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The introduction section defines the background, motivation, basic terminologies of re-search topics, rere-search problem and goals of this topic. This section also includes the research methodology used for this thesis and the structure of the whole thesis.

1.1 Background and motivation

Employee interaction and communication considered essential to functioning organiza-tions. Researchers Meyer and Allen have discovered the central role of interaction and employee communication in organizational settings in different ways. Two kinds of com-munication have been noted, in organizational settings. First one is a comcom-munication concerning emotional and social aspects (informal), and the second one is a communi-cation concerning tasks and organization (formal). As compared to the past, the contem-porary organization settings no longer only emphasize formal communications, but also informal interactions and communications. The interpersonal interaction between em-ployees in an organization is increasingly gaining attention [1].

Employees who work full time for their company. Spend the majority of the time at the office. That is why work relationships are very important for employee comfort at the workplace [2]. These relations and interactions can affect an employee’s productivity, stress levels, positively or negatively. These are the factors which can affect employee’s health but not only work performance.

The use of technology is one reason for less communication and another reason is the cultural background. There is a huge difference between Asian culture and European culture. In Asia, people are more family-oriented and they tend to be more collective and caring. Success and failure are shared because it shows that you are a part of the com-munity. They are depended on family members & friends and they are emotionally con-nected. While European people are independent, and they believe in individualism. They motivate themselves rather than by the approval or the respect of others and they are straightforward.

Apart from two reasons which we have discussed above the third reason depends on personal behaviour. If someone is extrovert. It will be easy to make more friend because an extrovert person loves to talk. No matter wherever he/she live. This person will be

out-going and will be more socially connected. If someone is introvert and shy. It will be difficult for him/her to start a conversation and will be less socially connected. No matter, if he/she attends gathering regularly.

1.2 Mobile application

An application is a synergistic program that runs in a mobile device or computer [3].

Applications provide different functionalities for users. For example, We can play video games on the smartphone, use maps for navigation, accurate weather forecast can be seen with one touch, a photo and video recording and editing or cloud storage applica-tions, online shopping where orders are placed directly from the smartphone.

There are two types of applications, native and web-based. Native apps are retrieved and reside directly on the device they're just like other downloadable software applica-tions or programs that store files on our computer.

Web-based applications run through a website and users use them on web browsers such as Facebook web, google web page or calculating site. Currently, native applica-tions are more personalized, and they provide better engagement for users, that is why web-based apps also develop their mobile applications for better interaction with users..

1.3 Interaction or social interaction

Social interaction is formed when two or more people meet and interact with each other to build a society or gathering. The interaction between these gatherings can base on several common interests.

Social interaction is the process by which we act and react to those around us. In a nutshell, social interaction includes those acts people perform toward each other and the responses they give in return. Having a quick conversation with a friend seems relatively trivial [4].

For example, attending parties with friends, pass quality time with your family, being a member of a club or group, enjoying outdoor activities such as bar b q party or bike riding or boating or fishing with friends or playing football. These are the example of physical social interaction. Interacting with people on social media websites such as Facebook or Twitter is the same thing but digitally where users can interact socially, a thousand miles far away from other people. This social interaction requires proper social interaction skill-set. These are the common skills and ethics for interaction with others. When we are around with others like friends or family it is required several ethics and abilities.

We need to be respectful about other ideas of thought. We need to give proper time to others to speak. When playing any game then everyone should pay attention and show interest to maintain that gathering alive. Once you have interacted with others and during the conversation if you maintain good eye contact, smile and nodding show that you are paying attention to conversation. There are many benefits of social interaction e.g. this will help you meeting new people and making new friends. The stereotype about any specific person or group gets removed once we talk to each other and the whole per-spective gets change. Also, depression and anxiety are one of the most increasing prob-lems nowadays, we can cure these diseases with social interaction.

1.4 Research problem and goals

People are working in the same company for years and years. They are close col-leagues, but they are rarely close friends. There are various reasons for this behaviour.

It does not mean that we cannot make friends in the workplace. Even the people that we are close within the workplace are likely contextual. There is a very good likelihood that we see our colleagues more than we see our own family, on a week to week basis.

Especially when we have one of that close-knit office or open office culture. Where eve-ryone's up in each other's business. It is really easy to cultivate these artificially close relationships. Because we are going through so many of the seams things. We have so much common ground, but the thing that starts to blur of the lines is where the profes-sional line ends and where the personal line begins.

People are at work because they want to get paid. They are there to make money or they are there because they are trying to build success for themselves professionally. If neither of those things mattered, they would just be volunteering, or staying at home on their couch.

1. What are the workers’ needs to socialize with their colleagues in the work-place?

2. What kind of technology-mediated solution can support workers’ social inter-action in the workplace?

3. What privacy strategies can apply to separate personal and professional life?

4. How to draw users’ attention to use this system during working hours?

There are two types of employees in every company. First one, who just to do his work, get paid, less participate in social events and to go home. The second one, who is social,

wants to grow up, learn new things and climb the ladder. The goals of this system are to support both kinds of users’ in the company.

1.5 Research methodology

Before making any new design it is important to understand what has been done in the past and which features are missing in the previous system. A literature review is focused on a deep analysis of Human-Computer interaction (HCI) based research papers and conference papers. HCI shows how people interact with technology interfaces. This in-cludes dektop and laptop computers and how people interact with a keyboard, mouse, monitor and touch screens, to retrieve process and search for information [5]. This also includes other components of today's technologies. Such as smartphones, tablets and smartwatches. HCI deals with the studies of how people use any computational system or device and how those systems can be more useful or usable.

This thesis focuses on empathy and it is all about users, who will interact or will be af-fected by the proposed system or service. That's why the user-centred design approach was used in this thesis. After a deep analysis of the UCD method, We realized that User-centred design is a truly significant skill and everyone should learn about it, for all sorts of disciplines. It listens to everyone and unites individuals who have alternate thought and lead to an efficient design. The proposed system will be used by the real user. So the involvement of users’ are very important in the design process. UCD method helps us to understand users’ needs.

UCD process as followed.

Phase 1: Data collection methods which include interviews, observations, diary methods and .etc.

Phase 2: Data Analysis then the creation of affinity diagram, personas creation, physical and cultural model creation

Phase 3: Brainstorming, Ideation, designing

Phase 4: Prototype creation and testing with real user Phase 5: Evaluation of users’ feedback

Phase 6: Iteration, implementation

1.6 Thesis structure

This thesis is partitioned into eight sections, starts from the introduction section and end with discussion and conclusion chapters.

The second section gives an overview of the past work, done by specialists and re-searchers to find the appropriate solution to the problem. It describes the elements that can persuade people to increase interaction within the same working environment. It analyzes the currently used technology to increase the inspiration for interaction. The user-centred design method is the most suitable option for this thesis.

The third chapter describes the User-Centred Design (UCD) procedure and strategies required to acknowledge UCD in the working context.

The fourth chapter describes the UCD process used in this thesis, which starts with data gathering methods. The process begins with contextual inquiries and interviewing meth-ods. It focuses on data collection, data analysis to understand user requirements. Per-sonas, scenarios, storyboards, and prototypes are also discussed in this chapter to find a relevant solution.

The fifth chapter contains the interview results. After gathering data from interviews, con-textual inquires, and physical models, a detailed affinity diagram has created. The affinity diagram includes the findings obtained from the interviews. Deep analyses conducted to find answers to the research questions.

The sixth chapter focuses on design ideation based on collected data from the users.

The process started with the brainstorming process. Many ideas were generated, but the selection was based on the user's requirements and context of use. After the selection of design. Scenarios and storyboards were created, to understand the use of applications in the real world. All aspects of the design figured out through User Environment Design and moved forward with Medium-fidelity prototypes.

The seventh chapter is about the development, testing, and evaluation of the medium-fidelity prototype. After the development of a web-based prototype, it was tested with real users. To understand if the prototype is easy to use and full fill user requirements. To evaluate user needs AttrakDiff questionnaires and interviews were conducted. Based on collected feedback a final assessment was made.

In the last, the eighth chapter summarized the whole thesis. The result of the whole process, limitation of the used methodology, conclusion, and future work were discussed.

The last chapter leads to a conclusion, and it also explains what needs to be considered in the future.

2. RELATED WORK AND COMPETITOR