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Communication, Culture and Technology
Hisham Ragab

CORE THEMES OF CCT109H5 DISCLAMER: THIS IS NOT INTENDED TO BE ALL YOU NEED FOR THE EXAM. THIS IS STRICTLY USED AS A STUDY TOOL MADE BY DISCUSSION AND REFERENCE TO THE READINGS AND SLIDES. PLEASE READ AND VIEW ALL LECTURE SLIDES AND ASSIGNED READINGS AS YO UR PRIMARY STUDY TOOL. AUTHORS: ALEX NACCARATO, DAVID GIORDANO, SAIF MALIK, DANIEL BERDUSCO, STEFANIA DIAZ, KAITIE WOODWARD , JIMBO YU, AND VICTORIA STELMACOVICH. Lecture 7 . Communication practices differ around the world. The cultural, economic, and social cultural aspects of a country or region can usually determine the use of technology . Example: Internet use in North America differs greatly to the highly censored Internet in China. Media affordances can encourage new practices. The price and exclusivity of a product /technology will determine how often people will use it and its practices in todays society. For example: When smartphones b ecame cheaper and more readily available, more people started to buy them, therefore changing our outlook on the mobile phone industry. Smartphones are now the dominant phone in the market, when not too long ago just having a phone that could call and MAYB E text would suffice. Contemporary communications can challenge the social order. Contemporary communications have changed and changed our outlook on the environment, our laws, conditions on which devices are made . Example: Mobile technology has been li nked to anti-social tends such as mobs, sexting, leads to bad manners, cheating, escaping school, etc…. Example: Texting while driving was not a major issue 15 years ago, but now that it is so popular, it needed to become a law. (LOOK AT PAGE 89, 90 IN TEXTBOOK) Lecture 8 . Tangible computing reduces idea of a separation between the virtual and physical world. (This was a T/F question on last years exam… answer was false) People believe that there should a clear defining line between the virtual and physical world, but there seems to be a trend where the defining line is being blurred. Example: an iPad/iPhone/iPod Touch can make something l ook real (physical) when it is still on a piece of software (virtual). Example: Data Glove. You wear a glove that gets translated into a 3D hand on the computer, blurring the line between the physical and virtual world. You can also input commands that you make with your hand/fingers to do curtain commands. Designing for tablets using personas. (This was a MC question on last years exam… answer was B) A persona is a user archetype used to help guide decisions about product features. When designing a tabl et it will give consistency to kids with mental disorders. Example: A kid with a mental disability knew how to count numbers, but did not want to tell his teacher. When given a tablet, numbers and counting came easy because of the consistency. Example: Here is Rhonda McEwen’s link to the CBS 60 Minutes episode. Lecture 9 . Role touch technology can play in supporting communication for persons with sensory and communication disorders . Touch technologies are beneficial to people with communication disorders because they are simple enough to use that no strenuous work is needed to help understand such technologies. Example: Design for tablets using persona’s (Core theme from Lecture 8) Example: Here is Rhonda McEwen’s link to the CBS 60 Minutes episode. Example: The apps used in McEwens iPad study are Asktech, Drawcast, and Artrage. These are CICE Programs… CICE stands for Community Integration through Cooperative Educati on. These are programs made for adults with development disabilities. ‘Communicative functions’ – Communication is not only what we do, but what and how we convey information . (Dourish, 2001) The style of interaction concerns not simply the set of physic al devices but also the ways in which the computer fits into our environments and lives. Example: After someone dies, people (family members, friends) can set up a Facebook group, or post on the diseased wall to share their sympathy. (This was talked about further in lecture 10) ‘Tangible Computing’ (virtual and physical interaction) Interacting with the virtual world is translated into intera cting with the physical world, exce
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