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Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

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Journal of Visual Languages and Computing


journal homepage: www.elsevier.com/locate/jvlc

Human–computer interaction, foundations and new paradigms


Alan Dix a,b
a
University of Birmingham, United Kingdom
b
Talis Group, United Kingdom

art ic l e i nf o a b s t r a c t

Article history: This paper explores the roots of human–computer interaction as a discipline, the various trends which
Received 19 January 2016 have marked its development, and some of the current and future challenges for research. Human–
Accepted 18 April 2016 computer interaction, like any vocational discipline, sits upon three broad foundations: theoretical
principles, professional practice and a community of people. As an interdisciplinary field the theoretical
Keywords: roots of HCI encompass a number of other disciplines including psychology, computing, ergonomics, and
Human–computer interaction social sciences; however, it also has theoretical and practical challenges of its own. The evolving internal
History, ubiquitous computing and external context of HCI, computers, have become smaller and less costly; this has led to changes in
Cloud-computing nature of the users and uses of computers, with corresponding impact on society. The paper explores the
Design for solitude
current challenges of computers from the cloud to digital fabrication and the need to design for solitude.
Digital fabrication
It suggests that HCI should not just react to the changes around it, but also shape those changes.
& 2016 Elsevier Ltd. All rights reserved.

1. Introduction and perhaps most importantly the HCI community itself: re-
searchers, educators and practitioners.
From ‘foundations’ to ‘new paradigms’ is a wide canvas and this I will not attempt to separate these three in the following
paper attempts to paint a picture of human–computer interaction sections as they are all deeply intertwined in both the history and
from its earliest roots to future challenges. It is also iconic in that current state of HCI.
HCI as an academic discipline has always been positioned, some- The interplay between the first two is central to the long-
times uneasily, sometimes creatively, in the tension between solid standing discussion of the nature of HCI originally posed by Long
intellectual rigour and the excitement in new technology. Stefano and Dowell [87]: is it a science, engineering or craft discipline?
Levialdi, of whom this special issue is in honour, had a rich ap- However, when I addressed the scientific credentials of HCI in my
preciation of both and so I hope this paper is one that he would own response to this work [37] in the IwC Festschrift for John
have enjoyed as well as offering an overview of the field as it was, Long, I found myself addressing as much the nature and dynamics
as it is and as it could be. of the academic community as the literature itself.
I will not reprise the arguments here, but the importance of the
community is a message that is also central to Stefano’s legacy. As
2. Foundations well as being a deeply humane person at a one-to-one level, his
contribution to the development of the Italian HCI community,
Human–computer interaction, like any vocational discipline, and the founding of the AVI conference series have been of im-
sits upon three broad foundations. portance to many individuals as well as the academic growth of
Principles – First, and most obviously are the intellectual the- the field. It is not that the archival written outputs are not critical,
ories, models and empirical investigations that underlie the field. indeed Stefano’s role in JVLC is evidence of that, but that scientific
Given HCI's cross-disciplinary nature, some of these come from a outputs are always the result of a human process.
number of related disciplines and some are core HCI knowledge.
Practice – Second, HCI is a field that, inter alia, seeks to offer 2.1. Historic roots
practical guidance to practitioners in interaction design, usability,
UX, or whatever becomes the next key term. However, also it is a HCI developed as a discipline and a community in the early
discipline that has always sought to learn from the practical design 1980s, triggered largely by the PC revolution and the mass use of
and innovations that surround it. office computers. It was in the early 1980s when the major HCI
People – Finally, there are the visionaries who inspire the field conferences began: Interact, CHI, British HCI and Vienna HCI; all

http://dx.doi.org/10.1016/j.jvlc.2016.04.001
1045-926X/& 2016 Elsevier Ltd. All rights reserved.

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
2 A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

but the last still active today. Core concepts were also formulated views of human activity. This is perhaps most marked in the re-
in those days including the notion of direct manipulation and user lated web science community where methods such as social net-
centred design [95,113]. work analysis are clearly very important, enabled by the vast
However, while the identifiable discipline began in the 1980s, quantities of data obtained from web-based systems. However,
the intellectual roots can be traced back at least 25 years earlier. these techniques are also being used within HCI, not least Liu et
The graphical user interface and desktop metaphor, embodied al.‘s study of HCI itself [85], which we’ll return to later.
in the early Apple Mac, were the result of work at Xerox PARC A few years ago Clare Hooper and I looked at the relationship
throughout the 1970s, mostly based around graphical program- between HCI and web science [70,71]. Although there are core
ming environments such as Smalltalk and InterLisp, and leading to differences in scope and focus, there are strong overlaps between
the design of the Xerox Star office computer [77,117], a conceptual the two. We drew on the web science ‘butterfly’, which includes all
breakthrough albeit a commercial failure. the disciplines that web science draws on. This was remarkably
Going back further, Sutherland’s Sketchpad [120], the first similar to those that connect with HCI differing mostly in the 'heat
graphical user interface dates back to the early 1960s and in the map’ of those most active or relevant (see Figs. 1 and 2).
same period, Engelbart's 'research centre for augmenting human Borrowings from other fields have been very powerful to en-
intellect’ was responsible for the invention of the mouse, as well as able both theoretical and practical interventions. For example,
early versions of electronic conferencing [53]. Fitts' Law [55] has created its own small sub-community, human–
However, the very first true HCI paper dates back into the late human conversation analysis has been used to design human–
1950s, with Shackel's ‘Ergonomics for a Computer’ [112]. While computer dialogues [58], and Csikszentmihályi’s concept of Flow
Sutherland and Engelbart were early examples of the vision/in- [24] has proved influential in user experience design.
novation side of HCI, Shackel's first HCI paper came more from a However, while HCI can draw on the methods and knowledge
practical design perspective, the redesign of the control panel of of related fields directly, there are limits to this for two reasons:
EMIAC II, an early analogue computer. Different concerns – The questions we ask in HCI are typically
Although the computer was analogue not digital, and the more applied and hence more complex in terms of interrelations
controls were knobs and patch-panels, not mice or keyboards, than 'base’ disciplines, notably psychology. For example, early
many of the principles of practical usability engineering can be studies of on-screen reading comprehension, or more recent
seen in this very earliest HCI paper including prototyping, em- comparisons of reading comprehension when holding a screen vs
pirical testing, visual grouping, and simplifying design. Further- with hands on the table [11]; while in many ways these could be
more this very practical work rooted itself in earlier theoretical seen as standard perceptual and cognitive psychology, the reasons
work in ergonomics and applied experimental psychology, in for studying both were practical and unlikely to have arisen purely
many ways prefiguring the discipline we know today. from a psychological interest.
Integrating knowledge – Some concerns really cut across dis-
2.2. Theory and contributing disciplines ciplines requiring theoretical or practical knowledge from multiple
areas of study. For example work on how design affects behaviour
As already noted, the theoretical and empirical foundations of [103] requires both behavioural psychology and interaction design.
HCI draw partly from a number of related disciplines and partly However, while there is copious empirical work of this kind, it
are special to HCI itself. is harder to find truly integrative HCI theory. There were early
In the earliest days the main disciplines involved in HCI were descriptive accounts, notably Norman’s seven stages of action
computer science, psychology and ergonomics, as reflected in [96,97], and more predictive modelling approaches such as Card,
Shackel’s early paper. However, these disciplines were soon joined Moran and Newell's 'Model Human Processor’ [18] and Barnard's
by social science, or, to be more precise, the ethnographic and 'Interacting Cognitive Subsystems’ [8], but, while the former is still
anthropological side of sociology. influential, there is no clear path of deepening theory of
The input from ergonomics was initially in terms of physical interaction.
ergonomics, sitting at a computer terminal, pressing keys; how- Liu et al. [85] used co-word analysis techniques to investigate
ever, this more physical side of HCI declined rapidly as computers the development of themes and bodies of knowledge in HCI. This
became commoditised as opposed to being in special settings and showed positive things, notably the level of cross cutting in-
issues of physical ergonomics were relegated to health and safety tegration across the field; that is there are no disconnected camps.
concerns. To some extent this followed from the natural devel- It also gave evidence to known effects such as the way that new
opment of the area, once computers were mass-produced, prac- technologies seem to buffet the discipline starting new themes,
titioners had little control of the physical system unless they which rise for a period before trailing off. However, it also exposed
worked for major manufacturers. However, users have suffered a concerning dearth of integrating bodies of knowledge:
from this loss of ergonomic input: many laptops and other devices
sacrificed physical ergonomics for surface aesthetics, as a genera- “As it stands, the only tradition in HCI is that of having no tradition
tion of RSI sufferers will attest! Happily, in more recent years, is- in terms of research topics. … when a new technology comes
sues of physical design have resurfaced with interest in tangible along it seems that researchers start from scratch leading to re-
computing and strong research connections developing with latively isolated research themes” [85].
product design.
Another disciplinary connection that waned but is resurfacing 2.3. Human–technology interaction
is that of broader socio-technical design. Certain practitioners and
researchers drew on the work of information scientists such as One of the more recent changes in HCI is that computers really
Enid Mumford [106] and Checkland’s soft-systems methodology have become ubiquitous to the extent that it is rare to find any
[21]. While this has had its legacy in HCI theory and practice, not technology that does not involve computation, and if not in the
least the focus on multiple stakeholders, the fields of information artefact, in the design process, ordering, or manuals. This process
science and HCI have been largely parallel rather than inter- began some time ago. In the mid 1990s I met appliance designers
connected except in the Nordic HCI tradition. attending HCI conferences because they were beginning to
However, as with the physical side of HCI, there are signs of have computer control panels and so they needed to understand
resurfacing interest in more organisational or community focused interaction design principles. The difference is that at that stage

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎ 3

Fig. 1. Web Science 'heat map’, showing discipline presence [69].

computers were just beginning to be embedded in domestic including many that seem familiar today when we look at the
technology, whereas now the two are almost synonymous, from impact of the web, both those that seem more positive (e.g. “Dis-
heating radiators you can control from your mobile phone to QR tinctions between social classes and economic groups lessened”) and
codes on paper posters. possibly negative (e.g. “Regional differences in cultures become less
So human–computer interaction is now effectively human– pronounced”).
technology interaction. At a more practical level, Alexander’s concept of ‘patterns’ [3,4],
This creates new challenges for the discipline, but also opens itself reflecting on the lessons of past architecture, has been
up a longer history of human innovation and evolution of tech- adopted in HCI to reason about user interfaces [13,26].
nology. That is in understanding the foundations of HCI we can Looking back further still, there are arguments that human
draw on millennia, not just the mere thirty to fifty years of digital cognition developed in part due to a sort of co-evolution with
development (rich and rapid though it has been). technology; for example, Calvin [17] argues that the development
Ogburn and Gilfillan [100] were some of the earliest modern of the stone axe as a throwing weapon developed both manual
historians of technology, and in the 1930s were reflecting on re- dexterity that enabled future tool development; and, in the end
cent decades, which would have seemed as revolutionary as our more importantly, mental skills for fine sequencing that enabled
own (Fig. 3). They, and more recent commentators such as Basalla language and logical thought.
[9] and Arthur [6], emphasise the continuity of technological While this sounds far from current HCI, we should consider
change in contrast to what are often described as 'heroic’ theories Fitts' Law [55], which states that the time taken to move to a target
of invention focusing on great individuals. (such as moving a mouse to select an onscreen button), is pro-
However, this does not mean that the social ramifications of portional to the log of the ratio of distance and target size. This has
these inventions are not significant. Reflecting on medieval tech- been one of the enduring and most celebrated uses of basic psy-
nological change, White [134] argues that the invention of the chological theory in user interface theory and design, from its
stirrup not only radically altered warfare, but its effects rippled incorporation in Card, Moran and Newell's 'Model Human Pro-
through to agriculture (because of the breeding of large horses cessor’ [18], to ISO 9241-9 [76] and seemingly innumerable con-
which then replaced oxen) and fundamentally changed the social ference and journal papers [118].
order as the feudal system developed to create units capable of Most work on Fitts' Law is empirical. However it can also be
'servicing’ the horsed knight. viewed as an outcome of the cybernetics of the human body, as
Interestingly, from a digital perspective, when looking at early the small but finite time it takes for visual stimuli to be processed
19th century inventions, Ogburn and Gilfillan [100] focus on tel- leads to iterative corrections of an initial ‘ballistic’ movement [36].
ephony and radio as an example to demonstrate the widespread However, in contrast to this, psychological results on eye move-
potential changes wrought by technologies. They list 150 effects ment data suggest that saccades are essentially independent of

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
4 A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

Fig. 2. Heat map for HCI (from [71]).

without corrections. Similarly if you place your hand within finger


reach of a dot, and again close your eye and try to touch the dot
with your finger, you can do this with high accuracy. Fitts’ Law
seems to kick in when the size of the target is smaller than the size
of the ‘effector’ (hand or finger tip), that is we can do 'normal’
bodily physical movements with high enough accuracy.
Fitts’ original experiments were with a stylus and HCI experi-
ments are almost always with some sort of artificial cursor. That is
Fitts' Law is a law of the artificially (or cybernetically) extended
human body. The wonder is that we can control such devices, but
this is because the earliest Homo Sapiens were tool users; we have
always been cyborgs!

3. Continuity and change

Fig. 3. Growth in US and UK Patents 1852–1930 [100].


In discussing the foundations of HCI, we have already seen
some changes and trends. In this section we look more system-
target size [52]. This is because, once the object of attention lies atically, if not exhaustively, at some of the changes in HCI itself and
within the fovea, it is visually distinct enough for most purposes, the technological context within which the discipline operates.
so our eye muscles have developed to be accurate enough to do
this without correction. 3.1. How many?
While the eye is somewhat special as other hand-eye motor
coordination (whether arm, finger or foot) depends on the eye first It is often said that in 1953 IBM believed that there would never
acquiring the target, in fact if you focus on a point then close your need to be more than five computers in the world. While this turns
eyes, you can move your hand to cover the point almost every time out to be a misquote (see footnote 8 in [37]), it is still true that in

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎ 5

the early days the room-sized computers were envisaged as meant that now the end user is everyone.
something that would only be needed by very large organisations. Of course, this is still a slightly idealised view. Currently less
In this light, the decision, even in the late 1970s, to use 32 bit IP than half the world’s population has access to the Internet [74] and
addresses [104], nearly one for every human being on the planet at that proportion is heavily weighted towards developed countries.
that time, appears prescient. The core barriers are economic and educational, but design plays a
part hence the continuing importance of the ICT4D (ICT for De-
velopment) agenda within HCI [51]. Crucially, this should not be a
“It would be easy to say the modern car is a computer on wheels, one-way street with 'clever HCI people’ helping those who are less
but it's more like 30 or more computers on wheels” [91]. able [109], but a process of mutual learning and enablement [39].
Even in developed countries the best access tends to be focused
Of course, there are now far more than 4 billion people on the on the more affluent and able. This is emphasised by the changing
demographics of many developed countries in many of which the
planet and mobile phones alone (each with a computer more
retired population is expected to outnumber those in work. These
powerful than the 1953 IBM 701) outnumber people [14]. After
aging populations will increase the need for user interfaces and
many years, IPv6 is being fully deployed, with 64 bit addresses
systems that continue to function even as human perceptual,
allowing 2 billion addresses for every human being on the earth,
physical and mental function degrades. The ASSETS community
or enough for more than ten computers on every square centi-
has long served those who by birth, accident, or age do not share
metre of the earth's land mass.
the same abilities as the ‘norm’, the work in this area was always
As well as being big numbers and creating new challenges for
important, but will grow more so.
network routing, this scale changes the nature of HCI. Although we
During my thousand mile walk around Wales in 2013, it was
have sketched the origins of HCI into the late 1950s, the discipline
rare to find even usable GSM mobile signal, let along 3G which
was formed with the rise of the desktop PC, one computer per
was only accessible in major cities [90], and during the walk a
person, the age of IPv4. As we contemplate thousands of compu-
Welsh government report found that 50% of schools said that poor
ters per person, it is not clear that the old metaphors hold. This is
Internet connectivity was hampering education [54]. However, it is
partially the fulfilment of Weiser's vision of ubiquitous computing
not just rural areas which suffer; a report commissioned by the
[133], but partly going way beyond in terms of scale, both large
Royal Society of Edinburgh showed that internet bandwidth was
and small.
strongly correlated with other measures of social deprivation [56]
In 2004, Jo Finney and I developed Firefly, which puts a sepa-
– digital technology widens existing social divisions.
rate computer behind individual LEDs [20]. An early demonstrator
Some of the issues are about government policy and econom-
was a small Christmas tree with several thousand single-pixel
ics, but as a community we cannot simply wait for social change.
networked computers wrapped round it. While Weiser talks about
Interface and digital design makes a difference, sadly often for the
displays at yard, foot and inch scale [133], this is at a far smaller,
worse. In the first journal paper on HCI issues for mobile systems
‘poppyseed scale’ [38]. While this scale is still rare, it is common to
[31], I looked not at issues of screen size, but intermittent con-
find dozens of computers in a single car [91], and NFC tags are
nectivity. Twenty years later, walking the margins of Wales, it was
found in commercial packaging, so a typical shopping bag could
poor design for low connectivity, not the low connectivity itself,
contain many simple computers. Adam Greenfield calls this phe-
which was often the main issue: major software failed in pre-
nomenon of commoditised computation ‘everyware’ [61].
dictable and avoidable ways [43].
Weirdly, just as computers have shrunk and proliferated, there
The challenge for HCI is to really ensure we design for all.
is also a counter move to recentralise. While the internet giants are
Of course even if everyone can use software, those who can
not operating single computers, a significant proportion of the
create it are few – the gap between programmers and users is
world’s computation, and certainly network traffic, happens in a
nearly as large as it ever was. Of course, part of being a large-scale
handful of corporate distributed server farms.
consumer society is that many of the things we use are beyond our
skills to make or even modify – when a plastic spoon breaks you
3.2. Who? throw it away, when your car breaks down, you call for a
mechanic.
In the early days of computing, the 1960s and 1970s, before HCI While computers were something one used occasionally, this
emerged as a discipline, computer users were of two very different argument perhaps seemed valid; however, when everything is
kinds. The creators of software (programming and design) were controlled by computers and is interlinked, the ability to be able to
mid-level employees, and relatively well educated, although even understand and modify, at least to some extent, becomes more
then split very much between those involved in the design and important. That is, general computer literacy and end-user pro-
creation of computers and operating software, and those involved gramming move from being marginal interests to centre stage.
in business programming. In contrast the direct users of computer Stefano had a long interest in visual languages (hence this journal).
software were often low level, low paid, and involved in relatively These may be used for sophisticated purposes, but often lie behind
repetitive jobs such as data entry. The dominant professional in- some of the most widely used educational and end-user pro-
terest in this was concerned with physical ergonomics, a Taylorist gramming systems (e.g. Scratch, Max/MSP). Tommaso Turchi, one
desire to ensure that workers were as productive as possible. of the PhD students of one of Stefano’s ex-PhD students (Alessio
In contrast, the desktop PC radically changed the nature of the Malizia) has been working on tactile as well as visual languages for
end user, shifting to professional, clerical, and middle manage- end-user programming, and furthermore has been working with
ment and, to some extent, more creative and intellectual work. me to see how this could be used in a small island community;
The development of HCI is usually seen as the reaction to this that is, bringing together both aspects of this section [128].
more individual form of computation. Alternatively, more cyni-
cally, this could be seen less as a humanist agenda and more to do 3.3. What for?
with the changing costs between computer and user: a shift from
cheap labour using expensive computers to cheap computers used Along with the change in users, those who have been in HCI
by expensive employees. since the early days have seen a dramatic change in the purpose of
The new millennium, and not least the rise of the web, has the systems being developed.

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
6 A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

In the early days, from the first computer systems through to technological development is rarely simple. The Luddites of the
the focus on desktop PCs in the 1980s, and CSCW in the 1990s, the 19th century are now seen as the epitome of backwardness,
focus was on computers for work. This was sometimes realised in fighting the (inevitable) change to more efficient and productive
more Taylorist forms of task analysis [27], sometimes in more in- textile mills. However, examinations of the writings of the time
terpretative ethnographic studies [119], sometimes in more de- showed that for the mill owners automation was more about
mocratic participatory approaches [63,93], but the aim was prin- control than efficiency, shifting a previously independent and self-
cipally to help make work more productive, and possibly more employed industry into a centralised one based on employment
enjoyable too (especially if that made it more productive). While and coercive working hours [127].
‘satisfaction’ was always part of the early definitions of usability, it It is very unclear where recent developments such as Uber fit
was almost always efficiency and effectiveness which took centre into this picture: enabling individuals to connect and increasing
stage. autonomy, or making them cogs in a machine.
Although work-centred systems are still important, a key These issues are playing out within HCI and related areas, so we
change in HCI was when computation entered leisure and home- have the potential for real impact. The area of human computation
centred systems. The market for social networks, satellite navi- is often about fun games such as image matching, or minor task-
gation, smart phones and smart TVs is no longer the corporate related activities such as reCaptcha codes [2]. Typically the hu-
buying for its workers, but consumers buying for themselves. This mans engaged in these tasks have little or no idea of how their
shift from employer-determined to self-determined choices of sys- small intellectual labours contribute to the overall goal of the
tems drove in no small part the shift from efficiency and user in- system (e.g. improving OCR) – a clever balance utilising the power
terface design, to emotion and user experience design. of the human intellect, or treating people as components? Large-
However, we are in the midst of another shift, perhaps equally scale systems such as the way Google uses statistics on page po-
profound. The ubiquity and (near) universality of internet access pularity, or Amazon recommendations are not commonly de-
means that many common services are becoming largely or solely scribed as human computation, but effectively are just that, and
online access. Many goods are cheaper if purchased online, airlines Web Science is sometime described as the study of 'social ma-
often expect that boarding passes are downloaded and printed chines’ [68].
before arriving at the airport, music and movies are streamed. In In 1842 Ada Lovelace wrote of the Analytic Engine, “(it) has no
the face of budget cuts the BBC is moving several broadcast pretensions whatever to originate any thing. … Its province is to
channels to be digital only, and many expect that printed news assist us in making available what we are already acquainted with.”
media will eventually disappear. Furthermore, in many countries [88]. That is, she saw it very much in the same light as Engelbart
government and heath services are increasingly online. did, augmenting human intellect. In contrast, there is growing
That is, the very structure of life is increasingly computational serious discussion of 'the singularity’, when artificial intelligence
and networked, and this is not optional. For example, in the UK designs itself [73,129].
welfare payments are being moved to a new system of ‘universal The latter may seem somewhat theoretical, but in HCI we
benefits’; this change is being accompanied by a shift to wholly constantly face this tension between technological determinism
online access – for those, who by definition, are likely to be poor and human capabilities. A good example of this was in the recent
and less well educated. We are moving from the era of self de- UK REF exercises, evaluating all UK university research [105]. The
termined computation to one that is societally determined. computing sub-panel used an automatic algorithm to normalise
The social problems with this are clear from the preceding the different grading patterns of reviewers (some more generous
section. As a discipline HCI may likewise need to shift as we move than others, some more central markers, some marking to ex-
from a decade that was based on free choice and therefore focused tremes). This sounds reasonable, except that in order to get the
on users as consumers, to one where there is little choice, and algorithm to work 'optimally’ there needed to be sufficient overlap
users are citizens. between reviewers’ paper allocations, and in order to achieve that
overlap reviewers 'spread’ their expertise, reviewing works far
3.4. Drudgery and creativity from their core areas [45]. That is, in order to 'optimise’ the ma-
chine algorithm, the role of human expertise was diminished and
Engelbart's ground breaking 1960s research centre was aimed the whole human–computer system compromised.
at “augmenting human intellect” [53] and Vannevar Bush’s 1945 To some extent this is such an obvious socio-technical error,
vision of MEMEX, often seen as the origin of hypertext, was to and yet this happened in the context of some of the most eminent
make the collective knowledge of humankind available for the computer science academics in the UK. The human–computer
good of all [16]. More generally, utopian views of automation see it processes we find around us today are often far more complex. As
as removing the drudgery of repetitive work. a discipline and a community in HCI, we need to develop the tools
For computers the critical shift was not so much utopian as and techniques to understand and design such systems, and
economic. The earliest end users spent their time feeding the equally important be able to communicate this to others.
computer, largely because the computer was expensive and they
were cheap. However, as we discussed earlier, as computers be- 3.5. Formalism and architecture
came cheaper and in higher volume, there came a point when it
was worthwhile making them serve people and HCI was born. My own earliest discussions with Stefano concerned the for-
Within HCI, the issue of function allocation, which jobs belong malisation of interaction [32,33], and this was also my own roots
with the computer and which with the human, is constantly in HCI [29], so it seems appropriate to look at the arc within HCI of
evolving as technology redefines the boundaries of what is better the more formal and engineering aspects of the discipline.
done manually or automatically. In an aircraft cockpit this Some of the early work in HCI involved forms of mathematical
boundary may shift dynamically depending on the pilot′s work- modelling, not least the Model Human Processor [18], often
load; visualisation techniques seek to exploit the power of com- drawing on cognitive science roots influenced by AI. These more
putation to present data in ways which exploit the visual pattern reductionist models were challenged in the early years by Wino-
seeking abilities of humans; even the humble word processor re- grad and Flores’ “Understanding Computers and Cognition” [135]
flows text as the human writer composes the words. and Suchman’s “Plans and Situated Actions” [119], and led to a
However, the lessons of history show that the utopian image of widespread distrust of more formal methods in HCI ever since.

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎ 7

Despite this there has been a small but active community in 3.7. Intelligence and autonomy
formal methods for HCI, initially focused strongly around the York
group in the late 1980s and early 1990s, and continuing since in a Artificial intelligence (AI) was influential in the earliest days of
number of specialist conferences, which eventually merged to HCI; indeed Norman and Draper’s User Centered System Design
become ACM EICS. There have been a number of collected volumes [95] was precisely founded on a collaboration between cognitive
over the years [101,124] and a 'state of the art’ Springer volume is science and AI. One side of this, already discussed under formalism
imminent [137]. above, was the use of models of cognition drawing on AI under-
The mainstay of this work has tended to be researchers and standing. The other side was the more practical use of AI techni-
practitioners working in safety critical environments such as air ques in the development of intelligent user interfaces including
traffic control. However, as we have seen, a number of trends are Alan Cypher's early work on programming by demonstration [25];
this work has continued, not least in the annual IUI (Intelligent
moving towards larger numbers of simpler components working
User Interfaces) conference series. After an early period of high
together (from apps on a smart phone to myriad ubiquitous de-
expectation, and possibly due to a level of overhype, for many
vices). The new complexity is likely to be in the interactions be-
years the area has sometimes been regarded as somewhat sim-
tween these many simple components; just the sort of issue that it
plistic in mainstream HCI. Even during this period practical aspects
is often hard to conceptualise intuitively, but well suited to formal
of AI have found their way into user interfaces including vision,
analysis. There is a real opportunity for work in this area. speech and handwriting technology. More explicit use of AI has
Another strand of HCI work, which has had a similar arc to also been a part of context-aware systems, both in physical, ubi-
formal methods, is the engineering of user interfaces including quitous systems and also virtual systems such as Cyberdesk [136]
tools, toolkits and architectures. This was important in the early and OnCue [34]. However, it has been the advent of large-data,
days of HCI notably the development of the Seeheim model [102], big-data and cloud-computing machine learning which has really
MVC [83] and PAC [23]. This has continued to have a core com- brought AI back into the forefront of user interfaces, for example,
munity represented in IFIP WG2.7 and ACM EICS, but also periodic recommender systems such as Amazon’s almost uncanny ability to
more widespread work as new kinds of technologies emerge and suggest potential books to read.
architectures are needed, for example, work in the early 2000s on Halevy et al. based on experience in many areas at Google, have
event architectures for ubicomp (e.g. Elvin [86] and ECT [62]). written about the “unreasonable effectiveness” of big data. In
Currently practical user interface development is often focused particular, areas that were once the purview of symbolic AI tech-
around web applications and in this community there is active niques, such as natural language processing, are being tackled by
work on frameworks and architectures, often based nominally large-scale statistical and machine learning algorithms [66].
around MVC (although sometimes closer to PAC in practice). There Many years ago, in the early days of the use of non-symbolic AI
does not seem to be a corresponding body of HCI research work such as neural networks, I wrote about some of the challenges
either feeding into these developments, nor learning from them, these raise for the transparency and accountability of computer
another potential area for increased effort. systems [30], including examples of the potential for implicit
sexual and racial discrimination. Although it has been a long time
coming, these very issues have come to the fore with complaints
3.6. Visualisation that Google image search produces gender-biased results or the
Microsoft chat-bot that learnt (from humans on Twitter) to use
Visualisation was another core area for Stefano, and one of racist language [72].
ongoing importance as data continues to multiply. Indeed there is Some of these issues need to be tackled by AI and machine
now more data created in the world every second than there was learning researchers at the level of the algorithms, but in HCI we
in a whole year in the early 1990s [130]. Although there had been need to work with them to understand better the ways to present
work in scientific visualisation and graphics before HCI existed, it and manage the results of 'black box’ algorithms, so that they are
was in the early 1990s that the speed of graphics terminals made either comprehensible or at least not problematic when they go
interactive visualisation possible and spurred a period of innova- wrong, a process I have called 'appropriate intelligence’ [34].
tion not seen since (for example, Cone Trees [107], TreeMaps [114],
Pixel Plotting [80], Starfield [1] and Shneiderman's visualisation 3.8. Agency and physicality
mantra [115]). However, the sheer volume of data has led to new
challenges over recent years, in particular the rise of visual ana- Finally in this section we will look at issues of agency (con-
lytics combining visualisation and various forms of automated nected to intelligence) and physicality. While these seem very
analysis such as data mining [81,126]. It is likely that the Big Data different, their arc in HCI has been closely linked.
One of the core developments in early HCI was the rise of the
agenda will continue to push research in this area for some time to
graphical user interface (GUI) and direct manipulation [113]. The
come giving rise to interesting and important user interface
notion of 'directness’ is critical here (and explored in depth in
challenges [42].
several of the chapters in User Centered System Design [95]). In
While some data is proprietary there has been a huge growth
command line interfaces, the interaction was mediated: digital
of Open Data especially government data, offering the potential for
resources (files, words, numbers, shapes) were effectively seen as
third parties to interrogate data and potentially use it to challenge
under the control of the computer and users asked the computer
policies and engage in democratic debate. This has enabled a new to perform actions on them. In GUIs, users directly acted on the
media area of data journalism [60], for example, the Guardian objects themselves, what Draper described as a display (effectively
datablog [64]. However, as with end-user programming, the ability ‘digital’) medium [50]. Effectively user interfaces had moved from
to harness this data is far from universal. Those that are most communication with a digital agent, to action on a virtual re-
easily able to afford the skills and processing power to benefit presentation of a physical world (down to the trash bin).
from open data are often those who are already most powerful. Much of the earliest computation was about automation, in-
There is a real challenge for HCI to make large-scale data visuali- deed the Commodore PET, the first true personal computer, was
sation and analysis usable by small-scale communities and interest still to be seen in factories and controlling equipment long after it
groups [44]. had been retired from the desktop. However, as noted when

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Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
8 A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

Table 1 nature, but was limited to a short period. Fitness devices and apps
Autonomy and physicality – different combinations. mean that many are beginning to share intimate and personal data
without clear understanding of the implications.
Passive Autonomous
So, as well as classic interface design, we have issues of own-
Physical early cybernetics personal Google cars autonomous ership, privacy, visibility and control, some of which will emerge in
devices digital appliances weaponry social robotics further topics. In some ways this is not an entirely novel problem,
Virtual GUIs and direct manipulation conversational agents back in 1990 I wrote myself about some of the hidden privacy
recommender systems issues in apparently inconsequential data gathering such as traffic
data [28]. However, the widespread nature of such systems now
means HCI needs to focus wider than it has been accustomed to
over recent years, indeed some are talking about a new area of
discussing the role of ergonomics, the shrinking and commodify- human–data interaction [65].
ing of the personal computer meant that for many years HCI fo-
cused largely on digital interactions (even if emulating physical 4.2. Socially pervasive applications
ones).
This arc in HCI to virtual physical interaction has changed in Related to the previous topic, many of the trends ended up with
more recent years in two ways. strong social challenges for HCI. This is particularly significant if
First, has been the increasing focus on physical interaction in the applications are in some way an essential or socially expected
research on tangible interfaces [75] and everyday personal devices part of 'normal’ life. Some such applications are classic screen-
and household appliances [48]. based information systems including many aspects of eGovern-
Second has been increasing agency in user interfaces, from re- ment, and applications such as Uber and airBnB. While govern-
commender systems to virtual agents such as Apple Siri. ment applications may be mandated (taxes one of the classic two
These two trends to some extent meet (see Table 1), in emer- unavoidable things of life), others may effectively become so as
ging technology of autonomous vehicles, both domestic (the initially 'disruptive’ applications may effectively become mono-
controversial Google car) and military (even more controversial polies due to network effects [84].
autonomous weaponry) [67]. Slightly less controversially, they also Whereas in health and education, the user issues stretch out
come together in the areas of human–robot interaction and social from the direct interface into continual and intimate monitoring of
robotics [10]. life, many of these socially pervasive applications are focused on
very specific kinds of activity: paying taxes, hailing a taxi, booking
accommodation. Here the stretching is about the way these sys-
4. New paradigms tems include everyone: that is while health systems may impact
large areas of specific people's lives, these are systems that target a
We have seen some of the trends and threads that characterise specific area for a large proportion of people.
changes in the discipline and this has naturally surfaced a number This is not to say that the direct interface is not significant:
of key challenges and areas that are either currently significant or Uber's simplicity has been a key aspect of its growth. It is more
need to be so. Not least is the way in which computation has that this individual interaction spills into social and political
ceased to be an optional part of particular aspects of life for certain changes that are larger than each individual transaction.
people, but is becoming an unavoidable foundation underlying all Amazon achieved a near monopoly position in online sales of
aspects of life for everybody. HCI is becoming as important, as all books partly because it spotted early a niche and so established
pervading, and perhaps as difficult as nutrition. brand, and partly through effective interaction and experience
In this last section we will pick up a few more specific changes design, such as one-click shopping. However, with this position it
and challenges. has obtained a bargaining power with publishers allowing Ama-
zon to exact levels of royalty that no ordinary book seller can
4.1. Health, education and well-being achieve, allowing it to further reduce prices, undercut competitors,
and cement its market position. So far, this has been largely to the
To some extent these are just ‘application’ areas, and there are good of individual consumers, although not necessarily for the
many ways in which either standard techniques can be applied or industry and the taxman – that is like 20th century factory
that these areas spark specific work that is consonant with exist- chimneys the costs are hidden.
ing paradigms. For example, Thimbleby's work on seven segment Much of the controversy around Uber has been the apparent
displays [125] is highly novel and significant, but still operating deliberate attempts to accelerate this process in its area, using
within 'classic' interface paradigms. massive investment to undercut alternatives, but then exploit this
However, in both health and education we are starting to see position [108,121], as was seen in the Sydney hostage crisis [7].
systems growing together allowing big data techniques to be ap- In general, it seems hard to obtain the benefits of large-scale
plied to determine trends and then feed these back to give in- networks without massive centralisation, but there are exceptions.
dividual advice. For example, learning analytics have been used in Freecycle, which helps people give things away, has a small central
higher education to predict likelihood that students will fail and web site but then locally managed email lists [57]. Other crowd-
then offer remedial learning aid [5]. sourced sites such as Wikipedia and OpenStreetMap have cen-
This raises specific interface issues, for example, I have con- tralised infrastructure, but decentralised control. All of these are
sidered how best to notify academics and enable them to act on non-profit, but there are companies such as Telerivet, which seem
such data [46], but it also requires much more ‘big picture’ whole- to build effective business models with concern for communities
systems thinking as all your education data, or all your medical and development [15].
data is being gathered, often imperceptibly, and integrated by We clearly need better understandings of how individual,
different systems, some governmental, some commercial. For ex- group and organisational interaction issues interact with social,
ample, when I walked around Wales I ended up with 60 days economic and political structures. This may well stretch the al-
worth of ECG, EDA and other health related data, currently avail- ready inter-disciplinary nature of HCI and involve working more
able as open data [47]. This is unusual in terms of its pervasive closely with those in web and internet science [123].

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Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎ 9

4.3. Personal information – Cloud–based and multi-device enable device-less interactions via gestures. It is even possible to
use ultrasound to create the feel of objects in mid-air, contactless
While the 1980s were the decade of the personal computer, the tactile interactions [19].
2010s seem to have finally left that behind, with smartphone ac- Most of these are about intentional interactions with compu-
cess instead of desktop computers and cloud services instead of ters, which are hidden, but present in mind. However, as noted
desktop applications. when we discussed health and education, there are growing
There are specific challenges of each development. numbers of ways in which we are sensed without being aware of
Cloud based service raise issues of privacy, ownership, and it. Schmidt used the term ‘implicit interaction’ to talk about the
long-term sustainability. As an example of the latter, Haliyana semi-intentional ways in which we might naturally tip a device to
Khalid studied users of a web based photo-blogging service, turn a page [110], but more extreme are 'incidental interactions’
starting just before and during the rise of Flickr [82]. One of the [35] where the action being sensed and the effect of it may be
benefits her users cited for the use of the web based service was to quite distinct. The metaphors and mental models for dealing with
create a permanent record, and yet by the end of the period most these are very different from the intentional goal-act-evaluate
had left it to use Flickr, threatening the economic base and hence models, such as Norman's seven stage model [96,97], with which
longevity of the service that still hosted their older photos. we are familiar in HCI. At worst we may end up with a spooky
Multiple device interactions have their own design challenges, ‘ghost in the wall’ feeling as things change around us, with little
not least because they may involve devices owned by different understanding of why and the relationship between our activities
people, often in public places [38,122]. Furthermore, the heavy use and their effects.
of ‘second screen’ and mobile devices for numerous uses from Even more problematic, as the size of devices reduces and the
control of home entertainment and heating to accessing public number of devices proliferates, it is not so much that we are in-
information is likely to create issues with an aging population as teracting with a single invisible computer, but a more amorphous
deteriorating visual accommodation makes it hard to switch be- computational substance permeating the environment. To date,
tween close and distant screens – for example, needing to switch the situation is less extreme than this, but the time is not far off.
glasses when looking between remote control and television We urgently need new ways to conceptualise and design for these
screen. vast device ensembles, to understand and control emergent be-
However, there is also a more substantial paradigm shift nee- haviours and make sense of the unseen.
ded. I have previously argued that while the desktop computer has
all but disappeared, the models of personal computing are still 4.5. Locus of control
rooted in this physical heritage [41].
To some extent this change is already happening with in- One of the problems with invisible computation is potential
dividual cloud applications: you access Facebook whether it is on a loss of control. Many of the key user interface design principles are
phone, TV screen, public access computer, or perhaps soon your about ensuring that the user is in control: visibility of system state,
glasses. However, when it comes to personal information, such as knowing what it is possible to do, having effective and timely
photos or documents, or even person-to-person messages, we do feedback of actions (see Figs. 4 and 5). This importance of control
not have ways to deal with, or even adequately conceptualise that was also evident in the early hypertext community's concern that
these are all your photos whether they are on Flickr, Facebook or users may get “lost in hyperspace” [22].
personal cloud storage. Even Dropbox creates a view of a virtual However, it is not clear whether this concern is still universally
disk. valid. The term “lost in hyperspace” is rarely heard now-a-days, not
The personal information management literature has devel- because users have a greater sense of where they are in complex
oped language to talk about the life cycle of personal ‘stuff’ in- web-based interfaces, but, apparently, because they do not care, at
dependent of storage and media [78], and there has been ex- least for web-based information – if you want to find the in-
tensive work on ‘fragmentation’, particularly for integrating dif- formation again, there is always Google. In contrast, for desktop
ferent kinds of information (files, emails, bookmarks) [12,79].
PIM only a small percentage of users rely on desktop search, the
However, we need new ways of pushing this into the interface,
majority preferring to navigate file hierarchies, despite many
metaphors for visualising and interacting with 'my stuff’ wherever
users’ difficulties managing them.
it is stored and whoever manages that storage, and furthermore
In the physical world ubiquitous use of GPS means that people
having confidence to access it, or at least understand its accessi-
find their way to a destination. In London the famous ‘knowledge’,
bility, in areas of different network coverage or when devices or
where taxi drivers learnt every street and route is being dropped,
companies fail.
but with it apparently the ability to use local knowledge to follow
lesser-used shortcuts. Often this does not matter so long as you get
4.4. Truly invisible
to your destination, but this has problems when the technology
fails sending you down routes that are evidently foolish (hence the
When Weiser introduced ubiquitous computing, he said, “The
proliferation of ‘do not follow sat nav’ road signs). Mountain res-
most profound technologies are those that disappear ” [133]; indeed,
cue service increasingly have problems with walkers who are
when the European Commission had a research strand on ubi-
using phone based maps and then find themselves without mobile
quitous computing and when Norman wrote about the issue, they
signal, run out of battery or damage the phone. Of course a walker
both used the phrase “invisible computer” [98].
could lose a paper map, but the act of route finding meant that
However, Weiser’s article is all about displays, small ones (inch
they had a better knowledge of where they were.
scale), medium ones (foot scale) and large ones (yard scale). The
Back to the digital world, there is an increasing focus on noti-
'disappearing’ was not about the technology becoming physically
fication-based systems, helpfully telling you when you have an
invisible, but becoming unnoticed, like a carpet or wallpaper, there
but simply part of the background.
However, we are now finding many interfaces literally invisible.
Voice interfaces such as Siri or Cortana allow interaction without
seeing a screen, and there is substantial work on ‘natural user
interfaces’ often using Kinect or other non-contact sensors to Fig. 4. Selection from Nielsen's heuristic evaluation rules [94].

Please cite this article as: A. Dix, Human–computer interaction, foundations and new paradigms, Journal of Visual Languages and
Computing (2016), http://dx.doi.org/10.1016/j.jvlc.2016.04.001i
10 A. Dix / Journal of Visual Languages and Computing ∎ (∎∎∎∎) ∎∎∎–∎∎∎

processors, wider screens, more pixels, better network connec-


tions, larger memory and smaller footprint, increasingly one sees
newspaper articles announcing that people feel too available,
overloaded with information. Mayer-Schönberger argues that we
Fig. 5. Selection from Shneiderman's eight golden rules [115].
need to re-learn how to forget in a digital age [89], and I have
argued that ready availability of information for young children
email message, or someone has liked your recent Facebook post. could be harming the very meta-cognitive skills needed to use it
However, notifications need to come at an appropriate time if they [40].
are neither to interrupt nor be ignored [46]. Phoebe Sengers found that spending time in an island com-
Whereas the shift to direct manipulation in the 1980s was all munity enabled her to re-evaluate the nature and, critically, the
about users controlling the interface, it is almost as if the user is pace of IT [111], and one of the aims of the Tiree Tech Wave
being manipulated or coerced, acting at the whim of the machine. workshop series I organise is to help researchers and makers re-
The ramifications of this potentially spread beyond the interface flect on their work in a physically and intellectually open en-
itself – if our systems constantly train people what to do and when vironment [49]. However, it is not always possible or desirable to
to do it, is this ultimately good for an informed citizenry and travel to an island in order to escape constant digital intrusions.
democracy? In an age of hard-to-ignore notifications and copious data at
Looking back at the design of the interface itself, there is clearly our fingertips, it is time to ask not simply for more computation,
a mismatch between our user interface design principles and the but more appropriate computation.
reality in many systems today. This could be because the systems
are badly designed, or it could be because the principles are out- 4.8. Basic HCI
dated, prepared in the days of productivity software not social
media. Probably the truth is somewhere between. Finally, after looking at the emerging trends and paradigms, it
is wise to look back to our beginnings.
Apple products are often seen as being a touchstone of good
4.6. Digital fabrication
usability design. However, if you turn on an iPhone the unlock
slider appears up to a minute before it is possible to actually swipe
Even five years ago, laser cutters and digital printers were high-
it. Similarly, when you open a MacOS laptop, the password entry
end industrial machines. By Christmas of 2015, low-end 3D prin-
box appears long before you can type. In iTunes there are scrolling
ters were in newspaper magazines' 'what to buy your spouse’ lists.
panes within a scrolling window, where the inner scrolling panes
For the professional designer this offers the potential for rapid
are larger than the outer window so that you need to scroll the
prototyping of the physical form alongside the interactions of
outer window to navigate the scrollbar of the inner window. Re-
hybrid digital–physical goods; experiments have shown subtle
cently I had several hundred files selected in the downloads folder
effects on interaction depending on the level of physical fidelity of
ready to move them to an archive, but accidentally double clicked
prototypes [59]. HCI researchers have also begun to explore novel
causing them to simultaneously open, and lock up the computer.
interactions involving digital fabrication including forms of direct
All of these are basic usability errors, which would be picked up by
manipulation during the creation of objects [92,132].
standard usability principles or user testing. What is going wrong?
In addition, as with other technological changes, the effects on
For Apple this is not a recent problem and for some years the
society may be more profound. We have seen a new DIY move-
focus on surface aesthetics has overridden core usability. Even Don
ment in 3D printing including a sharing culture of plans. Also
Norman and Bruce Tognazzini have written bemoaning the demise
major manufacturers are beginning to exploit the just-in-time
of Apple usability [99].
nature of digital fabrication to reduce the need to hold stocks of
While Apple is an obvious high-profile target when considering
spare parts, rather as flexible just-in-time printing has been used
poor usability, it is not hard to find far worse examples in other
extensively in publishing. Both of these offer new challenges for
major products.
HCI.
Clearly there are examples of good usability practice, for ex-
More radical would be the point between, if digital fabrication
ample, the team developing the touch keyboard for Windows
enabled the development of a new kind of digital artisanship,
8 documented a rich process of experiments and user observations
where local makers and menders could repair, customise and
[116]. However, it seems that as a discipline we do need to con-
modify consumer goods. Even IKEA have announced that people
stantly reiterate the lessons of the past as well as look towards the
have reached “peak home furnishings” and that it is time to recycle,
new things of the future.
repair and repurpose [131]. Digital fabrication could offer the po-
tential to answer the consumer society's demand for ‘new now’
whilst maintaining a carbon footprint consonant with there being
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