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genesis and evolution
HCI has the potential to change human behaviour 
HCI is transdisciplinar 
HCI emphasizes human values and goals 
HCI is vast 
Usability is a key issue in HCI 
HCI enables the extension of human capabilities 
HCI is a gap filler 
HCI is good in predicting the future, Alan Kay way 
HCI is about finding the perfect symbiosis between users and computer 
application 
HCI more than just concerned in the design of personal computer and it’s 
operating system 
HCI serves as a bridge between science and practice 
HCI build on human factors and cognitive sciences
IFI7159 M0
Electrical Symbolical Textual Graphical Tangible 
Paul Dourish 
First analog 
computers where 
operations were 
directly encoded in 
it’s circuits which 
needed to be 
configured for each 
new task. 
There were no 
“users”, only 
programmers. 
First assembly 
languages appeared, 
that rendered 
machine level 
instructions into 
symbolic 
expressions. 
The actual interaction 
took still place with 
encoded punch 
cards, although the 
languages could 
already be 
considered textual. 
With the appearance 
of teletype machines 
and video terminals, 
the primary form of 
interaction became 
textual. 
This can be 
considered the origin 
of interactive 
computing - 
“interactive loop” in 
which the interaction 
became an endless 
back and forth loop 
of instruction and 
response between 
user and system. 
With the appearance 
of graphical UIs the 
interaction moved 
from the one 
dimensional stream 
of characters to a 
two dimensional 
space. 
The task of 
managing 
interaction became 
the task of 
managing space. 
Interaction directly 
through physical 
artifacts rather than 
graphical interfaces 
or classical input 
devices
focus on the properties 
of specific system 
components 
focus on tasks at 
hand 
focus on socially and materially 
embedded interactions 
John M. Carroll
1st Wave 2nd Wave 3rd Wave 
Susanne Bødker 
Rigid guidelines. 
Formal methods. 
Systematic testing. 
Focus on context and groups 
working with a collection of 
applications. 
Theories: situated action, 
distributed cognition and 
activity theory. 
Proactive methods: variety of 
participatory design 
workshops, prototyping and 
contextual inquiry, qualitative 
approaches studying use as it 
happens. 
Use of context and application types 
are broadened. Computers are 
increasingly being used in private 
and public spheres. Technology 
spreads from workplace to homes 
and everyday lives and culture. 
Theoretical focus on aesthetics, 
cultural level, cognitive expands into 
emotional, cultural, historical focus 
on experience. 
Methods moved away from 
commitment to users towards more 
exploratory take-it-or-leave it 
approach where designers seek 
inspiration from use.
Classical theories Modern theories Contemporary theories 
Yvonne Rogers 
Applying basic research. 
Cognitive modeling. 
Distributed cognition. 
Situated action. 
Ethnomethodology and 
ethnography. 
Activity theory. 
Grounded theory. 
Human values. 
Research in the wild. 
Turn to design, culture, 
embodiment.
Electrical Symbolical Textual Graphical Tangible 
1st Wave 2nd Wave 3rd Wave 
Classical theories Modern theories Contemporary theories

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IFI7159 M0

  • 1. [M0] genesis and evolution
  • 2. HCI has the potential to change human behaviour HCI is transdisciplinar HCI emphasizes human values and goals HCI is vast Usability is a key issue in HCI HCI enables the extension of human capabilities HCI is a gap filler HCI is good in predicting the future, Alan Kay way HCI is about finding the perfect symbiosis between users and computer application HCI more than just concerned in the design of personal computer and it’s operating system HCI serves as a bridge between science and practice HCI build on human factors and cognitive sciences
  • 4. Electrical Symbolical Textual Graphical Tangible Paul Dourish First analog computers where operations were directly encoded in it’s circuits which needed to be configured for each new task. There were no “users”, only programmers. First assembly languages appeared, that rendered machine level instructions into symbolic expressions. The actual interaction took still place with encoded punch cards, although the languages could already be considered textual. With the appearance of teletype machines and video terminals, the primary form of interaction became textual. This can be considered the origin of interactive computing - “interactive loop” in which the interaction became an endless back and forth loop of instruction and response between user and system. With the appearance of graphical UIs the interaction moved from the one dimensional stream of characters to a two dimensional space. The task of managing interaction became the task of managing space. Interaction directly through physical artifacts rather than graphical interfaces or classical input devices
  • 5. focus on the properties of specific system components focus on tasks at hand focus on socially and materially embedded interactions John M. Carroll
  • 6. 1st Wave 2nd Wave 3rd Wave Susanne Bødker Rigid guidelines. Formal methods. Systematic testing. Focus on context and groups working with a collection of applications. Theories: situated action, distributed cognition and activity theory. Proactive methods: variety of participatory design workshops, prototyping and contextual inquiry, qualitative approaches studying use as it happens. Use of context and application types are broadened. Computers are increasingly being used in private and public spheres. Technology spreads from workplace to homes and everyday lives and culture. Theoretical focus on aesthetics, cultural level, cognitive expands into emotional, cultural, historical focus on experience. Methods moved away from commitment to users towards more exploratory take-it-or-leave it approach where designers seek inspiration from use.
  • 7. Classical theories Modern theories Contemporary theories Yvonne Rogers Applying basic research. Cognitive modeling. Distributed cognition. Situated action. Ethnomethodology and ethnography. Activity theory. Grounded theory. Human values. Research in the wild. Turn to design, culture, embodiment.
  • 8. Electrical Symbolical Textual Graphical Tangible 1st Wave 2nd Wave 3rd Wave Classical theories Modern theories Contemporary theories