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Gender and human-computer interaction.
~
Fleury, Rosanne.
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Gender and human-computer interaction.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Gender and human-computer interaction./
作者:
Fleury, Rosanne.
面頁冊數:
237 p.
附註:
Adviser: Ron Wardell.
Contained By:
Masters Abstracts International38-06.
標題:
Design and Decorative Arts. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=MQ50310
ISBN:
0612503100
Gender and human-computer interaction.
Fleury, Rosanne.
Gender and human-computer interaction.
- 237 p.
Adviser: Ron Wardell.
Thesis (M.E.Des.)--University of Calgary (Canada), 2000.
This project presents an exploration of feminist theory and design-related issues regarding women and human-computer interaction.
ISBN: 0612503100Subjects--Topical Terms:
1024640
Design and Decorative Arts.
Gender and human-computer interaction.
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This project presents an exploration of feminist theory and design-related issues regarding women and human-computer interaction.
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The document records research regarding the culture of computing and its effects upon girls and women in contemporary society. In general, the computer culture has been constructed, for a number of reasons, as a male-dominated culture—one in which girls and women feel marginalized. This marginalization leads to inequities in terms of computer use: Girls and women are largely disadvantaged in areas such as computer education and training, computer-related careers, and personal use such as leisure-time activities. Girls and women are largely absent in the development, design, use and evaluation of computer technology. The notion of sustainable development suggests that development with equity encourages the equitable development of gender-related technology. The theory in this document explores these issues in this context and argues that (1) gender inequities in terms of computers do exist, and (2) designers can play a part in shifting the balance towards equitable computer technology.
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As a key example of existing inequities in the computer-culture, the document touches on computer games and deconstructs them. A look at how children learn about computer use reinforces the notion that computer games are a fundamental part of the unbalanced gender factor in computing. Therefore, a concept of a “new kind” of computer game is suggested as an alternative, which displays how a designer may address the issue in a gender-sensitive manner. The exploration of the game concept results in a list of recommendations and guidelines for designers when approaching gender-sensitive human-computer interaction.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=MQ50310
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