Nociones de asertividad
La asertividad se refiere a la capacidad de una persona de: (1) comunicarse con los demás de forma clara, firme, positiva, honesta, directa, y equilibrada; (2) defender sus propias creencias sin limitar o atacar a los demás; (3) satisfacer sus propias necesidades y preocupaciones; (4) demostrar certeza en su actuar; (5) expresar lo que siente y piensa, aunque ello resulte en consecuencias negativas; (6) ser directa al pedir lo que quiere o necesita; (7) comportarse con confianza; (8) ser sociable y activa; (9) tomar el control de su vida; y (10) ser franca (Benites Paradeda, Martinho y Paiva, 2020; Charlton et al. 2017; Cheong et al. 2011; Eddy, 2019; Lappalainen, 2020; Miller Frank y Peters, 1998; Paradeda et al. 2019; Reimold, 1996). Esta se diferencia de la agresividad en que una persona asertiva no busca imponerse o dañar a terceros para lograr sus objetivos. La asertividad es comúnmente vinculada con el éxito laboral, así como con el crecimiento y desarrollo personal (Miller Frank y Peters, 1998; Lappalainen, 2020).
Estudiar formas en que ha sido utilizada la asertividad en proyectos tecnológicos es de nuestro interés dado que se considera que las personas asertivas son menos propensas a ser víctimas de ataques verbales y no verbales (Lappalainen, 2020).
Tipos de tecnología que hacen uso de la asertividad
Al igual que con otras habilidades, existen diversos ejemplos de tecnología que buscan desarrollar o favorecer competencias vinculadas a la asertividad (e.g., comunicación asertiva). Entre estos destacan los siguientes:
- Juegos (Cheong et al. 2011; Eng, 2017; Hendrix et al. 2009; van der Lubbe et al. 2019; van der Lubbe et al. 2021)
- Robots (Benites Paradeda, Martinho y Paiva, 2020; Moro, Nejat y Mihailidis, 2018; Paradeda et al. 2018)
- Agentes sociales (Li et al. 2017; Paradeda et al. 2019)
- Realidad virtual (Ivanov, 2022)
Referencias
Raul Benites Paradeda, Carlos Martinho, and Ana Paiva. (2020). Persuasion Strategies Using a Social Robot in an Interactive Storytelling Scenario. In Proceedings of the 8th International Conference on Human-Agent Interaction (HAI '20), pp. 69–77. DOI: https://doi.org/10.1145/3406499.3415084
Nathaniel Charlton, John Kingston, Miltos Petridis, and Ben C. Fletcher. (2017). Using Data Mining to Refine Digital Behaviour Change Interventions. In Proceedings of the 2017 International Conference on Digital Health (DH '17), pp. 90–98. DOI: https://doi.org/10.1145/3079452.3079468
Anneli Eddy. (2019). Is Technology Killing Human Emotion? How Computer-Mediated Communication Compares to Face-to-Face Interactions. In Proceedings of Mensch und Computer 2019 (MuC'19), pp. 527–530. DOI: https://doi.org/10.1145/3340764.3344451
Bah T. Eng. (2017). Game-Based Learning to Teach Assertive Communication ClickTalk for Enhancing Team Play. In: Kim, K., Joukov, N. (eds.). Information Science and Applications 2017. ICISA 2017. Lecture Notes in Electrical Engineering, vol. 424. DOI: https://doi.org/10.1007/978-981-10-4154-9_76
Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon P. D. Ingram, Ana Paiva, and Georgios Yannakakis. (2011). A computational approach towards conflict resolution for serious games. In Proceedings of the 6th International Conference on Foundations of Digital Games (FDG'11), pp. 15–22. DOI: https://doi.org/10.1145/2159365.2159368
Koen Hendrix, Robert van Herk, Janneke Verhaegh, and Panos Markopoulos. (2009). Increasing children's social competence through games, an exploratory study. In Proceedings of the 8th International Conference on Interaction Design and Children (IDC'09), pp.182–185. DOI: https://doi.org/10.1145/1551788.1551823
Lubomir Ivanov. 2022. Optimizing the User Experience in VR-based Anti-Bullying Education. In Adjunct Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization (UMAP'22 Adjunct), pp. 46–51. DOI: https://doi.org/10.1145/3511047.3536406
Pia H. Lappalainen. (2020). Educating for Diversity Management in Engineering. In 2020 IEEE Global Engineering Education Conference (EDUCON), pp. 1483-1486. DOI: https://doi.org/10.1109/EDUCON45650.2020.9125329
Jingyi Li, Michelle X. Zhou, Huahai Yang, and Gloria Mark. (2017). Confiding in and Listening to Virtual Agents: The Effect of Personality. In Proceedings of the 22nd International Conference on Intelligent User Interfaces (IUI'17), pp. 275–286. DOI: https://doi.org/10.1145/3025171.3025206
Nancy Miller Frank and Lois Peters. (1998). Building trust: the importance of both task and social precursors. In Proceedings of International Conference on Engineering and Technology Management (IEMC '98), pp. 322-327. DOI: https://doi.org/10.1109/IEMC.1998.727781
Christina Moro, Goldie Nejat, and Alex Mihailidis. (2018). Learning and Personalizing Socially Assistive Robot Behaviors to Aid with Activities of Daily Living. J. Hum.-Robot Interact. 7, 2, Article 15 (July 2018), 25 pages. DOI: https://doi.org/10.1145/3277903
Raul Paradeda, Maria J. Ferreira, Carlos Martinho, and Ana Paiva. (2018). Communicating Assertiveness in Robotic Storytellers. In: Rouse, R., Koenitz, H., Haahr, M. (eds.) Interactive Storytelling. ICIDS 2018. Lecture Notes in Computer Science, vol 11318. DOI: https://doi.org/10.1007/978-3-030-04028-4_51
Raul Paradeda, Maria J. Ferreira, Raquel Oliveira, Carlos Martinho, and Ana Paiva. (2019). The Role of Assertiveness in a Storytelling Game with Persuasive Robotic Non-Player Characters. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '19), pp. 453–465. DOI: https://doi.org/10.1145/3311350.3347162
Peter Reimold. (1996). Becoming more assertive in your communications. In Communication on the Fast Track IPCC 96 Proceedings, pp. 122-130. DOI: https://doi.org/10.1109/IPCC.1996.552589
Laura M. van der Lubbe, Charlotte Gerritsen, Daniel Formolo, Marco Otte, and Tibor Bosse. (2019). A Serious Game for Training Verbal Resilience to Doorstep Scams. In: Gentile, M., Allegra, M., Söbke, H. (eds.), Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science, vol. 11385. DOI: https://doi.org/10.1007/978-3-030-11548-7_11
Laura M. van der Lubbe, Charlotte Gerritsen, M.C.A. Klein, and K.V. Hindriks. (2021). Empowering vulnerable target groups with serious games and gamification. Entertainment Computing 38, May 2021, 100402. DOI: https://doi.org/10.1016/j.entcom.2020.100402