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2012
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(2012) : A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training In: Society for Computer Simulation International: Proceedings of the 2007 Summer Computer Simulation Conference on Behavior Representation in Modeling and Simulation: San Diego, CA: Society for Computer Simulation International, S. 809-846
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2011
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(2011) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik -
(2011) : Etiquette Considerations For Adaptive Systems That Interrupt: Cost And Benefits In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 289-322
Abstract: It is not generally considered impolite to interrupt. However, etiquette is not simply about politeness but also appropriateness. Thus, while etiquette dictates that it is inappropriate, counterproductive, or even dangerous to interrupt someone with irrelevant information in the middle of a critical task requiring great concentration, it also allows that it is appropriate and necessary to interrupt with crucial information. For example, it is inappropriate to interrupt an airline pilot during landing with the baseball score, but entirely appropriate to interrupt with the information that the landing gear has malfunctioned.
Keywords: Adaptive Systeme, Dialog/Konversation/Rede, doppelter Treffer, Etikette, Favoriten, Human-Computer Etiquette, Interuption, Intervention/Unterbrechung etc., Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Relevanz des Grundes für eine Unterbrechung, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Volltreffer -
Hayes, Caroline C.; Miller, Christopher Allan (Hg.) (2011): Human-computer etiquette. Cultural expectations and the design implications they place on computers and technology. Boca Raton, Fla.: CRC Press. Online verfügbar unter http://www.netLibrary.com/urlapi.asp?action=summary&v=1&bookid=354637
Abstract: Written by experts from various fields, this edited collection explores a wide range of issues pertaining to how computers evoke human social expectations. The book illustrates how socially acceptable conventions can strongly impact the effectiveness of human-computer interactions and how to consider such norms in the design of human-computer interfaces. Providing a complete introduction to the design of social responses to computers, the text emphasizes the value of social norms in the development of usable and enjoyable technology. It also describes the role of socially correct behavior in t
Keywords: Angemessenheit, Aufsatzsammlung, Aufsatzsammlungen, Computers, COMPUTERS / Social Aspects / Human-Computer Interaction, doppelter Treffer, Etikette, Etiquette, Höflichkeit, Human-Computer Etiquette, Human-computer interaction, Klassiker, Mensch-Maschine-Schnittstelle, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Online-Publikation, Realtechnik, Sammelband, Social aspects, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, User interfaces (Computer systems), Volltreffer -
(2011) : Human-Computer Etiquette: Should Computers Be Polite? In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 1-14
Abstract: We argue that etiquette is not only relevant for understanding interactions between people and computers, it is essential if we are to design computer assistants that can work effectively and productively with people (Miller, 2000; 2004). Regardless of whether computers are designed to exhibit etiquette, human users may interpret their behavior as polite or rude. However, we first need to understand more about what etiquette is in human interactions, and what is its function. How do we view computers? And what is their role in our society?
Keywords: Computers, doppelter Treffer, Etikette, Favoriten, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Politeness, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Volltreffer -
(2011) : Etiquette-Based Sociotechnical Design In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 323-350
Abstract: This chapter argues that etiquette applies not just to the people who use computers but also to how the technology is designed. When technical systems underlie social environments, as in chat, social networks, instant messages, virtual worlds, and online markets, they must support social acts that give synergy, not antisocial acts that destroy it. Politeness, defined as the free giving of choice to others in social interactions (Whitworth, 2005), or etiquette, are critical examples. If we don’t consider community good when designing socio-technical systems, we should not be surprised if we don’t get it. While etiquette hasn’t traditionally been taught in software design courses, we argue that it should be. E-mail spam illustrates what happens when sociotechnical design goes wrong, when it ignores the basic principles ofconversation etiquette. Channel e-mail design illustrates an etiquettebased design in the illustrative case of e-mail, but the principles proposed are generic to all sociotechnical contexts.
Keywords: Design, doppelter Treffer, Etikette, Favoriten, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, soziotechnische Systeme, Technik, Volltreffer 2008
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(2008): A Computational Approach to Etiquette: Operationalizing Brown and Levinson's Politeness Model. In: IEEE Intelligent Systems 23 (4), S. 28-35Keywords: doppelter Treffer, Etikette, Etikette-Engine, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Volltreffer
2007
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(2007): A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training. In: Proceedings of the 2007 Conference on Behavior Representation In Modeling and Simulation
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2006
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(2006): A Computational Approach to Etiquette and Politeness: Initial Test Cases. In: Proceedings of 2006 BRIMS Conference
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer -
(2006) : A Computational Approach to Etiquette and Politeness: Initial Test Cases: Proceedings of 2006 BRIMS Conference, Baltimore, MD
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2005
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(2005): Polite computing. In: Behaviour & Information Technology 24 (5), S. 353-363. DOI: 10.1080/01449290512331333700
Abstract: This paper presents politeness as a key social requirement for computer human interaction (CHI). Politeness is defined, in information terms, as offering the locus of control of a social interaction to another party. Software that creates pop-up windows is not illegal, but is impolite, as it preempts user choice. It is proposed that impolite software drives users away, while polite software attracts them. Specifying politeness suggests four requirements: (1) Respect user choice (2) Disclose yourself (3) Offer useful choices (4) Remember past choices. Software that ignores these rules may fail not by logic error but by social error. "Mr. Clippy" is an example of software that users often disable because it is impolite. Operating systems could support application politeness by providing an application source registry and a general meta-choice console. A future is envisaged where software politeness is a critical software success requirement.
Keywords: Angepasstheit der Maschine an Nutzerbedürfnisse, Computerwissenschaft, Disclose yourself, doppelter Treffer, Etikette, Höflichkeit, Höflichkeitsforschung, Human-Computer Etiquette, Human-computer interaction, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Offer useful choices, polite social interaction, Politeness, Realtechnik, Remember past choices, Respect user choice, Software, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Technikbezug 2004
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(2004): Unspoken rules of spoken interaction. In: Communications of the ACM 47 (4), S. 38-44. DOI: 10.1145/975817.975842
Abstract: Will users willingly engage in a social chat with an animated real estate agent or tell their troubles to a virtual coach? Evidence to date indicates the answer is, for the most part, yes. In the commercial arena, people have shown willingness to engage artifacts such as Tamagotchis, Furbies, and robotic baby dolls in ever more sophisticated and encompassing social interactions. Experience in the laboratory also indicates users will not only readily engage in a wide range of social behavior appropriate to the task context, but that the computer's behavior will have the same effect on them as if they had been interacting with another person [3–5]. This trend seems to indicate a human readiness, or even need, to engage computational artifacts in deeper and more substantive social interactions. Unfortunately, there is no cookbook defining all of the rules for human face-to-face interaction that human-computer interface practitioners can simply implement. However, many of the most fundamental rules have been codified in work by linguists, sociolinguists, and social psychologists (for example, [2]), and exploration that makes explicit use of these rules in work with ECAs and robotic interfaces has begun. By at least being cognizant of these rules, and at most by giving them explicit representation in system design, developers can build systems that are not only more natural, intuitive, and flexible to use, but result in better outcomes for many different kinds of tasks.
Keywords: Computer Science, Etikette, Etiquette, Human readiness/need to interact with machines, Human-Computer Etiquette, Interaktion, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik -
(2004): Introduction. Special Issue: Human-computer etiquette: Managing expectations with intentional agents. In: Communications of the ACM 47 (4), S. 30-34. DOI: 10.1145/975817.975840
Abstract: When I hit my thumb with a hammer, I get mad at myself, at the person making me do the work, and at the cruel and malignant universe, but I don’t get mad at the hammer. By contrast, when my computer crashes, or fails to give me a file that I know is there, or tells me that I failed to shut it down properly when it was the one that crashed, I get mad at it. True, if I stop to think about it, I may get mad at the people who designed, programmed, or last updated it, but my immediate reaction is more personal. Even my language, as I write this, is illustrative: I hit myself with the hammer, while my computer does things to me. The computer is, at some level, just a hunk of silicon and plastic- every bit as inert as the hammer. Somewhere between the hammer and the computer lies a threshold of complexity and capacity for autonomous action that, when surpasses, tempts us to ascribe agent-like qualities such as awareness and intent. We interact with agents on a social level and increasingly so with increases in the complexity of behavior and of interaction which the agent affords. Since we cant predict or understand all of an agent's actions, should behave in various roles and contexts. These codes enable us to infer what specific behavior mean, in terms of the agent's intentions and beliefs. Not surprisingly, we have evolved a wealth of such expectations for interactions with the most complex and unpredictable agents with whom we regularly work and live - other humans. Some of these codes are quite explicit- such as the communication protocols in which pilots and air traffic controllers are trained, or the rituals of a religious service- but others subtle and largely implicit. These patterns or rules of expectation are what we call "etiquette."
Keywords: doppelter Treffer, Etikette, Etiquette, Etiquette as rules of expectation, Favoriten, Human-Computer Etikette, Human-Computer Etiquette, Komplexität der Maschine, Konversationskonventionen als Etikette-Erwartungen, Mensch oder Maschine, Mensch-Technik-Relationen, Mensch-Technische Systeme, Modelle/Theorien, Rolle (Beruf), Soziale Angemessenheit, special issue, Technik, Volltreffer -
(2004): Etiquette equality: Exhibitions and expectations of computer politeness. In: Communications of the ACM 47 (4), S. 35-37. DOI: 10.1145/975817.975841
Abstract: As much as people crave more human like computers, experimental evidence shows that people do display polite behavior towards computers, preceiving human qualities they don't actually have. The difficulty of explaining why people are polite to dogs opened up an opportunity for a fundamental insight into human computer interaction. If people are polite to dogs, even when such behavior is inexplicable, might people be also be polite to computers? While humans encompass all of these elements, computers, pictorial agents, interactive voice response systems, robot dogs and many other technologies exhibit some of these characteristics and seem to elicit some social responses. Pessimists examine the expansiveness of etiquette and frown at another faulty heuristic that demonstrates the limited cognitive processing skills of people. The author takes a different view: polite responses to computers represent the best impulse of people, the impulse to err on the side of kindness and humanity.
Keywords: Computer Science, Digitalisierung, doppelter Treffer, Etikette, Etiquette, Höflichkeit, Human-Computer Etiquette, Interaktionspartner, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik, Werte -
(2004): Trust and etiquette in high-criticality automated systems. In: Communications of the ACM 47 (4), S. 51-55. DOI: 10.1145/975817.975844
Abstract: Whereas the other articles in this section discuss human-computer etiquette in traditional social interactions involving the use of computers that explicitly strive to elicit a perception of "personhood" from the human participant, we focus on computers that occupy more traditional roles as complex and largely unpersonified machines involved in high-criticality working relationships with humans—where the consequences of failure can be catastrophic in terms of lives, money, or both. Politeness and social niceties are important in many human-human social interactions, but in critical, highly technical work, there is the common misperception that we can "dispense with protocol" and get down to business, even with those who are not particularly courteous. In fact, excessive adherence to polite norms can seem stilted and sometimes frustrating in such settings. Here, we argue the etiquette exhibited1 by non-personified machines (that is, ones largely without human methods of expressiveness such as facial expressions, speech, voice tones, and gestures) and computer-based automation can profoundly affect users' perception and correct, optimal usage of them in work domains such as aviation, manufacturing, and power plant operation, among others. A primary candidate for a mechanism through which machine etiquette can influence usage is user trust [2, 6]. Trust influences when and whether users decide to use automation, and can therefore seriously affect the overall human + machine system reliability, efficiency, and safety.
Keywords: Automatisierung, Design, doppelter Treffer, Etikette, Etiquette, Human-Computer Etiquette, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik, Vertrauen, Vertrauenswürdigkeit einer Maschine, Volltreffer -
(2004): Etiquette online: From nice to necessary. In: Communications of the ACM 47 (4), S. 56-61. DOI: 10.1145/975817.975845
Abstract: Why is etiquette online important? As Internet settlers form cyber-communities, the importance of etiquette grows. Lack of etiquette is weakening sociability and even destroying online communities. Etiquette online is not just nice to have, it is necessary. Like the pioneers of the wild west, early Internet adopters were a rough and tumble gang. An occasional sarcastic comment, expletive, or confrontational challenge was part of thefun. But times have changed. Today’s settlers flock online in the millions. A single word aptly summarizes these settlers – ‘diverse’. These Internet users come from many cultures and walks of life. They arrive with a mix of expectations using a variety of technologies, which they access in different ways. The new settlers include children and adults, healthy and infirm, eager and reluctant. English-speakers dominate but other languages and cultures are gaining prominence. The number of women matches the number of men. Even, low-income families and those with limited education are beginning to appear (Pew, 2003). This diversity can have its charm, but also can lead to unpredictable encounters, misunderstandings, and frustrated expectations. One person’s clever joke is another person’s offensive insult. Connecting with others tops the ‘to do’ lists for new settlers. Internet shopping, gaming, and searching for information, particularly health information, are also near the top. The new settlers are a social bunch compared with the early pioneers, who focused on programming and information-oriented tasks. Different types of technology require different forms of etiquette (Marx, 1994).
Keywords: Computer Science, Design, Digitalisierung, doppelter Treffer, Etikette, Etiquette, Favoriten, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Internetportale/Blogs, Kontexte mit sozialer Diversität, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Online, Realtechnik, Soziale Angemessenheit, soziale Medien, special issue, Technik, Volltreffer
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