Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. [1] The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of 2020 [update] Bardzell's proposed frameworks have been rarely used since. [2]
In the early 1980s, there was optimism as to how the field of cognitive psychology could contribute to the development of the field of HCI. [3] As computer systems at the time were widely regarded as difficult to learn and use, mainstream information processing theories and models in psychology were used as a basis from which to develop design principles, methods, analytic tools and prescriptive advice for the design of computer interfaces. This was done generally by three methods: basic research, cognitive modeling and science communication. [3]
One such contribution to the development of HCI in the 90s was by John M. Carroll in 1991, which described in detail how scientific principles were applied to HCI experimental design. [4] Carroll writes that at the time, the 50 year struggle to establish psychology as a science was an important factor in trying to apply the scientific method to HCI studies. Through the 1970s, the typical measures used by empirical studies for HCI were relatively simple; error frequencies and performance times such as by using or testing Fitt's law. However, these scientifically minded studies did not produce insight into improving programming. It was not well understood at the time, how to use structured programming to make higher code quality that is more reliable and maintainable. [5]
The term gender HCI was first described in 2006, [6] [7] and its development is related to feminist HCI. Gender HCI by comparison, examines the functional differences between females and males in using specific computing software such as Excel, [8] whereas feminist HCI applies social principles to the techniques used in HCI design. While it was not disputed there were significant gender gaps in technology participation, there was academic disagreement about the importance or relevance of gender in HCI design in the 2000s. [9] Feminist HCI was also influenced by science and technology studies research. [9]
The term feminist HCI was first used in a 2010 paper by Shaowen Bardzell's article titled Feminist HCI: Taking Stock and Outlining an Agenda for Design. [10] It was one of the first papers at the time to propose adoption of feminist theories into HCI research and practice. [2] It was followed up with a second publication in 2011 detailing the historical interaction between social science and feminism, and how this relates to HCI. [1]
According to a 2020 study of 70 papers using of the term and citing Bardzell's original paper, it was found that Bardzell's proposed frameworks have been widely cited but rarely used and in practice only amount to a superficial engagement with feminist theory. [2]
Bardzell's original theory first examines the history of feminist standpoint theory, science and technology studies, and Bardzell describes how they want the epistemology of HCI to change to better align with feminist standpoint theory. Bardzell considers principles including equity, diversity, social justice, and the already existing theories on gender HCI. This is followed by a literature review of how feminism has been applied to similar fields, including product design, architecture, urban planning and game design. The main proposal of the theory is using six core qualities in HCI design: [11]
Examples of research utilizing feminist HCI include:
For comparison, design theory that does not reference or use the term HCI can also involve feminist perspectives in design, such as: [16] [17]
In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.
The cognitive walkthrough method is a usability inspection method used to identify usability issues in interactive systems, focusing on how easy it is for new users to accomplish tasks with the system. A cognitive walkthrough is task-specific, whereas heuristic evaluation takes a holistic view to catch problems not caught by this and other usability inspection methods. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to usability testing, as well as the ability to apply the method early in the design phases before coding even begins.
End-user development (EUD) or end-user programming (EUP) refers to activities and tools that allow end-users – people who are not professional software developers – to program computers. People who are not professional developers can use EUD tools to create or modify software artifacts and complex data objects without significant knowledge of a programming language. In 2005 it was estimated that by 2012 there would be more than 55 million end-user developers in the United States, compared with fewer than 3 million professional programmers. Various EUD approaches exist, and it is an active research topic within the field of computer science and human-computer interaction. Examples include natural language programming, spreadsheets, scripting languages, visual programming, trigger-action programming and programming by example.
Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different genders interact with computers.
The Special Interest Group on Computer–Human Interaction (SIGCHI) is one of the Association for Computing Machinery's special interest groups which is focused on human–computer interactions (HCI).
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface".
Steve Whittaker is a Professor in human-computer interaction at the University of California Santa Cruz. He is best known for his research at the intersection of computer science and social science in particular on computer mediated communication and personal information management. He is a Fellow of the Association for Computing Machinery (ACM), and winner of the CSCW 2018 "Lasting Impact" award. He also received a Lifetime Research Achievement Award from SIGCHI, is a Member of the SIGCHI Academy. He is Editor of the journal Human-Computer Interaction.
Marilyn Mantei Tremaine is an American computer scientist. She is an expert in human–computer interaction and considered a pioneer of the field.
Elizabeth Frances Churchill is a British American psychologist specializing in human-computer interaction (HCI) and social computing. She is a Director of User Experience at Google. She has held a number of positions in the ACM including Secretary Treasurer from 2016 to 2018, and Executive Vice President from 2018 to 2020.
Alice Jane Brush is an American computer scientist known for her research in human-computer interaction, ubiquitous computing and computer supported collaborative work (CSCW). She is particularly known for her research studying and building technology for homes as well as expertise conducting field studies of technology. She is the co-chair of CRA-W from 2014 to 2017.
Animal–computer interaction (ACI) is a field of research for the design and use of technology with, for and by animals covering different kinds of animals from wildlife, zoo and domesticated animals in different roles. It emerged from, and was heavily influenced by, the discipline of Human–computer interaction (HCI). As the field expanded, it has become increasingly multi-disciplinary, incorporating techniques and research from disciplines such as artificial intelligence (AI), requirements engineering (RE), and veterinary science.
Jacob O. Wobbrock is a Professor in the University of Washington Information School and, by courtesy, in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. He is Director of the ACE Lab, Associate Director and founding Co-Director Emeritus of the CREATE research center, and a founding member of the DUB Group and the MHCI+D degree program.
Yvonne Rogers is a British psychologist and computer scientist. She serves as director of the Interaction Centre at University College London. She has authored or contributed to more than 250 publications. Her book Interaction Design: Beyond Human-Computer Interaction written with Jenny Preece and Helen Sharp has sold more than 200,000 copies worldwide and has been translated into six other languages. Her work is described in Encounters with HCI Pioneers: A Personal History and Photo Journal.
Wendy Elizabeth Mackay is a Canadian researcher specializing in human-computer interaction. She has served in all of the roles on the SIGCHI committee, including Chair. She is a member of the CHI Academy and a recipient of a European Research Council Advanced grant. She has been a visiting professor in Stanford University between 2010 and 2012, and received the ACM SIGCHI Lifetime Service Award in 2014.
Joëlle Coutaz is a French computer scientist, specializing in human-computer interaction (HCI). Her career includes research in the fields of operating systems and HCI, as well as being a professor at the University of Grenoble. Coutaz is considered a pioneer in HCI in France, and in 2007, she was awarded membership to SIGCHI. She was also involved in organizing CHI conferences and was a member on the editorial board of ACM Transactions on Computer-Human Interaction.
Andrew Cockburn is currently working as a Professor in the Department of Computer Science and Software Engineering at the University of Canterbury in Christchurch, New Zealand. He is in charge of the Human Computer Interactions Lab where he conducts research focused on designing and testing user interfaces that integrate with inherent human factors.
Shumin Zhai is a Chinese-born American Canadian Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a principal scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.
Saul Greenberg is a computer scientist, a Faculty Professor and Professor Emeritus at the University of Calgary. He was awarded ACM Fellowship in 2012 for contributions to computer supported cooperative work and ubiquitous computing.
Batya Friedman is an American professor in the University of Washington Information School. She is also an adjunct professor in the Paul G. Allen School of Computer Science and Engineering and adjunct professor in the Department of Human-Centered Design and Engineering, where she directs the Value Sensitive Design Research Lab. She received her PhD in learning sciences from the University of California, Berkeley School of Education in 1988, and has an undergraduate degree from Berkeley in computer science and mathematics.
Shaowen Bardzell is a Taiwanese-American computer scientist who is the chair of the School of Interactive Computing in the Georgia Institute of Technology College of Computing, where she is a professor. Her research concerns humanistic informatics, feminist approaches to human–computer interaction, and sustainable design.