Human–computer interaction

A close-up photograph of a computer monitor.
A computer monitor provides a visual interface between the machine and the user.

Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe how people interact with computers and design technologies that allow humans to interact with computers in new ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts. A device that allows interaction between human and a computer is known as a "human–computer interface". For example: the design of a smartphone's touchscreen interface involves HCI principles to ensure that icons are large enough to be tapped easily, and that gestures (like swiping or pinching) are supported.

As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields.

The term was popularized by Stuart Card, Allen Newell, and Thomas P. Moran in their seminal 1983 book, The Psychology of Human–Computer Interaction. The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and the computer. The notion of dialogue likens human–computer interaction to human-to-human interaction: an analogy that is crucial to theoretical considerations in the field.

Definition

Humans interact with computers in many ways, and the interface between the two is crucial to facilitating this interaction. HCI is also sometimes termed human–machine interaction (HMI), man-machine interaction (MMI) or computer-human interaction (CHI). Desktop applications, web browsers, handheld computers, and computer kiosks make use of the prevalent graphical user interfaces (GUIs) of today, while command-line interfaces (CLIs) were the main way to use a computer and are now used mostly by system administrators and programmers. Voice user interfaces (VUIs) are used for speech recognition and synthesizing systems, and the emerging multi-modal GUIs allow humans to engage with embodied character agents in a way that cannot be achieved with other interface paradigms.

The Association for Computing Machinery (ACM) defines human–computer interaction as "a discipline that is concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them". A key aspect of HCI is user satisfaction, also referred to as End-User Computing Satisfaction. It goes on to say:

"Because human–computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, social psychology, and human factors such as computer user satisfaction are relevant. And, of course, engineering and design methods are relevant."

HCI ensures that humans can safely and efficiently interact with complex technologies in fields like aviation and healthcare. Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success.

Human–computer interface

A human–computer interface can be described as the interface of communication between a human user and a computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it, including:

Goals for computers

Human–computer interaction involves the ways in which humans make use of computational artifacts, systems, and infrastructures. Much of the research in this field seeks to improve the human–computer interaction by improving the usability of computer interfaces. How usability is to be precisely understood, how it relates to other social and cultural values, and when it is, and when it may not be a desirable property of computer interfaces is increasingly debated.

Much of the research in the field of human–computer interaction takes an interest in:

Visions of what researchers in the field seek to achieve might vary. When pursuing a cognitivist perspective, researchers of HCI may seek to align computer interfaces with the mental model that humans have of their activities. When pursuing a post-cognitivist perspective, researchers of HCI may seek to align computer interfaces with existing social practices or existing sociocultural values. Researchers in HCI are interested in developing design methodologies, experimenting with devices, prototyping software, and hardware systems, exploring interaction paradigms, and developing models and theories of interaction.

Poorly designed user interfaces can lead to many unexpected problems. A classic example is the Three Mile Island accident, a nuclear meltdown accident, where investigations concluded that the design of the human–machine interface was at least partly responsible for the disaster. Similarly, some accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instruments or throttle quadrant layouts: even though the new designs were proposed to be superior in basic human–machine interaction, pilots had already ingrained the "standard" layout. Thus, the conceptually good idea had unintended results.

Design

Principles

The user interacts directly with hardware for the human input and output such as displays, e.g. through a graphical user interface. The user interacts with the computer over this software interface using the given input and output (I/O) hardware.
Software and hardware are matched so that the processing of the user input is fast enough, and the latency of the computer output is not disruptive to the workflow.

The following experimental design principles are considered, when evaluating a current user interface, or designing a new user interface:

The iterative design process is repeated until a sensible, user-friendly interface is created.

Methodologies

Various strategies delineating methods for human–PC interaction design have developed since the conception of the field during the 1980s. Most plan philosophies come from a model for how clients, originators, and specialized frameworks interface. Early techniques treated clients' psychological procedures as unsurprising and quantifiable and urged plan specialists to look at subjective science to establish zones, (for example, memory and consideration) when structuring UIs. Present-day models, in general, center around a steady input and discussion between clients, creators, and specialists and push for specialized frameworks to be folded with the sorts of encounters clients need to have, as opposed to wrapping user experience around a finished framework.

Current research

Topics in human–computer interaction include the following:

Factors of change

Traditionally, computer use was modeled as a human–computer dyad in which the two were connected by a narrow explicit communication channel, such as text-based terminals. Much work has been done to make the interaction between a computing system and a human more reflective of the multidimensional nature of everyday communication, interaction, and thought. Because of potential issues, human–computer interaction shifted focus beyond the interface to respond to observations as articulated by Douglas Engelbart: "If ease of use were the only valid criterion, people would stick to tricycles and never try bicycles."

How humans interact with computers continues to evolve rapidly. Human–computer interaction is affected by developments in computing. These forces include:

Scientific conferences

One of the main conferences for new research in human–computer interaction is the annually held Association for Computing Machinery's (ACM) Conference on Human Factors in Computing Systems, usually referred to by its short name CHI (pronounced kai, or Khai). CHI is organized by ACM Special Interest Group on Computer-Human Interaction (SIGCHI). CHI is a large conference, with thousands of attendants, and is quite broad in scope. It is attended by academics, practitioners, and industry people.

There are also dozens of other smaller, regional, or specialized HCI-related conferences held around the world each year, including:

See also

Footnotes

  1. ↑ Rapp, Amon (2023-05-24). "Human–Computer Interaction". Oxford Research Encyclopedia of Psychology. Oxford University Press. doi:10.1093/acrefore/9780190236557.013.47. ISBN 978-0-19-023655-7. Retrieved 31 July 2025.{{cite web}}: CS1 maint: periodical has ISBN (link)
  2. ↑ Helander, M. G. (2014-06-28). Handbook of Human-Computer Interaction. Elsevier. ISBN 978-1-4832-9513-8.
  3. ↑ Hampton, W. H. (2025). "Haptic Rewards: How Mobile Vibrations Shape Reward Response and Consumer Choice". Journal of Consumer Research ucaf025. doi:10.1093/jcr/ucaf025.
  4. ↑ Carlisle, James H. (June 1976). "Evaluating the impact of office automation on top management communication". Proceedings of the June 7-10, 1976, national computer conference and exposition on - AFIPS '76. Proceedings of the June 7–10, 1976, National Computer Conference and Exposition. pp. 611–616. doi:10.1145/1499799.1499885. S2CID 18471644. Use of 'human–computer interaction' appears in references
  5. ↑ Suchman, Lucy (1987). Plans and Situated Action. The Problem of Human-Machine Communication. New York, Cambridge: Cambridge University Press. ISBN 9780521337397. Retrieved 7 March 2015.
  6. ↑ Dourish, Paul (2001). Where the Action Is: The Foundations of Embodied Interaction. Cambridge, MA: MIT Press. ISBN 9780262541787.
  7. 1 2 3 Hewett; Baecker; Card; Carey; Gasen; Mantei; Perlman; Strong; Verplank. "ACM SIGCHI Curricula for Human–Computer Interaction". ACM SIGCHI. Archived from the original on 17 August 2014. Retrieved 15 July 2014.
  8. ↑ Carroll, Meredith; Dahlstrom, Nicklas (2021-04-21). "Human Computer Interaction on the Modern Flight Deck". International Journal of Human–Computer Interaction. 37 (7): 585–587. doi:10.1080/10447318.2021.1890495. ISSN 1044-7318.
  9. ↑ "What is Human-Computer Interaction?". Association for Computing Machinery. Retrieved 19 December 2025.
  10. ↑ Hartson, H. Rex; Hix, Deborah (1989-03-01). "Human-computer interface development: concepts and systems for its management". ACM Comput. Surv. 21 (1): 5–92. doi:10.1145/62029.62031. ISSN 0360-0300.
  11. ↑ Costa, Pedro Maurício; Galvão, Teresa; Falcão e Cunha, João; Pitt, Jeremy (June 2015). "How to support the design and development of interactive pervasive environments". 2015 8th International Conference on Human System Interaction (HSI). pp. 278–284. doi:10.1109/HSI.2015.7170680. ISBN 978-1-4673-6936-7.
  12. ↑ Grudin, Jonathan (1992). "Utility and usability: research issues and development contexts". Interacting with Computers. 4 (2): 209–217. doi:10.1016/0953-5438(92)90005-z.
  13. ↑ Chalmers, Matthew; Galani, Areti (2004). "Seamful interweaving". Proceedings of the 5th conference on Designing interactive systems: Processes, practices, methods, and techniques (PDF). pp. 243–252. doi:10.1145/1013115.1013149. ISBN 978-1581137873. S2CID 12500442. Archived (PDF) from the original on 2020-08-01. Retrieved 2019-10-04.
  14. ↑ Barkhuus, Louise; Polichar, Valerie E. (2011). "Empowerment through seamfulness: smart phones in everyday life". Personal and Ubiquitous Computing. 15 (6): 629–639. doi:10.1007/s00779-010-0342-4.
  15. ↑ Rogers, Yvonne (2012). "HCI Theory: Classical, Modern, and Contemporary". Synthesis Lectures on Human-Centered Informatics. 5 (2): 1–129. doi:10.2200/S00418ED1V01Y201205HCI014.
  16. ↑ Sengers, Phoebe; Boehner, Kirsten; David, Shay; Joseph, Kaye (2005). "Reflective design". Proceedings of the 4th decennial conference on Critical computing: Between sense and sensibility. Vol. 5. pp. 49–58. doi:10.1145/1094562.1094569. ISBN 978-1595932037. S2CID 9029682.
  17. ↑ Mekler, Elisa D.; Hornbæk, Kasper (2019-05-02). "A Framework for the Experience of Meaning in Human-Computer Interaction". Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. CHI '19. New York, NY, USA: Association for Computing Machinery: 1–15. doi:10.1145/3290605.3300455. ISBN 978-1-4503-5970-2.{{cite journal}}: CS1 maint: periodical has ISBN (link)
  18. ↑ Ergoweb. "What is Cognitive Ergonomics?". Ergoweb.com. Archived from the original on September 28, 2011. Retrieved August 29, 2011.
  19. ↑ "NRC: Backgrounder on the Three Mile Island Accident". Nrc.gov. Archived from the original on August 24, 2019. Retrieved August 29, 2011.
  20. ↑ "Report of the President's Commission on the Accident at Three Miles Island" (PDF). 2019-03-14. Archived from the original on 2011-04-09. Retrieved 2011-08-17.
  21. ↑ "Bonanza Safety Review". www.aopa.org. 1994-05-02. Retrieved 2025-05-12.
  22. ↑ Green, Paul (2008). Iterative Design. Lecture presented in Industrial and Operations Engineering 436 (Human Factors in Computer Systems, University of Michigan, Ann Arbor, MI, February 4, 2008.
  23. ↑ Kaptelinin, Victor (2012): Activity Theory. In: Soegaard, Mads and Dam, Rikke Friis (eds.). "Encyclopedia of Human–Computer Interaction". The Interaction-Design.org Foundation. Available online at http://www.interaction-design.org/encyclopedia/activity_theory.html Archived 2012-03-23 at the Wayback Machine
  24. ↑ "The Case for HCI Design Patterns". Archived from the original on 2019-09-28. Retrieved 2019-08-26.
  25. ↑ Friedman, B., Kahn Jr, P. H., Borning, A., & Kahn, P. H. (2006). Value Sensitive Design and information systems. Human–Computer Interaction and Management Information Systems: Foundations. ME Sharpe, New York, 348–372.
  26. ↑ Azuma, Ronald T. (1997). "A Survey of Augmented Reality". Presence: Teleoperators & Virtual Environments. 6 (4): 355–385. doi:10.1162/pres.1997.6.4.355.
  27. ↑ Billinghurst, Mark; Clark, Andrew; Lee, Gun (2015). "A survey of augmented reality". Foundations and Trends in Human-Computer Interaction. 8 (2–3): 73–272. doi:10.1561/1100000049.
  28. ↑ Slater, Mel (2009). "Place Illusion and Plausibility Can Lead to Realistic Behavior in Immersive Virtual Environments". Philosophical Transactions of the Royal Society B. 364 (1535): 3549–3557. doi:10.1098/rstb.2009.0138. hdl:2445/53086. PMC 2781884. PMID 19884149.
  29. ↑ Cummings, James J.; Bailenson, Jeremy N. (2016). "How immersive is enough? A meta-analysis of the effect of immersive technology on user presence". Media Psychology. 19 (2): 272–309. doi:10.1080/15213269.2015.1015740.
  30. ↑ Milgram, Paul; Takemura, Haruo; Utsumi, Akira; Kishino, Fumio (1995). "Augmented reality: a class of displays on the reality-virtuality continuum". Telemanipulator and Telepresence Technologies. 2351: 282. Bibcode:1995SPIE.2351..282M. doi:10.1117/12.197321.
  31. ↑ Speiginer, Grant (2015). "Mixed reality in education: A review of current and future trends". Educational Technology Research & Development. 63 (6): 855–873. doi:10.1007/s11423-015-9381-7 (inactive 1 July 2025).{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)
  32. ↑ Milgram, Paul (1994). "A Taxonomy of Mixed Reality Visual Displays". IEICE Transactions on Information and Systems. 77 (12): 1321–1329.
  33. ↑ Buhalis, Dimitrios; Karatay, Natali (2022). "Extended reality (XR) and artificial intelligence (AI) revolutionizing the hospitality industry". Journal of Hospitality & Tourism Research. 46 (3): 489–508. doi:10.1177/10963480211037322 (inactive 1 July 2025).{{cite journal}}: CS1 maint: DOI inactive as of July 2025 (link)
  34. ↑ Shneiderman, Ben (2022). Human-Centered AI. Oxford University Press. ISBN 978-0192845290.
  35. ↑ Amershi, Saleema (2019). "Guidelines for Human–AI Interaction". Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. pp. 1–13. doi:10.1145/3290605.3300233. ISBN 978-1-4503-5970-2.
  36. ↑ Lazar, Jonathan (2017). Research Methods in Human-Computer Interaction. Morgan Kaufmann. ISBN 978-0128053904.
  37. ↑ Shinohara, Kristen; Wobbrock, Jacob O. (2011). "In the shadow of misperception: Assistive technology use and social interactions". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 705–714. doi:10.1145/1978942.1979044. ISBN 978-1-4503-0228-9.
  38. ↑ Posard, Marek (2014). "Status processes in human–computer interactions: Does gender matter?". Computers in Human Behavior. 37 (37): 189–195. doi:10.1016/j.chb.2014.04.025.
  39. ↑ Posard, Marek; Rinderknecht, R. Gordon (2015). "Do people like working with computers more than human beings?". Computers in Human Behavior. 51: 232–238. doi:10.1016/j.chb.2015.04.057.
  40. ↑ Dong, Hai; Hussain, Farookh; Elizabeth, Chang (2010). "A human-centered semantic service platform for the digital ecosystems environment". World Wide Web. 13 (1–2): 75–103. doi:10.1007/s11280-009-0081-5. hdl:20.500.11937/29660. S2CID 10746264.
  41. ↑ Krucoff, Max O.; Rahimpour, Shervin; Slutzky, Marc W.; Edgerton, V. Reggie; Turner, Dennis A. (2016-01-01). "Enhancing Nervous System Recovery through Neurobiologics, Neural Interface Training, and Neurorehabilitation". Frontiers in Neuroscience. 10: 584. doi:10.3389/fnins.2016.00584. PMC 5186786. PMID 28082858.
  42. ↑ Fischer, Gerhard (1 May 2000). "User Modeling in Human–Computer Interaction". User Modeling and User-Adapted Interaction. 11 (1–2): 65–86. doi:10.1023/A:1011145532042.
  43. ↑ "Conference Search: hci". www.confsearch.org. Archived from the original on 2009-08-20. Retrieved 2009-05-15.

Further reading

Academic overviews of the field
Historically important classic[citation needed]
Overviews of history of the field
Social science and HCI
Academic journals
Collection of papers
Treatments by one or few authors, often aimed at a more general audience
Textbooks