Social webThe social web is a set of social relations that link people through the World Wide Web. The social web encompasses how websites and software are designed and developed in order to support and foster social interaction. These online social interactions form the basis of much online activity including online shopping, education, gaming and social networking services. The social aspect of Web 2.0 communication has been to facilitate interaction between people with similar tastes.
Interaction designInteraction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
Technological singularityThe technological singularity—or simply the singularity—is a hypothetical future point in time at which technological growth becomes uncontrollable and irreversible, resulting in unforeseeable changes to human civilization. According to the most popular version of the singularity hypothesis, I. J. Good's intelligence explosion model, an upgradable intelligent agent will eventually enter a "runaway reaction" of self-improvement cycles, each new and more intelligent generation appearing more and more rapidly, causing an "explosion" in intelligence and resulting in a powerful superintelligence that qualitatively far surpasses all human intelligence.
Web usabilityWeb usability of a website are broad goals of usability, presentation of information, choices made in a clear and concise way, a lack of ambiguity and the placement of important items in appropriate areas as well as ensuring that the content works on various devices and browsers. Web usability includes a small learning curve, easy content exploration, findability, task efficiency, user satisfaction, and automation. These new components of usability are due to the evolution of the Web and personal devices.
Asynchronous learningAsynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions.
Learning theory (education)Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained. Behaviorists look at learning as an aspect of conditioning and advocate a system of rewards and targets in education.
Constructivism (philosophy of education)Constructivism is a theory in education which posits that individuals or learners do not acquire knowledge and understanding by passively perceiving it within a direct process of knowledge transmission, rather they construct new understandings and knowledge through experience and social discourse, integrating new information with what they already know (prior knowledge). For children, this includes knowledge gained prior to entering school. It is associated with various philosophical positions, particularly in epistemology as well as ontology, politics, and ethics.
Instructional designInstructional design (ID), also known as instructional systems design (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of knowledge. The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition.
Online datingOnline dating, also known as Internet dating, Virtual dating, or Mobile app dating, is a method used by people with a goal of searching for and interacting with potential romantic or sexual partners, via the internet. An online dating service is a company that promotes and provides specific mechanisms for the practice of online dating, generally in the form of dedicated websites or software applications accessible on personal computers or mobile devices connected to the internet.
Mobile interactionMobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s. Mobile devices are a pervasive part of people's everyday lives. People use mobile phones, PDAs, and portable media players almost everywhere. These devices are the first truly pervasive interaction devices that are currently used for a huge variety of services and applications.