scholarly journals Re-framing Research in Human-Computer Interaction from the Point-of-View of Activity Theory?

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>


1985 ◽  
Vol 14 (203) ◽  
Author(s):  
John Kammersgaard

In this paper the value of a multiperspective view on the use of computers is stressed. It is argued that the ability to apply more than one perspective is valuable both to designers of computer applications, to researchers dealing with human-computer applications, and to users of a particular computer application. As a means for that the systems perspective, the dialogue partner perspective, the tool perspective, and the media perspective are represented. All four perspectives are primarily characterized in relation to human-computer interaction, and the characterizations are based on a common set of concepts presented at the start of the paper. In the final section the value of applying multiple perspectives is illustrated by means of a few examples.


1987 ◽  
Vol 16 (224) ◽  
Author(s):  
Susanne Bødker

<p>This dissertation discusses human-computer interaction, and the role of user interfaces in use and design from the point-of-view of human activity theory. Human-computer interaction conducted in purposeful human work is in focus. The main idea is that a computer application, from the user's perspective, is not something that the user operates on but something that the user operates through on other objects or subjects.</p><p>The contents of the report is the following: Danish Summary; Introduction; Human Activity and Human-Computer Interaction; User Interface Design -- the Empirical Cases; User Interfaces; Methods for User Interface Design; User Interface Design -- Advice to the Designer.</p>


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Amela Karahasanović ◽  
Alma Leora Culén

Purpose This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large industrial projects. Design/methodology/approach This study combines S-DL from the field of marketing with experiential and constructivist learning to enable value co-creation as the primary method of connecting diverse actors within the service ecology. The approach aligns with the current conceptualization of central university activities as a triad of research, education and innovation. Findings The teaching framework based on the S-DL enabled ongoing improvements to the course (a project-based, bachelor’s-level HCI course in the computer science department), easier management of stakeholders and learning experiences through students’ participation in real-life projects. The framework also helped to provide an understanding of how value co-creation works and brought a new dimension to HCI education. Practical implications The proposed framework and the authors’ experience described herein, along with examples of projects, can be helpful to educators designing and improving project-based HCI courses. It can also be useful for partner companies and organizations to realize the potential benefits of collaboration with universities. Decision-makers in industry and academia can benefit from these findings when discussing approaches to addressing sustainability issues. Originality/value While HCI has successfully contributed to innovation, HCI education has made only moderate efforts to include innovation as part of the curriculum. The proposed framework considers multiple service ecosystem actors and covers a broader set of co-created values for the involved partners and society than just learning benefits.


1989 ◽  
Vol 18 (288) ◽  
Author(s):  
Liam J. Bannon ◽  
Susanne Bødker

This paper is written by two people who come from rather different backgrounds, yet who, at the same time, share similar concerns about the human-computer interaction (HCI) area. One of us has a background in computing and cognitive science. The other person has a background in software engineering and computer systems design. As both of us are concerned with making more useful and usable computer applications we decided to look further for frameworks to help us. In this paper we shall try to expose some of the problems that we encountered in our joint effort to understand the HCI area and contribute to it, and to discuss some of the tensions and alternative viewpoints that we met on the way. The paper does not contain a solution to the problems of HCI. Rather, it contains a dialogue with ourselves about the matters of our concern, and we invite the reader to join this dialogue: our focus is on technology in use, where we emphasize the setting in which a piece of technology is used.


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>


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