, MA: MIT Press. Bullock, O., Colón Amill, D., Shulman, H., & Dixon, G. (2019). Jargon as a Barrier to Effective Science Communication: Evidence From Metacognition. Public Understanding Of Science, 28(7), 845-853. https://doi.org/10.1177/0963662519865687 Cardona-Rivera, R., & Young, R. (2014). Games as Conversation. In Tenth Artificial Intelligence And Interactive Digital Entertainment Conference. Coggins, D. (2014). English Learners in the Mathematics Classroom (pp. 5–6). SAGE Publications Ltd. Cole, P., Morgan, J., & Kimball, J. (1975). Syntax and semantics (3rd ed., pp. 41-58, "Logic and conversation" by H.P Grice). Academic Press. Cocirio, M. (2019). Traffic Light Usability Report — and How To Communicate Your Test Results. UX Collective. Retrieved from https://uxdesign.cc/traffic-light-usability-report-and-how-to-communicate-your-test-results-1112c32 9056b. Diethelm, I., & Goschler, J. (2014). On Human Language And Terminology Used For Teaching And Learning Cs/Informatics. Proceedings of the 9th Workshop in Primary and Secondary Computing Education. https://doi.org/10.1145/2670757.2670765 Dunn, O. (2015). The Playful Approach – Reusing an Innate Teaching Skill. Teaching Young Learners, 24(1), 36-38. Retrieved from https://www.modernenglishteacher.com/media/5802/metjan15_dunn.pdf. Foster, M. (2019). Face-to-face conversation. Proceedings of the 1st International Conference on Conversational User Interfaces. https://doi.org/10.1145/3342775.3342810 Gonzales, L., & Turner, H. (2019). Challenges and Insights for Fostering Academic-industry Collaborations in UX. Proceedings of the 37th ACM International Conference on the Design of Communication. https://doi.org/10.1145/3328020.3353921 v Grabmeier, J. (2020). The Use of Jargon Kills People’s Interest in Science, Politics. Ohio State News. Retrieved from https://news.osu.edu/the-use-of-jargon-kills-peoples-interest-in-science-politics/. Henwood, F., & Marent, B. (2019). Understanding Digital Health: Productive Tensions at the Intersection of Sociology of Health and Science and Technology Studies. Sociology Of Health & Illness, 41(S1), 1-15. https://doi.org/10.1111/1467-9566.12898 Loranger, H. (2016). The Negativity Bias in User Experience. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/negativity-bias-ux/. Lupton, D. (2017). Towards Design Sociology. Sociology Compass, 12(1), e12546. https://doi.org/10.1111/soc4.12546 Mara, A., & Mara, M. (2015). Capturing Social Value in UX Projects. Proceedings of the 33rd Annual International Conference on the Design of Communication. https://doi.org/10.1145/2775441.2775479 Markel, M., Vaccaro, M., & Hewett, T. (1992). Effects of Paragraph Length on Attitudes Toward Technical Writing. Technical Communication, 39(3), 454-456. Retrieved from http://www.jstor.org/stable/43090117 McArthur, G. (1985). If Writers Can't Program and Programmers Can't Write, Who's Writing User Documentation?. Proceedings of the 4th Annual International Conference on Systems Documentation. https://doi.org/10.1145/10563.10574 Moran, K. (2016a). The Four Dimensions of Tone of Voice. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/tone-of-voice-dimensions/. Moran, K. (2016b). The Impact of Tone of Voice on Users' Brand Perception. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/tone-voice-users/. Nass, C., Steuer, J., & Tauber, E. (1994). Computers Are Social Actors. Conference Companion on Human Factors in Computing Systems. https://doi.org/10.1145/259963.260288 Nass, C., & Moon, Y. (2000). Machines and Mindlessness: Social Responses to Computers. Journal of Social Issues, 56(1), 81-103. https://doi.org/10.1111/0022-4537.00153 Nielsen, J. (2008). How Little Do Users Read?. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/how-little-do-users-read/. Norman, D. (2019). Design as Communication. jnd.org. Retrieved from https://jnd.org/design_as_communication/. Nurse, J., Pumphrey, J., Gibson-Robinson, T., Goldsmith, M., & Creese, S. (2014). Inferring Social Relationships From Technology-level Device Connections. 2014 Twelfth Annual International Conference on Privacy, Security and Trust. https://doi.org/10.1109/PST.2014.6890922 v Oppenheimer, D. (2006). Consequences of Erudite Vernacular Utilized Irrespective of Necessity: Problems With Using Long Words Needlessly. Applied Cognitive Psychology, 20(2), 139-156. https://doi.org/10.1002/acp.1178 Plain Language Action and Information Network. (2011). Federal Plain Language Guidelines. Retrieved from https://https://www.plainlanguage.gov/guidelines. Podmajersky, T. (2019). Strategic Writing for UX (1st ed.). O'Reilly Media, Inc. Reeves, S. (2019). Conversation Considered Harmful?. Proceedings of the 1st International Conference on Conversational User Interfaces - CUI '19. https://doi.org/10.1145/3342775.3342796 Riedl, R., Kindermann, H., Auinger, A., & Javor, A. (2012). Technostress from a Neurobiological Perspective. Business & Information Systems Engineering, 4(2), 61-69. https://doi.org/10.1007/s12599-012-0207-7 Rosala, M. (2019). How to Analyze Qualitative Data from UX Research: Thematic Analysis. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/thematic-analysis/. Shulman, H., Dixon, G., Bullock, O., & Colón Amill, D. (2020). The Effects of Jargon on Processing Fluency, Self-Perceptions, and Scientific Engagement. Journal Of Language And Social Psychology, 39(5-6), 579-597. https://doi.org/10.1177/0261927x20902177 Spearman, C. (1904). General Intelligence, Objectively Determined and Measured. The American Journal Of Psychology, 15(2), 201. https://doi.org/10.2307/1412107 Stanphill, M., Rung, A., & Appenrodt, J. (2017). How Words Can Make Your Product Stand Out (Google I/O '17). Presentation, Mountain View, California, USA. Retrieved from https://youtu.be/DIGfwUt53nI. U.S. Government Publishing Office. (2010). Plain Writing Act of 2010. Retrieved from https://www.govinfo.gov/app/details/PLAW-111publ274/summary. Wells, A. (2018). The Tech Professional's Guide to Communicating in a Global Workplace (1st ed.). Apress. Zhou, Q. (2020). Building Design Thinking into Content Strategy. Proceedings of the 38th ACM International Conference on Design of Communication. https://doi.org/10.1145/3380851.3416738 |
Předběžná náplň práce |
The words and messages in apps are part of a conversation between people and their technology that we take part in every day. As technology becomes increasingly embedded into our daily lives, we form relationships with our devices and our apps. While we might think of these relationships as different, our behaviors and interactions with technology are still shaped by the social world, and these messages found in apps are based on existing patterns in face-to-face conversation. UX writing is the process of creating these messages in user experiences, which facilitate people’s social interactions between apps and other digital products. Interacting with apps and other digital products is inherently social, and by using conversational language as a driving component of UX writing and Human-Computer Interaction, we can also cast User Experience (UX) as a type of communicative exchange between a person and an app, and therefore User Experience (UX) as conversation. Through qualitative interviews and usability testing with native and non-native English speakers, this research explores what type of language style works best for a global audience in these conversations with our apps and how we can strategically apply conversational patterns to improve the experience of users. |
Předběžná náplň práce v anglickém jazyce |
The words and messages in apps are part of a conversation between people and their technology that we take part in every day. As technology becomes increasingly embedded into our daily lives, we form relationships with our devices and our apps. While we might think of these relationships as different, our behaviors and interactions with technology are still shaped by the social world, and these messages found in apps are based on existing patterns in face-to-face conversation. UX writing is the process of creating these messages in user experiences, which facilitate people’s social interactions between apps and other digital products. Interacting with apps and other digital products is inherently social, and by using conversational language as a driving component of UX writing and Human-Computer Interaction, we can also cast User Experience (UX) as a type of communicative exchange between a person and an app, and therefore User Experience (UX) as conversation. Through qualitative interviews and usability testing with native and non-native English speakers, this research explores what type of language style works best for a global audience in these conversations with our apps and how we can strategically apply conversational patterns to improve the experience of users. |