also suggest the creation of a third paradigm in HCI.
Unlike the first and second, which are guided by
ergonomic issues and cognitive factors, respectively,
the third paradigm is guided by a phenomenological
matrix that adopts theories and several points of
view in a simultaneous way, in which the
constructions of meaning of the artefact and its
context are mutually defined and subject to multiple
interpretations.
Considering this context of understandings of the
HCI discipline, this study aimed at mapping out the
main issues that have been addressed in the HCI
field in recent years in order to identify the extent to
which these emerging issues are being recognized in
the main conferences in the field. Finally, this
analysis allows the identification of trends and ways
of thinking, which may engender future studies in
the field.
The analysis is based on the content displayed on
the websites of the two main HCI conferences in the
field. Information from titles of papers, technical
sessions, workshops, tutorials, posters and demos
were considered, extending a preliminary study
conducted to understand HCI in Brazil (Buchdid and
Baranauskas, 2012). As a reference to the trends in
the field, we used the full text of 4 recent papers that
argue about the future of the HCI field. The
discussion is initiated by the analysis of tag clouds
generated with the relevant data. As a contribution,
the paper reveals the individual characteristics of the
conferences, the similarities and differences between
them, the gaps in them, and the potential for future
research on the third wave of HCI (Bødker, 2006),
the third paradigm (Harrison et. al., 2007), new
transformations (Sellen et al., 2009) and human
centeredness (Bannon, 2011) in the field.
The paper is organized as follows: the second
section briefly presents the transformations in HCI
research based on the reference papers and the
conferences analyzed in this work; we also introduce
the related concepts and rationale for the use of tag
clouds as data representation. The third section
describes the methodology used for data extraction,
to create the tag clouds, and to perform the analysis.
The fourth section presents and discusses the
findings from the analysis. The last section presents
the final considerations about the work and
directions for future research.
2 STUDY CONTEXT
Traditionally, HCI has been defined as “a discipline
concerned with the design, evaluation and
implementation of interactive computer systems for
human use and with the study of major phenomena
surrounding them” (ACM SIGCHI, 1996).
Historically, the HCI field emerged in the early
1980s from the confluence of a variety of concerns
about human aspects and their relationship with
computers (Bannon, 2011). Since then, several
conferences, symposiums, workshops, etc. have
been organized to discuss the area’s issues.
According to Harrison et. al. (2007), looking back
over the history of HCI publications, the HCI field
arises from engineering research and, later, from
cognitive science. For Bannon (2011), studies based
on human factors, engineering, and ergonomics all
focused on improving the “man-machine fit,” and
the concern was to maximize industrial productivity
through optimal utilization of technology and the
most effective exploitation of human labor. This
optimization often seemed to fit the person to the
machine, rather than vice-versa, when machines
were expensive, and people at that time were not
able to afford them. For Harrison et. al. (2007) and
Bødker (2006), this scenario (in which the concrete
problems arise during interaction and cause
disruption in the relationship between humans and
computers inside the work places) is the centre of
the first paradigm and the first wave of HCI.
The second paradigm, which is directly oriented
by cognitive science, aims at understanding the
structure and functioning of the human mind, and is
organized around a central metaphor of the mind and
the computer as coupled information processors
(Harrison et al., 2007). For Bødker (2006), the
second wave focuses on groups working with a
collection of applications, where rigid guidelines,
formal methods, and systematic testing were
changed for proactive methods such as a variety of
participatory design workshops, prototyping and
contextual inquiries.
In the third paradigm, the concept of the user
changes because users are immersed into a context
with physical and social situations, and the interface
should be designed for any location, time, social
situation, and surrounding system. For this, a range
of disciplines (from the arts to sociology to politics)
and perspectives appear to establish multiple
interpretations of the site of interaction (Harrison et
al., 2007). In a similar way, the third wave tries to
understand the changes of the nature of human-
computer interaction in face of new technologies
(e.g., pervasive technologies, augmented reality,
small devices, tangible interfaces). The usage
context and application types are broadened and
intermixed. For this, new elements of human life are
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