Context and consciousness: activity theory and human-computer interaction

1996 ◽  
Vol 33 (10) ◽  
pp. 33-5756-33-5756
2021 ◽  
Author(s):  
◽  
Pippin Barr

<p>Video games are a form of software and thus an obvious object of study in Human-Computer Interaction (HCI). Interaction with video games differs from the usual understanding of HCI, however, because people play video games rather than use them. In this dissertation we ask: " How can we analyse human-computer interaction in video games when the interaction in question is play?" We propose video game values, defined as sustained beliefs about preferable conduct during play, as a basis for video game HCI. In order to describe and analyse play we use activity theory, focusing on how the interface mediates players' beliefs about preferable conduct. Activity theory allows us to address the multiple levels of context and detail in play as well as the role of conflict. We employ a qualitative case study methodology to gather data about five popular video games: Civilization III, Fable, Grand Theft Auto: San Andreas, Half-Life 2, and The Sims 2. Our core data comes from observation and interview sessions with twenty-five experienced players of these games. We collected further data based on the games' interfaces, participant observation, and documentation such as manuals and walkthroughs. We make three key contributions to video game HCI: 1) We introduce video game values as a means to analyse play as a form of human-computer interaction and show how the values of PAIDIA and LUDUS influence all aspects of play; 2) we develop a video game activity framework for describing and analysing video game play at multiple levels of detail and context; and 3) we extend the video game activity framework to include contradictions and breakdowns as a means to describe and analyse the role of conflict and challenge in video game play.</p>


1993 ◽  
Vol 22 (443) ◽  
Author(s):  
Susanne Bødker

<p>Within human-computer interaction cognitive science is today the leading approach. Yet its position is threaded philosophically as well as from within the field. Most attempts to re-frame human-computer interaction from within the field are minor revisions to the traditional theoretical basis, still without much to say about real-life computer applications. In this paper I shall present and discuss an alternative approach based on activity theory.</p><p>The following summarizes the theoretical anchor points:</p><p>Activity is mediated. That artifacts mediate use means that we are normally not aware of them as such in use, they are transparent to us. Artifacts are seen as historical devices.</p><p>Although collective, each activity is conducted through actions of individuals.</p><p>Activities are not taking place in isolation but interwoven with other activities. Artifacts may be the instruments of a web of activities. The concepts of breakdowns and focus shifts are used in the further analysis of specific computer applications in use, and a mapping technique for such analysis is developed. Based on an example I take the first steps towards a more contex\-tualized analysis of human-computer interaction. The human activity framework has provided a vehicle for bringing together an overall analysis of work and use of computer technology with a detailed analysis of human-computer interaction. It provides a way of understanding the relations between the overall socio-political conditions of work and the specific use of the specific computer application in a specific situation. What actually goes on may be analysed from many different levels of activity, where the actual actors are different, and maybe even different from those who conduct the specific actions.</p>


1993 ◽  
Vol 22 (442) ◽  
Author(s):  
Susanne Bødker

<p>This paper develops two ways of analyzing the human-computer interaction of a computer application in use in an organization. The techniques, historical analyses and conflicting perspectives analysis, and the interplay between them, are used in providing the basis for a more detailed analysis.</p><p>Historical analyses focus on the historical development of artifacts and their use. Conflicting perspectives analysis reflects on the roles of the artifact in use, as system, tool, or medium. Combined, the two types of analysis allow for a focus in particular on conflicts between the roles of a specific artifact in use.</p><p>The techniques are based on human activity theory. They are illustrated by means of a case study of a computer application from a project with the Danish National Labour Inspection Service.</p>


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