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Interpersonal Communication- A Mindful Approach to Relationships, 2020a

Interpersonal Communication- A Mindful Approach to Relationships, 2020a

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ut the goal is <strong>to</strong> provide a space where people can meet and interact.<br />

<br />

Third, “inviting interaction is about the role of informing people of the available proximal social<br />

possibilities, which can motivate <strong>to</strong> spontaneously engage in new encounters.” 35 In this case, the focus<br />

is on providing people the ability <strong>to</strong> invite social interaction or respond <strong>to</strong> invitations <strong>to</strong> engage in social<br />

interaction. One of the best examples of this type of use of technology <strong>to</strong> help facilitate collocated social<br />

interaction is https://www.meetup.com/. Meetup provides a range of different activities and groups people<br />

can join that then meet up in the real-world. For example, in the next 24 hours, there is a Swing Dance<br />

Cruise, Writer’s Group, and Meditation Workshop I could go <strong>to</strong> just in my local area.<br />

<br />

Lastly, “encouraging interaction is about incentivizing or persuading people <strong>to</strong> start interacting or<br />

maintaining ongoing interaction.” 36 In the case of encouraging, it’s not just about providing opportunities,<br />

but also using technology <strong>to</strong> help nudge people in<strong>to</strong> collocated social interaction. For example, an<br />

application could require students in an online class who live near each other <strong>to</strong> get <strong>to</strong>gether <strong>to</strong> study or<br />

work on a course project <strong>to</strong>gether. You may notice that the common design approach here is introducing<br />

constraints. This means that people are required <strong>to</strong> meet up and engage in collocated social interaction <strong>to</strong><br />

accomplish a task because neither can do it on their own. Video games have been using a version of this<br />

for years. In many social video games, a single player will not have all of the abilities, skills, weapons, etc.<br />

<strong>to</strong> accomplish a specific goal on their own. They must work with other players <strong>to</strong> accomplish a task. The<br />

only difference here is that the tasks are being completed in a FtF context instead of a mediated context.<br />

Key Takeaways<br />

Synchronous communication is communication that happens in real time, whereas<br />

asynchronous communication has a time lag between the exchange of messages.<br />

Nonverbal behaviors are not inherent in many forms of computer-mediated<br />

communication. With text-based messages (email, texts, IRC, etc.), there are no<br />

nonverbal cues <strong>to</strong> attend <strong>to</strong> at all. In other mediated forms (e.g., Skype, Facetime,<br />

Zoom), we can see the other person, but it’s still not the same as an interaction in<br />

a FtF context.<br />

Netiquette is the set of professional and social rules and norms for acceptable<br />

and polite behaviors when interacting with another person(s) through mediating<br />

technologies.<br />

A number of human communication variables have been examined within the<br />

CMC context: communication apprehension, communication competence, etc.<br />

Exercises<br />

Think about the asynchronous and synchronous computer-mediated<br />

communication technologies you use regularly. Are nonverbal behaviors filtered<br />

425<br />

<strong>Interpersonal</strong> <strong>Communication</strong>

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