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Modeling 21st Century 
Society
• You
• Lisbon 2014
• Niki Lambropoulos
WCL, University of Patras, Greece 
Global Operations Division, London, UK
CRINTE, University of Western Macedonia, Greece 
We Use. We Create. We Become. We Succeed. 
Evolution of the Individual
* We are born * We die * We live in the middle
How evolved are we? 
• The Humpback Whale Song Spectrogram
• http://en.wikipedia.org/wiki/Whale_vocalization
Michael Phelps
ICT Society Human Beings
Web Based Communities Social Media
Multitasking
Online Communities
About Communities…
• Community: a group of people who consciously share a sense of 
belonging anchored in common interests and enhanced by social 
interactions. 
• Online community: an online social aggregation that emerges 
when enough people carry on those public discussions long 
enough to form relationships. Members’ social interactions are 
facilitated by ICTs.
• Community of Practice (CoP): a group of people who share a 
concern or a passion for something they do, and learn how to do it 
better as they interact regularly.
• Collaborative e‐Learning Community (CeLC): a social aggregation 
that emerges in online courses when enough people carry on 
progressive dialogues for the purpose of learning.
Social Networks
http://tjcnyc.files.wordpress.com/2008/08/social_mess_big.jpg
About Social Networks
• Social Network: a social structure made up of a set 
of actors (such as individuals or organizations) and 
the dyadic ties between these actors (Wasserman 
& Faust, 1994). Ties can be based on: friendship, 
common interests, mutual friends, family 
members, business, dislikes etc.
• Social Network Platform: an other online service 
focusing on building and creating networks. 
• We are: Friends (Facebook), followers (Twitter), 
readers (Blog), subscribers (YouTube) etc.
Community Evolution
1. Legitimate Peripheral Participation (LPP): The 
process of social learning that occurs in 
Communities of Practice containing different 
levels en route for members’ engagement and 
practice
2. Participation  involves the use of tools: Artefacts 
used within a cultural practice carry a substantial 
portion of that practice's heritage. Thus, 
understanding the technology of practice is a way 
to connect with the history of practice and 
participate more directly in its cultural life (Lave & 
Wenger, 1991)
Participation Eyeball
General User Tools
BigData‐Startups
Power to the User
The User is the Architect
Machines can understand logic / 
meaning behind the data
“The Semantic Web is a major research
initiative of the World Wide Web
Consortium (W3C) to create a metadata-
rich Web of resources that can describe
themselves not only by how they should
be displayed (HTML) or syntactically
(XML), but also by the meaning of the
metadata.”
From W3C Semantic Web Activity Page
“The Semantic Web is an extension of
the current web in which information is
given well-defined meaning, better
enabling computers and people to work
in cooperation.”
Tim Berners-Lee, James Hendler, Ora
Lassila, The Semantic Web, Scientific
American, May 2001
Semantic Tools
Web 3.0 & Semantics 
We Use: Semantic eLearning
http://arxiv.org/ftp/arxiv/papers/1209/1209.3117.pdf http://officialandreascy.blogspot.com/2014/01/how‐semantic‐web‐technology‐promotes‐e.html
We Use: DBpedia
DBpedia  ( DB: database )  extracts structured content from the information 
created as part of Wikipedia. This structured information is then made available 
on WWW. DBpedia allows users to query relationships and properties associated 
with Wikipedia resources, including links to other related datasets. 
DANGER!!
'DANGER! I don't like your face 'cuz I don't like 
what it's saying'. 
The Semantic Web interconnects meaning – to me 
We Use: Citation
We Use: Sentiment Mining
• what is being said about you
http://business‐fundas.com/wp‐content/uploads/2011/06/customer_sentiment_mining.jpg
We Use: Semantic Medline
http://skr3.nlm.nih.gov/SemMed/index.html
What's in to Me?
We believe this is what you are looking
We Use: Smart Eco Cars 
We Use: Gestures
Gesture Controlled User 
Interfaces
We Use: Smart Fabrics
• Sensors placed strategically in the 
clothing that elicit feedback on 
physical performance.
• Smarter fabrics can mimic the 
human skin. 
• University of California‐Davis (UC‐
Davis):  Fabric forms excess sweat 
into droplets to drain away.
• Fabrics monitor heart rate & blood 
pressures 
• Mood‐Driven Chameleon Wear? 
We Use: Augmented Reality
Medical 
Assistants
http://www.medgadget.com/2013/08/augmented‐reality‐ipad‐app‐guides‐surgeons‐
during‐tumor‐removal.html
We Use: Massive Data 
Visualisation for Prediction
http://www.nsf.gov/news/news_images.jsp?cntn_id=123607&org=NSF
We Use: Embodied Cognition
• Cognition is embodied when it is deeply 
dependent upon features of the physical body 
of an agent
We Use: Affective Haptics
• Study and design of devices and systems to 
elicit, enhance, or influence the emotional 
state of a human by means of sense of touch. 
We Use: Robots
Social / 
Domestic 
Robots
Pepper: The Emo Robot 
1. Individual
2. We, Communities 
3. We, the Ecosystem
Same Pattern in Pedagogical Research 
Pedagogical Research *
Computer Supported 
Collaborative Learning 
(CSCL)
Individual
Dyads & Triads
Groups of 4‐5 students 
Communities
Social Networks 
Professional Networks
<Other/>
Pierre Dillenbourg is a CSCL pioneer 
and Professor of Computer Science at 
Swiss Federal Institute of Technology 
in Lausanne (EPFL).
Realisation #1
• Expand Our Perception / Research 
• Design on Connectedness 
Improve Human Capability
Vision
If you could do something to 
improve human capability 
to deal with the increasing 
complexity of the world,
then you'd really contribute 
something basic.
Product
20 years later: a graphic 
computer system, controlled 
by a special keyboard and 
something called a mouse, 
that would let people work 
together on documents, 
manipulate complex ideas, 
even from far‐flung locales.
Individually Improved Capabilities
Observation 
Information
Knowledge 
Awareness 
Critical Thinking
Connectedness
Communication
Presence
Self Reflection
Abstract Mind
Creativity
Innovation
….
Jack of All Trades
New Digital Economy
to describe & value 
• products 
• processes
• knowledge
• skills 
• competencies
• <other/> 
Evolved Human!
User:
26 minutes to work
http://journal.media‐culture.org.au/index.php/mcjournal/article/viewArticle/743
New Horizon
New Horizon
What Went Wrong?
Collapsing Economy – Humanity
Paradise lost…
What Went Wrong?
Tech Divided 
• Poverty / Inequality leads to the 
extinction of humanity, loss of 
respect and dynamism. They 
disrupt the social fabric and 
solidarity. 
• Work is a means to meet basic 
needs and for self‐esteem.
• Excessive industrialization and 
consumerism would destroy the 
balance between man and 
nature.
World: Ecosystem 
Realisation #2
• Understand Social / Cultural frameworks
• Improve human capability to deal with
increasing complexity of the world
• Then Design Systems
Lack of Causality Awareness 
Reciprocal Determinism
Bandura, Albert.  (Born 1925‐) In Pastorino & Doyle‐Portillo, What Is Psychology?: Essentials, 2013
Reciprocal Determinism
Causality: a series of consequences impact our environment
Reciprocal Determinism
Consequences influence and condition our behaviour
Reciprocal Determinism
then our environment impacts our personalities
Reciprocal Determinism
via internal / external stimuli & conflicts
Realisation #3
Work on Collateral Damage 
Passive + Active Engagement 
Perceive Ephemeral + Eternal 
Reboot Our Perception 
Bill Viola ‐ Martyrs 4 Elements , Zen in St Paul's Cathedral, London, UK
Creating 21st Century 
Information Society
What kind of systems & processes 
aid us to externalise our 
human capabilities, 
already encrypted in our DNA, 
for the 21st Century 
Information Society?
We Live in Communities
Tools for Creative Engagement 
Being Human
'Computer technologies are not 
neutral – they are laden with 
human, cultural and social 
values. We need to define a new 
agenda for human‐computer 
interaction in the 21st century – one 
that anticipates and shapes the 
impact of technology rather than 
simply reacts to it.'
‘The new forms of engagement, 
then, require us to conceptualise 
users as embodied individuals who 
are part of a social, economic and 
political ecology, with desires, 
dreams, concerns and worries.’
Social * Economic * Political
Change our patterns 
Think Big
e.g. Tesla’s Ideas
Quantum Energy 4All
IT, Human Beings + The Social
1.0  2.0  3.0
• Web 1.0 was revolved around top‐down Information 
and E‐commerce
• Web 2.0 moved beyond static pages allowing users to 
interact and collaborate utilising Social Media 
collaborative platforms 
• Web 3.0 is about enhancing the 
‘intelligence’ of the Web underlying 
architecture, so the user and the 
machine can recognise behavioural 
patterns modify them and re‐create 
the virtual environment based upon 
users’ own goals and dreams
Reality – Virtuality ‐ Me
1.Personality
2.Behaviour
3.Environment: Reality
4.Environment: Digital 
Threads of Our Selves Online
1.Personality
2.Behaviour
3.Physicality
4.Digitality 
Detect the Patterns
http://radio‐weblogs.com/0105910/images/newman_internet.gif http://dgeiu3fz282x5.cloudfront.net/g/l/l‐86932.jpg
Mouse: Eyes / Hands Coordination
Understand the Patterns
Humans imitate 
for themselves 
& systems
• Behaviours
• Ways of 
working
• Processes
• Organisational 
structures 
• <Other/>
Open
Responsive 
Altruistic 
Societal Unity 
Peace 
Wellbeing
Ecology
Economy
Collective Capabilities
Computing Pioneers
Their patterns:
Disciplinarities: 
intra, cross, 
multi, inter, 
trans 
(Zeigler, 1990)
Disciplinarities
• Intradisciplinary: working within a single discipline.
• Crossdisciplinary: viewing one discipline from the 
perspective of another.
• Multidisciplinary: people from different disciplines 
working together, each drawing on their 
disciplinary knowledge.
• Interdisciplinary: integrating knowledge and 
methods from different disciplines, using a real 
synthesis of approaches.
• Transdisciplinary: creating a unity of intellectual 
frameworks beyond the disciplinary perspectives.
Curiosity across Disciplines
Socio‐Technical Design
• Assist designers maximizing human 
values while achieving business & 
technical virtuosity
• Interplay of Social (humans, orgs) & 
Technical (software) subsystems 
Interface Design
• Visions, social understandings & practices
• Fitting systems into the ways we function as Human 
Beings
• Fitness with IT and business / organisational contexts 
What We Like & Why
• Habits, Patterns & Algorithms
Realisation #4
• Change Patterns
• Think big
• 4D Design for We, Ecosystem 
A. Behaviour
B. Personality
C. Physicality
D. Digitality 
How?
d
IS THE PRODUCT
Peter Merholz
Collective X * U2: 360 Tour 
User eXperience (UX)
• ISO: User eXperience (UX) is 
– a person's perceptions
– responses 
– resulting from 
• use and/or
• anticipated use of a 
product, system or service
• UX is subjective 
• UX focuses on the use
User eXperience (UX)
<Other/>
UX
Peter Merholz
Immersive eXperience
Collective Immersive eXperience
Common 
Purpose
CoPresence
Inter 
Connectedness
CoEngagement
ZPF
Belonging
Immersive eXperience (IX)
1. Common Purpose
2. Presence & Co‐presence
3. Zone of Proximal Flow (ZPF)
• Immersive Factors
4. Inter‐ Connectedness
5. Engagement Factors
6. Sense of Belonging
7. Immersive World Platforms
Inter‐Connectedness 
Converging
1. Direction / Motivation / Activation 
2. Knowledge / Understanding / Meaning
3. Skills / Competencies
4. Flow / Activities
5. Trust / Belonging 
6. Learning / Sharing / Co‐creation
7. Consciousness / Inter‐Connectedness 
Co‐Engagement Factors
1. Perception via the senses 
2. Action via the body/kinaesthetic – physical body 
functions
3. Emotion via the heart – emotional & instinctual 
nature functions
4. Cognition via the mind – rational consciousness 
functions
5. Co‐creativity via imagination & intuition –
higher consciousness thinking functions 
6. All of the above
Zone of Proximal Flow
Extract of Figure from  Repenning, 
A. "Programming Goes to School", 
B. CACM, 55, 5, May, 2012.
Collective Intelligence X
Sense of eLearning 
Community Index
Ben K. Daniel (Editor)
Sense of Community Index
1. E‐Learning Community evolution: initial opinions on the 
community evolution, shared interests and values, knowing 
about the community, new members’ contribution, and the 
collaborative tools
2. Affective factors
1. Sense of belonging
2. Empathy as a representation of what members know and feel
3. Trust: knowledge /experience exchange, help and support
3. Human‐Human Interactions
4. Human‐Computer Interactions
5. Intensity: levels of passive and active participation, and 
persistence
6. Global ‐ Local Social Network Analysis
7. Collaborative e‐learning within LPP: participants’ opinions 
and the number of new knowledge generation episodes
Sense of Community Index
http://www.senseofcommunityresearch.org/research/updates/identifying‐concepts‐that‐build‐a‐sense‐of‐community
Expand Our Awareness
Horizon 2020
Horizon 2020
EuroCAT CSCL: HCI‐Ed
1. Identify  & 
Understand the CeL 
context
2. Design
3. Evaluate 
(1st study)
4. Build
5. Evaluate 
(2nd study)
6. Re‐design 
Re‐develop
Evaluate 
(3rd study)
7. Study & Research 
of surrounding 
phenomena (4th
study)
MACRO
Organisation/conv
ergence of 
teamwork 
activities/tasks
Group 
Discussion 
Structure 
(Topics/themes
)
MIDDLE
Adjacency pairs 
and patterns 
(turn taking)
MICRO
Knowledge  
convergence 
levels (low, 
medium, high)
Micro‐ Macro‐ Middle‐ Levels for 
CSCL Discussion Analysis (2015)
The group as 
the unit of 
analysis
EuroCAT‐CSCL Timeline
Example:  Kinect
• An action motion sensing input device based 
around a webcam‐style add‐on peripheral (e.g. 
for the Xbox 360 console) that enables users to 
control and interact with the device without 
the need to touch a game controller, through a 
natural user interface using gestures and 
spoken commands.
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Altenerville
• Kinect Ecology 
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Altenerville
• Design for values can and often will lead to 
profound choices
CRINTE ‐ UOWM, Kandroudi, Bratitsis, Lambropoulos @ECGBL, 2014
Adaptive Learning Systems
Use of computers to deliver material and 
information in a way that responds to each 
individual’s performance and/or activity on the 
system.
• Continuous adaptivity
• Personalised Learning
• Customisation
• Distributed User Interfaces
• Scalability Knewton Adaptive Learning Platform™
Scientific/Technological
Objectives for Open Innovation
Personality Patterns
• Free2Grow platform (Lambropoulos & Bratitsis, HCII 2014)
Weaving User Immersive Experiences: Scientific Curiosity and Reasoning 
with Bodily Feelings Mapping and Evolution
Curiosity, Reasoning and Emotions in Gamification
Cognitive, Affective and Conative Learning Aptitudes – Group Cognition 
Emotion Science
Plutchik's Wheel of Emotion ( 2001 ) 
http://community.copypress.com/wp‐content/uploads/2012/11/Wheellarge‐e1355167496830.png
Emotion * Cognition * Behaviour 
Unification Models
Data & Analytics
Engagement 
Production
Feeling Younger by Getting Older
Deal with Personal Crises
Holistic Wellbeing with Digital Innovation
adolescent girls to use at home to examine 
and improve their wellbeing and their 
wellness related behaviours. 
Holistic management of self image & self 
confidence 
•Interactive Digital Diary
•Handwriting recognition
•Language querying
•Sensing technologies 
•Smart mood ‐ behaviour detection 
•Appropriate information 
•Engaging interface for teenagers
Chronic Happiness 
COMPOOL
• Web 3.0 Collaboration 
Platform
• Semantic Analysis
• Immersive Experience 
• User Innovation Networks 
aiming at 
• bridging governmental 
organisations and 
academia in the field of 
composite materials with 
real industrial applications 
in various areas such as 
aerospace, automotive, 
construction, wind energy 
and sports.
Lambropoulos, N., Tsotra, P., Kotinas, I. and Mporas I. (2013). Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platfom HCII2013
Research Stopped
Re‐Invent Finance
• If the world directs itself to open globalisation 
and cooperation what is the relationship with 
the Digital Economy? 
– Open Software, Art, Music, Education
• Tesla + Ford: Industry + Academia
• Funding the Impossible 
Oiio Architecture Office names the project Guggenheim Extension Story, as a reference to
the unlikelihood that any extension to the museum would ever really take place.
Re‐Invent Consumer Finance
Enhance Creativity
Research Question
In what ways I can 
understand the 
Human, the Social
and the 
Environment as 
an Ecosystem so 
to Design for the 
2020 users? ‘Dreamers’, Bill Viola
Experience TIME & REALITY
• The relationship between Time & Reality is 
barely perceptible
• Time is both subjective & objective 
• Time is the Reality Mechanism
Time is culturally experienced 
Experiencing 
TIME 
Time eXperience in Art
‘Catherine's Room’, Bill Viola
Co‐Incidences
Small Events Converging into Bigger Actions
Realisation #5
• Time based art, education, massive data 
visualisation, smart phone apps..
• The Co‐Incidences Matrix
Her: AI Semantics
We Create: Safety Sensors  
We create: Car2Car 
Communication
We Create: Social Semantic Web
http://technologyvoice.com/sites/default/files/sswgraph.png
We Create: ePolitics
• 40 euros 
• 1,600 votes
• 1 week YouTube & FB 
marketing  
We Create: Social Movements
Networks of Outrage and Hope: Social Movements in the Internet Age (Arab Spring) 
Modern political movements straddle urban space and cyberspace
We Create: Common Ground
We Create: Ambient Intelligence 
Ambient Assisted Living Association
We Create: Novel Classrooms
In Iceland... 
Bjork’s Biophilia Educational 
Program in the EU curriculum 
In Patras, Greece: Robotics
MOOCs Massive Education
Disciplines & Politics
We have the Visions
You create the Frameworks
Humans & Politics
At the same time we perceive and create our world with our senses, cognition and tools. 
We may become aware of our inner qualities and obstacles when creating it. 
User Dreamer Architect Creator
Being Human 
Understand
social / cultural 
frameworks 
before improve 
man—machine 
transactions
10 years old Creators
Flower Light
Bath Assistant
Kid’s Loving Friend
Think Big: Ubiquitous Computing
Seamless computing
http://blogs.parc.com/files/2010/03/ubicomp_venn.jpg
Connecting Technologies
• Urban / Cyber Space Merge
• Local / Global at the same time
• Multi‐ Self‐ communication 
• Connect and trust
• Groups
• Communities
• Social Networks
• Social Power
Entity Immersive eXperience
Global 
Social 
Network 
Analysis
Inter‐Connectedness 
We co‐construct our internal and external biotope
and succeed without the consequences
Immerse Your Self
Surveillance Environment
Behind the reality mechanism
Entity Immersive eXperience
Internet: Common Ground
• Cheap Computers 4all 
• Things Connected
• Massive Education
• Global Active Citizens
• Online Communities
• Participatory Democracy 
• Energy 4all
• Happy Inhabitants 
• We, the Ecosystem
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society
We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society

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We Use. We Create. We Become. We Succeed: Modeling Our 21st Century Society