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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Davis, A.M.: Software Requirements: Objects Functions and States. PTR Prentice Hall, Upper Saddle River (1993)
Kreps, D., Rowe, F., Muirhead, J.: Understanding digital events: process philosophy and causal autonomy. In: HICSS 2020, Maui, Hawaii, USA, pp. 1–10 (2020)
Wiegers, K.E., Beatty, J.: Software Requirements. Microsoft Press, USA (2013)
Asimov, I.: Runaround. Street & Smith Publisher, New-York (1942)
McCaffrey, A., Scarborough, E.A.: Powers that Be, p. 384. Del Rey Books, New York (1993)
McCaffrey, A., Scarborough, E.A.: Power Lines, p. 384. Del Rey Books, New York (1994).
McCaffrey, A., Scarborough, E.A.: Power Play, p. 292. Del Rey Books, New York (1995)
Feinberg, T.E., Mallatt, J.M.: The Ancient Origins of Consciousness: How the Brain Created Experience, p. 392. MIT Press, New York (2016)
Broom, D.M.: The evolution of morality. Appl. Anim. Behav. Sci. 100(1–2), 20–28 (2006)
Broom, D.M.: Considering animals’ feelings: Précis of Sentience and Animal Welfare. Anim. Sentence J. 5(1), 1 (2016)
Husain, A.: The Sentient Machine: The Coming Age of Artificial Intelligence. Scribner, New York (2017)
Hultin, L.: On becoming a sociomaterial researcher: exploring epistemological practices grounded in a relational, performative ontology. Inf. Organ. 29(2), 91–104 (2019)
Baxter, G., Sommerville, I.: Socio-technical systems: from design methods to systems engineering. Interact. Comput. 23(1), 4–17 (2011)
Kaptelinin, V., Nardi, B.: Activity theory as a framework for human-technology interaction research. Mind Cult. Activity 25(1), 3–5 (2018)
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)
Kreps, D.: Infomateriality. In: International Conference on Information Systems, San Francisco, CA, USA (2018)
Markus, M.L., Rowe, F.: Is IT changing the world? Conceptions of causality for information systems theorizing. MISQ 42(4), 1255–1280 (2018)
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
Stephanidis, C.C., et al.: Seven HCI grand challenges. Int. J. Human-Comput. Interact. 35(14), 1229–1269 (2019)
Cecchinato, M.E., et al.: Designing for digital wellbeing: a research & practice agenda. In: Extended Abstracts of the 2019 CHI Conference (2019)
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).
Lu, Y.: Industry 4.0: a survey on technologies, applications and open research issues. J. Ind. Inf. Integr. 1–10 (2017)
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)
Geoghegan, L., Lever, J., McGimpsey, I.: ICT for Social Welfare: A Toolkit for Managers, p. 208. Bristol University Press (2004)
Whitworth, B.: The Social Requirements of Technical Systems, Virtual Communities: Concepts, Methodologies, Tools and Applications. IGI Global (2011)
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
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
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
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
Patel, S.: ICT and human development: a global perspective. Indian J. Appl. Res. IV(X) (2014)
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)
Kreps, D.: Against Nature: The Metaphysics of Information Systems. Routledge, London (2018)
Buchanan, R.A.: History of technology, Encyclopaedia Britannica Publisher. https://www.britannica.com/technology/history-of-technology/. Accessed 25 Nov 2019
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
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
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
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
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)
Falk, J.H., Dierking, L.D.: The Museum Experience Revisited. Routledge, London (2016)
Falk, J.H., Dierking, L.D.: Learning from Museums. Rowman & Littlefield, Lanham (2018)
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)
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)
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)
Maslow, A.H.: A theory of human motivation. Psychol. Rev. 50(4), 370–96 (1943)
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
Tegmark, M.: Life 3.0: Being Human in the Age of Artificial Intelligence, p. 384. Knopf Publishing Group, New York (2017)
Nash, D.: Health 3.0. Pharm. Therap. J. 33(2), 69, 75 (2008)
Natkin, S., Yan, C.: Adaptive narration in multiplayer ubiquitous games. Int. J. Cogn. Inform. Nat. Intell. (2009)
Rushby, J. Sanchez, D.: Technology and Consciousness. SRI-CSL Technical Report (2018)
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).
Serres, M.: Humain et révolution numérique. Poscast at Conference USI (2011)
Leidner, D. E.: What’s in a contribution? J. Assoc. Inf. Syst. 21(1), Article 2 (2020)
Bostrom, N.: A history of transhumanist thought. J. Evol. Technol. https://www.nickbostrom.com/papers/history.pdf. Accessed 25 Nov 2019
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
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)