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The history of gambling in the United States is heavily influenced by the culture of gambling itself. Gambling first arrived with the first immigrants to the American colonies. While such societies held differing views on gaming, they understood that games of chance have been part of their everyday lives. Few places allowed gambling openly and hence the immigrants formed a business meeting place in New York City, the first"gamble home." Gambling varied greatly by region, but there weren't many large-scale restrictions until the 1780s when gambling was prohibited in most the states.<br><br>Gambling continued to decline in popularity in the US throughout the nineteenth century. By then, however, the US had developed a rather fascistic attitude toward gambling, particularly in the cities. Many cities still had"hound tracks" where dogs were trained for hunting. However, the rise of railroads changed the face of gaming forever as the Atlantic railroad bypassed the eastern cities, which were the source of much of the population.<br><br>Since gambling was closely tied to the results of horse races, many Americans became sympathetic to the cause abolition of gambling houses. Gambling was not only about the outcome of sporting events, however; gamblers tended to be somewhat suspicious of anything between fate or chance. Thus, problem gambling was created - a term that describes any gambling activity that doesn't appear to have an underlying emotional element.<br><br>The term"problem gambling" wasn't coined until afterwards and has its roots in the growth of scientific gambling. Scientific gambling began in the 1890s with studies of the responses of gamblers tobet home bets. After a brief time, gamblers started to bet for outcomes outside of the range of random chance. Therefore, the rise of the idea of"problem gambling."<br><br>Problem gambling happens when a gambler bets using uncertain outcomes as his or her principal way of choosing a bet. As we've already discussed, the chances of winning are unlikely to be anywhere near 100%. Thus, there's absolutely not any way to measure the likely outcome. The nearer the casino can make its own estimate of the probable outcome, the more likely it is that a bettor will still wind up betting for an uncertain result. In a nutshell, the gambler will be gambling with their mind. That's not a very pleasant place to be!<br><br>Another illegal gaming venue includes Internet gambling. Previously, Internet gambling was associated with organized gambling, but that isn't true anymore. Gambling on the Internet requires a lot less overhead than doing it in a public venue (for example, a race track) and it could be done from virtually anywhere. Thus, Internet gambling is an illegal form of gambling, even if some countries still technically define gambling as a tool that takes place in a public place.<br><br>Gambling can take many different forms. There are lotteries, raffles, slot machines, card games, bingo, horse races, exotic casinos, sports gambling, online poker, and video gaming. In fact, there's so much variety in the types of gambling games which the gamblers shouldn't worry too much about which sport they select. If all they want to do is have fun, then go for the fun games. If they want to attempt and beat the odds, then read up on the various types of gambling systems.<br><br>People who oppose gambling are usually considered to be the wrong crowd by most mainstream gambling competitions. However, there is a really small group of individuals out there who really do care about the way that gambling is conducted. The main article in this series focuses on why you need to oppose gambling. If you want to look at this from another perspective, you may want to read part two of the series. Either way, this should give you enough material to convince you that gambling is bad.<br><br>If you have any questions about the place and how to use [http://tirenail5.unblog.fr/2021/06/11/spherical-craps-would-you-really-make-money-playing-this-video-game/ 먹튀검증], you can call us at the site.
Te damos la bienvenida a la '''Enciclopedia del Fracaso Digital de las Administraciones Públicas'''. ¿Qué es esto?
 
Esta enciclopedia es un espacio en el que documentar proyectos que no han salido del todo bien para poder mejorar experiencias de implantación digital en las administraciones públicas a futuro.
 
 
 
[[Archivo:FRACASO_DIGITAL_EN_LAS_AAPP.jpeg|200px|thumb|left|texto alternativo]]
 
 
 
== ¿Qué es un fracaso digital? ==
 
 
 
Un fracaso digital es un '''servicio, espacio o proyecto digital de la Administración Pública''' que es '''incapaz de cumplir su cometido''' parcial o totalmente de manera significativa en el tiempo '''para toda la población o partes significativas de ella''', bien sea por cantidad o por especificidad.  
 
 
 
Es decir, un fracaso digital precisa:
 
* '''Naturaleza digital''': en el mundo digital hay aspectos colaterales (leyes o recursos) que afectan pero que no son el servicio digital en si mismo.  
 
* '''De una o varias Administraciones Públicas''', bien sea de gestionado de manera directa o por provisión por un tercero
 
* '''Que no funciona de manera significativa''', es decir, no cumple su cometido total o parcialmente haciendo que no se cumplan los objetivos ni de la organización ni de las personas que lo deben usar
 
* '''Requiere un alcance relevante en la población''', esta relevancia puede ser fruto de su 'magnitud' (muchas personas no afectadas) o porque son 'poblaciones definidas' excluidas de manera sistemática
 
 
 
 
 
 
 
==¿Que '''NO''' es un fracaso digital?==
 
 
 
Hay veces que lo público en la esfera digital no funciona, pero por causas que no corresponden al elemento digital, sino a otras cuestiones. Esto hace que no consideremos los siguientes casos:
 
 
 
* '''Bugs o errores no previstos en el funcionamiento'''. Esto no es tanto un fracaso como un accidente, generalmente aislado en el tiempo. En todo caso, puede haber "quasi fracasos" en los que un bug o disfuncionalidad afecten directamente a aspectos de aceptación o confianza. En esas condiciones, se registrarán como "casi-fracasos"
 
* '''Ataques, pirateos o acciones delictivas que acaben inhabilitando servicios públicos de manera continuada'''. En todo caso, podrían ser fracasos de seguridad, pero es una materia que trasciende nuestro entendimiento.
 
* '''Proyectos mal planteados'''. Pueden darse proyectos perfectamente funcionales sin ninguna utilidad, quedando el fracaso en la decisión política o administrativa más que en la rama digital.  
 
* '''Incumplimientos manifiestos de la ley''': cuando uno de los casos no cumpla un precepto legal, tal como el procedimiento administrativo común, la normativa de accesibilidad o protección de datos, no se puede considerar un fracaso, sino un incumplimiento normativo que tiene sus propias obligaciones y necesidades.  
 
 
 
-----
 
 
 
==¿Qué puede generar un fracaso digital?'==
 
 
 
De momento hemos detectado seis principales fuentes del fracaso digital:
 
 
 
* '''Tecnología''': la tecnología no funciona o no es suficiente para cumplir los ''objetivos del proyecto'', o no es la adecuada
 
* '''Recursos''': los recursos de la organización para implementar el servicio o programa en torno al proyecto digital no son los suficientes o adecuados para culminarlo.  
 
* '''Normativa''': la normativa, ''bien sea administrativa, protocolos o normas técnicas'' no son suficientes para permitir el desarrollo satisfactorio del servicio por su insuficiencia, indefinición o falta de adecuación.  
 
* '''Diseño''': el diseño del servicio (tanto en aspectos ''estéticos'' como ''funcionales'' y ''mecánicos'') no permite al público usar el servicio de manera eficaz o sin un coste de tiempo y esfuerzo relevante.  
 
* '''Cultura''' : la cultura de la organización y el proyecto tecnológico no están alineados, de manera que el uso no se realiza de manera efectiva o, si se hace, se hace con un coste de recursos muy superior al previsto.
 
* '''Público''': el público no usa el servicio por aspectos que pueden afectar a la confianza sobre el mismo o sus propias preferencias.
 
 
 
 
 
'''Nota'': '''Un servicio o proyecto puede tener uno o varios fracasos asociados a múltiples dimensiones. Por ejemplo, no sólo una tecnología puede ser insuficiente, sino que además la legislación puede no delimitar bien las condiciones de uso y el personal destinado a gestionar el servicio puede ser insuficiente. ''
 
 
 
==¿Cómo categorizamos los fracasos digitales de las AAPP?==
 
 
 
De cara a tener un tratamiento ordenado de los fracasos, los hemos clasificado por su alcance y severidad:
 
 
 
* '''Cuasi fracasos''': son fenómenos que no son formalmente fracasos pero que impactan en el servicio generando fracasos, como por ejemplo, creando desconfianza o inhabilitando su uso un prolongado periodo de tiempo para su reparación.
 
* '''Fracaso ignorante''' : es el nivel más bajo. Son proyectos que pueden ser operativos y funcionales, pero que no tienen uso efectivo o el que tienen es muy inferior al esperado. 
 
* '''Formalmente inútil u homeópata''': el servicio funciona en términos formales, pero no genera efectos reales de ningún tipo.
 
* '''Activamente molesto''': el servicio funciona, pero con un cúmulo de errores y dificultades tal que hace que sea extremadamente incómodo su uso, provocando un profundo malestar y, en muchos casos, abandonos.  
 
* '''Servicio parcialmente excluyente''': el servicio tiene unas condiciones que inhabilita su uso a  un público susceptible de usarlo y bien definido. Por ejemplo, un trámite que no permita identificarse por NIE.  
 
* '''Servicio ampliamente excluyente''' : el servicio tiene unas condiciones que impide el uso efectivo para una parte significativa del público.
 
* '''Servicio redundante''': el servicio en sí mismo funciona pero requiere un servicio adicional para ser efectivo, bien sea en su manera presencial u on line.  
 
* '''Insuficientemente efectivo''': pese a que el servicio cumple su funcionalidad básica, su carencia de atributos necesarios o complementarios disuade de su empleo o incentiva la búsqueda de elementos sustitutivos.  
 
* '''Rechazo explícito''': el servicio o proyecto genera un rechazo importante por parte del público o de la sociedad, haciendo que su uso sea inviable o, en caso de ser empleado, sea altamente contestado.  
 
* '''Fracaso absoluto''': el servicio no funciona de ninguna manera incumpliendo frontalmente su objetivo.  
 
 
 
'''Nota''': ''Un servicio o proyecto puede sufrir fracasos a diversos niveles, bien sea a la vez, bien sea a lo largo del tiempo. Por ejemplo un servicio puede tener muy poco conocimiento (ignorado) y a la vez, ser realmente difícil de usar (activamente molesto) o puede tener un periodo de rechazo explícito para, unos años después ser insuficientemente efectivo. Cada caso de fracaso se agrupará bajo el mismo proyecto, pero detallando diferentes fracasos cuando ocurran en periodos temporales distintos''
 

Revisión del 02:04 20 oct 2021

The history of gambling in the United States is heavily influenced by the culture of gambling itself. Gambling first arrived with the first immigrants to the American colonies. While such societies held differing views on gaming, they understood that games of chance have been part of their everyday lives. Few places allowed gambling openly and hence the immigrants formed a business meeting place in New York City, the first"gamble home." Gambling varied greatly by region, but there weren't many large-scale restrictions until the 1780s when gambling was prohibited in most the states.

Gambling continued to decline in popularity in the US throughout the nineteenth century. By then, however, the US had developed a rather fascistic attitude toward gambling, particularly in the cities. Many cities still had"hound tracks" where dogs were trained for hunting. However, the rise of railroads changed the face of gaming forever as the Atlantic railroad bypassed the eastern cities, which were the source of much of the population.

Since gambling was closely tied to the results of horse races, many Americans became sympathetic to the cause abolition of gambling houses. Gambling was not only about the outcome of sporting events, however; gamblers tended to be somewhat suspicious of anything between fate or chance. Thus, problem gambling was created - a term that describes any gambling activity that doesn't appear to have an underlying emotional element.

The term"problem gambling" wasn't coined until afterwards and has its roots in the growth of scientific gambling. Scientific gambling began in the 1890s with studies of the responses of gamblers tobet home bets. After a brief time, gamblers started to bet for outcomes outside of the range of random chance. Therefore, the rise of the idea of"problem gambling."

Problem gambling happens when a gambler bets using uncertain outcomes as his or her principal way of choosing a bet. As we've already discussed, the chances of winning are unlikely to be anywhere near 100%. Thus, there's absolutely not any way to measure the likely outcome. The nearer the casino can make its own estimate of the probable outcome, the more likely it is that a bettor will still wind up betting for an uncertain result. In a nutshell, the gambler will be gambling with their mind. That's not a very pleasant place to be!

Another illegal gaming venue includes Internet gambling. Previously, Internet gambling was associated with organized gambling, but that isn't true anymore. Gambling on the Internet requires a lot less overhead than doing it in a public venue (for example, a race track) and it could be done from virtually anywhere. Thus, Internet gambling is an illegal form of gambling, even if some countries still technically define gambling as a tool that takes place in a public place.

Gambling can take many different forms. There are lotteries, raffles, slot machines, card games, bingo, horse races, exotic casinos, sports gambling, online poker, and video gaming. In fact, there's so much variety in the types of gambling games which the gamblers shouldn't worry too much about which sport they select. If all they want to do is have fun, then go for the fun games. If they want to attempt and beat the odds, then read up on the various types of gambling systems.

People who oppose gambling are usually considered to be the wrong crowd by most mainstream gambling competitions. However, there is a really small group of individuals out there who really do care about the way that gambling is conducted. The main article in this series focuses on why you need to oppose gambling. If you want to look at this from another perspective, you may want to read part two of the series. Either way, this should give you enough material to convince you that gambling is bad.

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