Objectives of my thesis

Specification and experimentation of an intelligent digital ecosystem supporting positive user experience for a collective of experts engaged in participatory knowledge creation and collaborative innovation

The finding described in the research context encourages us to conduct research oriented towards an approach that can involve more closely cognitive psychology and computer science in the sense proposed by Hollnagel et al. (1983) or Woods et al. (1988).

In this regard, the fundamental concept of flow, theorized by the positivist psychologist Mihaly Csikszntmihalyi (Csikszntmihalyi 1996), is stimulating: he insists on the possibility of attaining a quasi-hypnotic state in which the person dedicates himself entirely to the task she realizes by losing up to the notion of external time and knowing a profound sense of success and overtaking. This theory was the subject of a computer thesis at the CNAM in 2017, in the context of the conception of a game (Thomas constant 2017): the objective was to make the link between these studies of cognitive psychology and the problems of conception of a game — that the purpose of the game is "serious", as in the context of use of the game for training in decision making, or purely entertaining.

This research work aims on the one hand, the modeling of knowledge, stemming for most of the work in cognitive psychology, in order to understand the key elements allowing access to the positive user experience and on the other hand, the design and implementation of a digital ecosystem supporting the participatory creation of knowledge and collaborative innovation.