Thanatosensitivity

Last updated

Thanatosensitivity describes an epistemological-methodological approach into technological research and design that actively seeks to integrate the facts of mortality, dying, and death into traditional user-centered design. First coined by Michael Massimi and Andrea Charise from the University of Toronto in a joint paper presented at CHI 2009, thanatosensitivity refers to a humanistically grounded approach to human–computer interaction (HCI) research and design that recognizes and engages with the conceptual and practical issues surrounding death in the creation of interactive systems. [1]

Contents

The term thanatosensitive is derived from the ancient Greek mythological personification of death, Thanatos (Greek: Θάνατος (Thánatos), "Death"), which is itself a term associated with the notion of the death drive common to 20th-century post-Freudian thought. This inter- or multi-disciplinarity is crucial to thanatosensitive investigation because, unlike many areas of HCI research, studies of death and mortality are rarely amenable to laboratory study or traditional fieldwork approaches. As Massimi and Charise argue, the critical humanist aspect of thanatosensitivity effectively offers "a non-invasive strategy for better understanding the conceptual and practical issues surrounding death, computing, and human experience". [1]

Conceptual and practical applications

Historically, design and research in the computer sciences has rarely considered the issues pursuant to the death of the user. However, Lindley et al. note, "[s]hifts in the field of HCI (Human-Computer Interaction) coupled with the growing maturity of interactive technologies is leading researchers and designers to consider issues relating to mortality." [2] The proliferation of digitally mediated (and often password-protected) personal data and online identities, as well as biometrical practices, "routinely assume a living body for access", [1] which makes access to data following death increasingly problematic for individuals and relatives, as well as institutions and corporations, that may have claims to or stakes in such materials. A 2004 news story describes how Yahoo! denied the family of Justin Ellsworth, a deceased US marine, access to his email, preventing them from accessing information necessary for handling the aftermath of the account owner's death. [3] Determining how digital information and artefacts "can be bequeathed, inherited, and appropriately repurposed" [4] while accounting for the complexity of privacy concerns presents a new horizon of human-computer interaction research. "At a fundamental level, such issues are becoming increasingly prominent as technology companies decide how to handle email accounts or webpages belonging to people who are now deceased." [2] Recent scholarship in this area has called for the development of more purposive applications for facilitating the inheritance of digital materials. [5]

Moreover, the ways in which people use technology in practices concerning mortality, dying, and death are areas of HCI research that have historically received little attention. [6] Although technological artefacts that address issues of the end of life are increasingly common (e.g. online memorials), academic research in this area is at an early stage. Such "thanatechnologies" [7] seek to meet numerous needs, including memorialisation, bereavement support and communication, archiving, access to information and resources, and so on. While many thanatechnologies exist, relatively few are the product of a thanatosensitive design process; rather, they are appropriations of general purpose technologies. For example, forum management software is not explicitly concerned with the mortality of its users; however, online forums are a common place for the bereaved to communicate regarding loss in the form of formal and (more commonly) informal online memorials. [8] Additionally, 3D virtual worlds are beginning to be explored as spaces for informal memorialization. [9]

Related Research Articles

<span class="mw-page-title-main">WIMP (computing)</span> Style of human-computer interaction

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.

The following outline is provided as an overview of and topical guide to human–computer interaction:

<span class="mw-page-title-main">Ben Shneiderman</span> American computer scientist

Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.

Affective design describes the design of user interfaces in which emotional information is communicated to the computer from the user in a natural and comfortable way. The computer processes the emotional information and adapts or responds to try to improve the interaction in some way. The notion of affective design emerged from the field of human–computer interaction (HCI), specifically from the developing area of affective computing. Affective design serves an important role in user experience (UX) as it contributes to the improvement of the user's personal condition in relation to the computing system. The goals of affective design focus on providing users with an optimal, proactive experience. Amongst overlap with several fields, applications of affective design include ambient intelligence, human–robot interaction, and video games.

<span class="mw-page-title-main">Human–Computer Interaction Institute</span>

The Human–Computer Interaction Institute (HCII) is a department within the School of Computer Science at Carnegie Mellon University (CMU) in Pittsburgh, Pennsylvania. It is considered one of the leading centers of human–computer interaction research, and was named one of the top ten most innovative schools in information technology by Computer World in 2008. For the past three decades, the institute has been the predominant publishing force at leading HCI venues, most notably ACM CHI, where it regularly contributes more than 10% of the papers. Research at the institute aims to understand and create technology that harmonizes with and improves human capabilities by integrating aspects of computer science, design, social science, and learning science.

<span class="mw-page-title-main">University of Maryland Human–Computer Interaction Lab</span> Research lab at the University of Maryland, College Park

The Human–Computer Interaction Lab (HCIL) at the University of Maryland, College Park is an academic research center specializing in the field of human-computer interaction (HCI). Founded in 1983 by Ben Shneiderman, it is one of the oldest HCI labs of its kind. The HCIL conducts research on the design, implementation, and evaluation of computer interface technologies. Additional research focuses on the development of user interfaces and design methods. Primary activities of the HCIL include collaborative research, publication and the sponsorship of open houses, workshops and annual symposiums.

John Millar Carroll is an American distinguished professor of Information Sciences and Technology at Pennsylvania State University, where he previously served as the Edward Frymoyer Chair of Information Sciences and Technology. Carroll is perhaps best known for his theory of Minimalism in computer instruction, training, and technical communication.

Human–computer information retrieval (HCIR) is the study and engineering of information retrieval techniques that bring human intelligence into the search process. It combines the fields of human-computer interaction (HCI) and information retrieval (IR) and creates systems that improve search by taking into account the human context, or through a multi-step search process that provides the opportunity for human feedback.

<span class="mw-page-title-main">Human–computer interaction</span> Academic discipline studying the relationship between computer systems and their users

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".

Steve Whittaker is a Professor in Human-Computer Interaction at the University of California Santa Cruz. He is best known for his research at the intersection of computer science and social science in particular on computer mediated communication and personal information management. He is a Fellow of the ACM, and winner of the CSCW 2018 "Lasting Impact" award. He also received a Lifetime Research Achievement Award from SIGCHI, is a Member of the SIGCHI Academy. He is Editor of the journal Human Computer Interaction..

<span class="mw-page-title-main">DiamondTouch</span> Multiple person interface device

The DiamondTouch table is a multi-touch, interactive PC interface product from Circle Twelve Inc. It is a human interface device that has the capability of allowing multiple people to interact simultaneously while identifying which person is touching where. The technology was originally developed at Mitsubishi Electric Research Laboratories (MERL) in 2001 and later licensed to Circle Twelve Inc in 2008. The DiamondTouch table is used to facilitate face-to-face collaboration, brainstorming, and decision-making, and users include construction management company Parsons Brinckerhoff, the Methodist Hospital, and the US National Geospatial-Intelligence Agency (NGA).

<span class="mw-page-title-main">Marilyn Tremaine</span> American computer scientist

Marilyn Mantei Tremaine is an American computer scientist. She is an expert in human–computer interaction and considered a pioneer of the field.

Design fiction is a design practice aiming at exploring and criticising possible futures by creating speculative, and often provocative, scenarios narrated through designed artifacts. It is a way to facilitate and foster debates, as explained by futurist Scott Smith: "... design fiction as a communication and social object creates interactions and dialogues around futures that were missing before. It helps make it real enough for people that you can have a meaningful conversation with".

Feminist HCI is a subfield of human-computer interaction that focuses on helping the field of HCI build interactions that pay attention to gender, equity, and social justice in research and in the design process.

<span class="mw-page-title-main">Jacob O. Wobbrock</span> American computer scientist

Jacob O. Wobbrock is a Professor in the University of Washington Information School and, by courtesy, in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. He is Director of the ACE Lab, founding Co-Director of the CREATE center, and a founding member of the DUB Group and the MHCI+D degree program.

Joëlle Coutaz is a French computer scientist, specializing in human-computer interaction (HCI). Her career includes research in the fields of operating systems and HCI, as well as being a professor at the University of Grenoble. Coutaz is considered a pioneer in HCI in France, and in 2007, she was awarded membership to SIGCHI. She was also involved in organizing CHI conferences and was a member on the editorial board of ACM Transactions on Computer-Human Interaction.

Sharon Oviatt is an internationally recognized computer scientist, professor and researcher known for her work in the field of human–computer interaction on human-centered multimodal interface design and evaluation.

Susanne Bødker is a Danish computer scientist known for her contributions to human–computer interaction, computer-supported cooperative work, and participatory design, including the introduction of activity theory to human–computer interaction. She is a professor of computer science at Aarhus University, and a member of the CHI Academy.

<span class="mw-page-title-main">Shumin Zhai</span> Human–computer interaction research scientist

Shumin Zhai is an American-Canadian-Chinese Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a Principal Scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.

<span class="mw-page-title-main">Thorsten O. Zander</span> German scientist (born 1975)

Thorsten O. Zander is a German scientist who introduced the concept of passive brain-computer interface. He co-founded Zander Labs, a German-Dutch company in the field of passive brain computer interface (pBCI) and neuro-adaptive technology (NAT).

References

  1. 1 2 3 Massimi, Michael; Andrea Charise (2009). Dying, death, and mortality: towards thanatosensitivity in HCI. CHI EA '09: Proceedings of the 27th International Conference Extended Abstracts on Human Factors in Computing Systems. pp. 2459–2468. doi:10.1145/1520340.1520349. ISBN   9781605582474. S2CID   14069413.
  2. 1 2 Lindley, Siân E.; Eduardo H. Calvillo Gámez; Juan José Gámez Leija (April 2010). "Remembering rituals of remembrance: Capturing Xantolo through SenseCam". CHI 2010 Workshop on HCI at the End of Life.
  3. "Yahoo denies family access to dead marine's e-mail". CNET News. December 21, 2004.
  4. Wendy Moncur; Annalu Waller (2010). "Digital Inheritance". RCUK Digital Futures 2010.{{cite journal}}: Cite journal requires |journal= (help)
  5. Wiley, Cyndi; Wang, Yun; Musselman, Ryan; Krumm, Beverly; Stephanidis, Constantine (2011). "Connecting Generations: Preserving Memories with Thanatosensitive Technologies". In Constantine Stephanidis (ed.). HCI International 2011 – Posters' Extended Abstracts . Berlin, Heidelberg: Springer-Verlag Berlin Heidelberg. pp.  474–478. doi:10.1007/978-3-642-22098-2_95. ISBN   978-3-642-22098-2.
  6. "HCI at the end of life: Understanding death, dying, and the digital" (PDF). Proc. CHI 2010 Extended Abstracts, 4477-4480.
  7. Carla Sofka; Kathleen Gilbert; Illene Noppe (2012). Thanatechnology: Dying, Death, and Grief in an Online Universe. Springer Publishing Company. ISBN   978-0-8261-0732-9.
  8. Jed Brubaker; Janet Vertesi. "Death and the Social Network". Paper presented at the CHI 2010 workshop HCI at the End of Life. Archived from the original on 2012-07-04. Retrieved 2017-10-31.{{cite journal}}: Cite journal requires |journal= (help)
  9. Braman, James; Dudley, Alfreda; Vincenti, Giovanni (2011). "Death, Social Networks and Virtual Worlds: A Look into the Digital Afterlife". 2011 Ninth International Conference on Software Engineering Research, Management and Applications. pp. 186–192. doi:10.1109/SERA.2011.35. ISBN   978-1-4577-1028-5. S2CID   11685020.