Nothing Special   »   [go: up one dir, main page]

Skip to main content

Introducing Sentient Requirements for Information Systems and Digital Technologies

  • Conference paper
  • First Online:
Information Systems (EMCIS 2021)

Part of the book series: Lecture Notes in Business Information Processing ((LNBIP,volume 437))

Abstract

Traditionally requirements for Information Systems are considered as functional and non-functional. However, with current omnipresent Digital Technologies, we believe that new requirements dealing with individuals’ well-being are emerging. We call them sentient requirements using the term from the animal rights protection field. In this paper, we analyze the existing literature to understand better the deep nature of humans’ interactions with digital technologies and we introduce sentient requirements. It is based on a literature review including scientific and science-fiction literature. We apply these requirements to improve user experience in museums through a visiting game as a use case. Our proposal could be used by researchers and practitioners to enforce the design of Information Systems in various application fields to provide a better interaction between humans and digital technologies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Davis, A.M.: Software Requirements: Objects Functions and States. PTR Prentice Hall, Upper Saddle River (1993)

    MATH  Google Scholar 

  2. Kreps, D., Rowe, F., Muirhead, J.: Understanding digital events: process philosophy and causal autonomy. In: HICSS 2020, Maui, Hawaii, USA, pp. 1–10 (2020)

    Google Scholar 

  3. Wiegers, K.E., Beatty, J.: Software Requirements. Microsoft Press, USA (2013)

    Google Scholar 

  4. Asimov, I.: Runaround. Street & Smith Publisher, New-York (1942)

    Google Scholar 

  5. McCaffrey, A., Scarborough, E.A.: Powers that Be, p. 384. Del Rey Books, New York (1993)

    Google Scholar 

  6. McCaffrey, A., Scarborough, E.A.: Power Lines, p. 384. Del Rey Books, New York (1994).

    Google Scholar 

  7. McCaffrey, A., Scarborough, E.A.: Power Play, p. 292. Del Rey Books, New York (1995)

    Google Scholar 

  8. Feinberg, T.E., Mallatt, J.M.: The Ancient Origins of Consciousness: How the Brain Created Experience, p. 392. MIT Press, New York (2016)

    Book  Google Scholar 

  9. Broom, D.M.: The evolution of morality. Appl. Anim. Behav. Sci. 100(1–2), 20–28 (2006)

    Article  Google Scholar 

  10. Broom, D.M.: Considering animals’ feelings: Précis of Sentience and Animal Welfare. Anim. Sentence J. 5(1), 1 (2016)

    Google Scholar 

  11. Husain, A.: The Sentient Machine: The Coming Age of Artificial Intelligence. Scribner, New York (2017)

    Google Scholar 

  12. Hultin, L.: On becoming a sociomaterial researcher: exploring epistemological practices grounded in a relational, performative ontology. Inf. Organ. 29(2), 91–104 (2019)

    Article  Google Scholar 

  13. Baxter, G., Sommerville, I.: Socio-technical systems: from design methods to systems engineering. Interact. Comput. 23(1), 4–17 (2011)

    Article  Google Scholar 

  14. Kaptelinin, V., Nardi, B.: Activity theory as a framework for human-technology interaction research. Mind Cult. Activity 25(1), 3–5 (2018)

    Article  Google Scholar 

  15. Cresswell, K., Worth, A., Sheikh, A.: Actor-network theory and its role in understanding the implementation of information technology developments in healthcare. BMC Med. Inform. Decis. Mak. 10, 1–11 (2010)

    Article  Google Scholar 

  16. Kreps, D.: Infomateriality. In: International Conference on Information Systems, San Francisco, CA, USA (2018)

    Google Scholar 

  17. Markus, M.L., Rowe, F.: Is IT changing the world? Conceptions of causality for information systems theorizing. MISQ 42(4), 1255–1280 (2018)

    Google Scholar 

  18. Lee, E.: Observation and interaction. In: Martín-Vide, C., Okhotin, A., Shapira, D. (eds.) LATA 2019. LNCS, vol. 11417, pp. 31–42. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-13435-8_2

    Chapter  Google Scholar 

  19. Stephanidis, C.C., et al.: Seven HCI grand challenges. Int. J. Human-Comput. Interact. 35(14), 1229–1269 (2019)

    Article  Google Scholar 

  20. Cecchinato, M.E., et al.: Designing for digital wellbeing: a research & practice agenda. In: Extended Abstracts of the 2019 CHI Conference (2019)

    Google Scholar 

  21. Kagermann, H., Wahlster, W., Helbig, J.: Recommendations for implementing the strategic initiative Industrie 4.0: Securing the Future of German Manufacturing Industry. Final report of the Industrie 4.0 Working Group. Forschungsunion, Germany (2013).

    Google Scholar 

  22. Lu, Y.: Industry 4.0: a survey on technologies, applications and open research issues. J. Ind. Inf. Integr. 1–10 (2017)

    Google Scholar 

  23. Ozdemir, V., Hekim, N.: Birth of Industry 5.0: making sense of big data with artificial intelligence, “the internet of things” and next-generation technology policy. Omics: J. Integr. Biol. 22(1) (2018)

    Google Scholar 

  24. Geoghegan, L., Lever, J., McGimpsey, I.: ICT for Social Welfare: A Toolkit for Managers, p. 208. Bristol University Press (2004)

    Google Scholar 

  25. Whitworth, B.: The Social Requirements of Technical Systems, Virtual Communities: Concepts, Methodologies, Tools and Applications. IGI Global (2011)

    Google Scholar 

  26. Misuraca, G.: The future of welfare systems: exploring the role of ICT-enabled social innovation. https://ec.europa.eu/social/BlobServlet?docId=15983&langId=en/. Accessed 25 Nov 2019

  27. Misuraca, G., Gagliardi, D.: ICT-enabled social innovation (IESI): a Conceptual and Analytical Framework, TU Dortmund Publisher. https://www.socialinnovationatlas.net/fileadmin/PDF/einzeln/01_SI-Landscape_Global_Trends/01_13_ICT-Enabled-SI_Miscuraca-Gagliardi.pdf/. Accessed 26 Nov 2019

  28. Jørgensen, R.F., Pedersen, A.M., Benedek, W., Nindler, R.: ICT and Human Rights, Frame Fostering Human Rights among European (External And Internal) Policies, Large-Scale Fp7 Collaborative Project. https://www.humanrights.dk/sites/humanrights.dk/files/media/dokumenter/udgivelser/research/frame/frame_-_ict_and_human_rights.pdf/. Accessed 26 Nov 2019

  29. ICT and human rights: an ecosystem approach. Ericsson AB. https://www.ericsson.com/assets/local/about-ericsson/sustainability-and-corporate-responsibility/documents/download/conducting-business-responsibly/human_rights0521_final_web.pdf/. Accessed 26 Nov 2019

  30. Patel, S.: ICT and human development: a global perspective. Indian J. Appl. Res. IV(X) (2014)

    Google Scholar 

  31. Ratan, A.L., Bailur, S.: Welfare, agency and “ICT for Development”. In: International Conference on Information and Communication Technologies and Development, Bangalore, pp. 1–12 (2007)

    Google Scholar 

  32. Kreps, D.: Against Nature: The Metaphysics of Information Systems. Routledge, London (2018)

    Book  Google Scholar 

  33. Buchanan, R.A.: History of technology, Encyclopaedia Britannica Publisher. https://www.britannica.com/technology/history-of-technology/. Accessed 25 Nov 2019

  34. DeGrazia, D.: Sentience and consciousness as bases for attributing interests and moral status: considering the evidence and speculating slightly beyond. In: Johnson, L.S.M., Fenton, A., Shriver, A. (eds.) Neuroethics and Nonhuman Animals. AN, pp. 17–31. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-31011-0_2

    Chapter  Google Scholar 

  35. Vassilakis, C., et al.: Stimulation of reflection and discussion in museum visits through the use of social media. Soc. Netw. Anal. Min. 7(1), 1–12 (2017). https://doi.org/10.1007/s13278-017-0460-3

    Article  Google Scholar 

  36. Kuflik, T., Wecker, A., Lanir, J., Stock, O.: An integrative framework for extending the boundaries of the museum visit experience: linking the pre, during and post visit phases. Inf. Technol. Tour. 15(1), 17–47 (2014). https://doi.org/10.1007/s40558-014-0018-4

    Article  Google Scholar 

  37. Karaman, S., et al.: Personalized multimedia content delivery on an interactive table by passive observation of museum visitors. Multimed. Tools Appl. 75(7), 3787–3811 (2014). https://doi.org/10.1007/s11042-014-2192-y

    Article  Google Scholar 

  38. Antoniou, A., et al.: Capturing the visitor profile for a personalized mobile museum experience: an indirect approach. In: Workshop on Human Aspects in Adaptive and Personalized Interactive Environments (HAAPIE), Halifax, Canada (2016)

    Google Scholar 

  39. Falk, J.H., Dierking, L.D.: The Museum Experience Revisited. Routledge, London (2016)

    Book  Google Scholar 

  40. Falk, J.H., Dierking, L.D.: Learning from Museums. Rowman & Littlefield, Lanham (2018)

    Google Scholar 

  41. Paliokas, I., Sylaiou, S.: The use of serious games in museum visits and exhibitions: a systematic mapping study. In: International Conference on Games and Virtual Worlds for Serious Applications (2016)

    Google Scholar 

  42. Damala, A., Stojanovic, N.: Tailoring the adaptive augmented reality (A 2 R) museum visit: identifying cultural heritage professionals' motivations and needs. In: International Symposium on Mixed and Augmented Reality-Arts, Media, and Humanities (ISMAR-AMH) (2012)

    Google Scholar 

  43. Doran, K., et al.: Creation of a game-based digital layer for increased museum engagement among digital natives. In: Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS) (2012)

    Google Scholar 

  44. Maslow, A.H.: A theory of human motivation. Psychol. Rev. 50(4), 370–96 (1943)

    Article  Google Scholar 

  45. Drucker, J., Kim, D.: Intro to digital humanities: concepts, methods, and tutorials for students and instructors, UCLA center for digital humanities. http://dh101.humanities.ucla.edu/. Accessed 25 Nov 2019

  46. Tegmark, M.: Life 3.0: Being Human in the Age of Artificial Intelligence, p. 384. Knopf Publishing Group, New York (2017)

    Google Scholar 

  47. Nash, D.: Health 3.0. Pharm. Therap. J. 33(2), 69, 75 (2008)

    Google Scholar 

  48. Natkin, S., Yan, C.: Adaptive narration in multiplayer ubiquitous games. Int. J. Cogn. Inform. Nat. Intell. (2009)

    Google Scholar 

  49. Rushby, J. Sanchez, D.: Technology and Consciousness. SRI-CSL Technical Report (2018)

    Google Scholar 

  50. Serres, M.: L'Innovation et le Numérique. Programme Paris Nouveaux Mondes. Initiative d'excellence (Idex) du Pôle de recherche et d'enseignement supérieur «hautes études», Sorbonne (2013).

    Google Scholar 

  51. Serres, M.: Humain et révolution numérique. Poscast at Conference USI (2011)

    Google Scholar 

  52. Leidner, D. E.: What’s in a contribution? J. Assoc. Inf. Syst. 21(1), Article 2 (2020)

    Google Scholar 

  53. Bostrom, N.: A history of transhumanist thought. J. Evol. Technol. https://www.nickbostrom.com/papers/history.pdf. Accessed 25 Nov 2019

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Elena Kornyshova .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kornyshova, E., Gressier-Soudan, E. (2022). Introducing Sentient Requirements for Information Systems and Digital Technologies. In: Themistocleous, M., Papadaki, M. (eds) Information Systems. EMCIS 2021. Lecture Notes in Business Information Processing, vol 437. Springer, Cham. https://doi.org/10.1007/978-3-030-95947-0_27

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-95947-0_27

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-95946-3

  • Online ISBN: 978-3-030-95947-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics