Activity Theory - Human-computer Interaction

Human-computer Interaction

The rise of the personal computer challenged the focus in traditional systems developments on mainframe systems for automation of existing work routines. It furthermore brought forth a need to focus on how to work on materials and objects through the computer. In the search of theoretical and methodical perspectives suited to deal with issues of flexibility and more advanced mediation between the human being, material and outcomes through the interface, it seemed promising to turn to the still rather young HCI research tradition that had emerged primarily in the US (for further discussion see Bannon & Bødker, 1991).

Specifically the cognitive science-based theories lacked means of addressing a number of issues that came out of the empirical projects (see Bannon & Bødker, 1991): 1. Many of the early advanced user interfaces assumed that the users were the designers themselves, and accordingly built on an assumption of a generic user, without concern for qualifications, work environment, division of work, etc. 2.In particular the role of the artifact as it stands between the user and her materials, objects and outcomes was ill understood. 3. In validating findings and designs there was a heavy focus on novice users whereas everyday use by experienced users and concerns for the development of expertise were hardly addressed. 4.Detailed task analysis and the idealized models created through task analysis failed to capture the complexity and contingency of real-life action. 5.From the point of view of complex work settings, it was striking how most HCI focused on one user - one computer in contrast to the ever-ongoing cooperation and coordination of real work situations (this problem later lead to the development of CSCW). 6.Users were mainly seen as objects of study.

Because of these shortcomings, it was necessary to move outside cognitive science-based HCI to find or develop the necessary theoretical platform. European psychology had taken different paths than had American with much inspiration from dialectical materialism (Hydén 1981, Engeström, 1987). Philosophers such as Heidegger and Wittgenstein came to play an important role, primarily through discussions of the limitations of AI (Winograd & Flores 1986, Dreyfus & Dreyfus 1986). Suchman (1987) with a similar focus introduced ethnomethodology into the discussions, and Ehn (1988) based his treatise of design of computer artifacts on Marx, Heidegger and Wittgenstein. The development of the activity theoretical angle was primarily carried out by Bødker (1991, 1996) and by Kuutti (Bannon & Kuutti, 1993, Kuutti, 1991, 1996), both with strong inspiration from Scandinavian activity theory groups in psychology. Bannon (1990, 1991) and Grudin (1990a and b) made significant contributions to the furthering of the approach by making it available to the HCI audience. The work of Kaptelinin (1996) has been important to connect to the earlier development of activity theory in Russia. Nardi produced the, hitherto, most applicable collection of activity theoretical HCI literature (Nardi, 1996).

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Famous quotes containing the word interaction:

    Those thoughts are truth which guide us to beneficial interaction with sensible particulars as they occur, whether they copy these in advance or not.
    William James (1842–1910)