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In Chapter 1, “The Emerging Interaction Society,” Mikael Wiberg (ed.)

sets the scene for the book by introducing the book’s focal scope, i.e., the

evolving Interaction Society. In this introductory chapter, the editor of this book

first provides a definition of the concept of interaction and how it relates to the

concepts of communication and collaboration. He then introduces a number of

components that enables the Interaction society. Having outlined the basic building

blocks of this he then points at some challenges for future research within this

area before concluding the chapter by presenting the structure for the rest of

the book followed by a brief introduction of each and every other chapter in this

book.

In Chapter 2, “Email: Message Transmission and Social Ritual,” Eileen

Day considers the implications of what it means to be moving towards an Interaction

Society. In her research into intra-organisational email illuminates some

of the inherent social complexity and the subtle nuances of its use within

organisational life. According to her research a range of significant insights

emerged through a deep hermeneutic understanding of the ways that people

within the study were constructing email as an everyday part of their workplace.

As a consequence, Eileen Day presents us with a new concept, message

web to encapsulate the social interaction and human sense-making activities

around email in association with its technical capabilities as daily life is being

played out within organisational cultures today. In this chapter, Eileen Day tells

an ethnographic story concerning just one strand of the case study organisation’s

message web: the copying function of email. And being an ethnographic story,

she has also embedded reflective glimpses of her research processes.

In Chapter 3, “Social Exile and Virtual Hrig: Computer-Mediated Interaction

and Cybercafé Culture in Morocco,” Said Graiouid explores ways in

which computer-mediated interaction and cybercafé culture are appropriated

by individuals and groups in Morocco. In this chapter it is argued that computer-

mediated communication mediates the construction of cybernetic identities

and promotes the rehearsal of invented social and gender relations. This

inventive accommodation of the Internet (known among young Moroccan Net

communicants as ‘virtual hrig’) makes computer-mediated interaction, especially

through the discursive forum of chatrooms and e-mail discussion groups,

act as a backtalk to dominant patriarchal and conservative power structures.

By using a qualitative ethnographic approach while sounding the depth of the

“cultural noises” and incrustations, which are accompanying the expansion of

cyber culture, the author also hopes to foreground the prospective implications

of New Media and Information Technologies in a non-Western environment.

While it is too early to draw conclusions on the extent of the impact of new

media technologies on individual subjectivities and group identities, the point is

made that cyber interaction is contributing to the expansion of the public sphere

in Morocco.

In Chapter 4, “Keeping Track of Notes – Implications for Mobile Information

and Communication Technology in Homecare Practice,” Carljohan

Orre provides a case and an investigation of how a particular mobile ICT support

has been used within an established practice of homecare work. The discussion

in this chapter shows a perspective of how technology and practice coevolves

and gets enmeshed together. The importance of seeing the interface of

either the mobile devices or the stationary computer as common information

spaces is stressed, since the single-user interface the current system offers is

not enough support for the collaborative activities the mobile workforce of

homecare work is engaged in. The problem resides in this case in the relations

to predecessors of the system, found in diaries and coordination tools. A modest

suggestion posed by the author is that an understanding of the work maintaining

the role of these predecessors can provide beneficial information for the future

design of these technological supports.

In Chapter 5, “Learning While Playing: Design Implications for Edutainment

Games,” Kalle Jegers & Charlotte Wiberg argue that currently, both research

and practice show a great interest in studying and developing ways to

use computers in various forms to support and enhance interaction between

humans. The authors further argue that although the issue of human-to-human

interaction by use of computers is of great relevance and importance, it is important

not to forget about the interaction between humans and computers.

New factors and aspects, not previously grasped by the Human-Computer Interaction

(HCI) discipline, are becoming recognized as important in the interaction

between users and technology. Aspects such as emotions, experiences and

entertainment are more and more frequently considered when designing and

developing new computer applications in many different areas. In this chapter,

the authors report on the initial results of a study conducted in the project FunTain.

The main purpose with the project reported from was to identify general guidelines

and implications for edutainment games, in order to guide designers of

such games as they, according to the authors, often lack in design guidelines. In

the project reported from in this chapter usability evaluations were conducted

on an edutainment game in order to identify usability problems. These findings

were analyzed and used as input in focus group meetings, held with joint teams

of game designers and HCI experts. The outcome of the focus groups was a

proposal of a list of ten general design guidelines. Findings indicate that users

had problems in understanding the underlying model for the game as well as

identifying the knowledge-related content. Experts, further, gave comments about

feedback problems and different types of consistencies. Some of the implications

from the findings are guidelines for earning and losing points, scoring and

performance feedback and game object characteristics.