Metaphors to die for: Digital transformation for learning and work
It seems completely natural for most people to communicate
online by making a video call with a camera located close
to their terminal, but this is just one of the possible
setups and it might not be the best one.
In this article, we suggest that the widespread acceptance
and use of metaphors from the physical world into software
applications has been neglecting the main advantages
of digital media. Since the early 1970s and for the next
fifty years, the most popular interactive systems
have employed metaphors from the physical world
as the main user interface for humans. We analyse
the case of the desktop graphical user interface, through
the lens of the remediation and the metaphors theories.
Our findings have significant implications in the case of
teleconferencing systems, which have been employed in learning
and remote work. Instead of real-time video-conferencing, we
suggest that sparse synchronous collaboration through digital
artifacts is a more productive direction for teleconferencing.
In particular, further research should examine real-time
collaboration with metaphors adopted from multiplayer
role-playing tabletop games and videogames.
PDF
Chorianopoulos, K. 2021. Metaphors to die for: Digital transformation for learning and work. Unpublished draft, 7.BibTeX
Chorianopoulos, K. 2021. Metaphors to die for: Digital transformation for learning and work. Unpublished draft, 7.