The Evolution of HCI, HAI, and Behavioral Science Theories

The Evolution of HCI, HAI, and Behavioral Science Theories
The fields of Human-Computer Interaction (HCI), Human-AI Interaction (HAI), and the study of group behavior are constantly evolving, driven by rapid technological advancements and a deeper understanding of human psychology and social dynamics. Underlying this progress are foundational theories that provide frameworks for understanding, designing, and evaluating interactive systems.
1. Human-Computer Interaction (HCI) Theories
These theories focus primarily on the interaction between individual users and computer systems, providing insights into usability, user experience, and design principles.
Activity Theory (Leont’ev, Engeström): Activity Theory views human activity as a complex, socially situated phenomenon. It emphasizes the interconnectedness of subject (the user), object (the goal), tools (including interfaces), rules, community, and division of labor. It’s not about isolated actions, but about how these elements interact within a broader system. In HCI, Activity Theory helps researchers analyze how users interact with technology within specific contexts, considering their goals, the tools they use, and the social and cultural factors that influence their behavior.
- HCI Connection: Bardram, J. E., & Houben, S. (2018). Activity-based computing: Understanding context through activity theory. ACM Transactions on Computer-Human Interaction (TOCHI), 25(3), 1-37. (This is a broader review, but very relevant). Many CHI papers implicitly use Activity Theory by examining context, but fewer explicitly frame it as such. Look for papers studying technology use in specific settings (e.g., healthcare, education).
Distributed Cognition (Hutchins): This theory argues that cognition isn’t confined to an individual’s head, but is distributed across individuals, artifacts, and the environment. A classic example is a pilot in a cockpit, where cognition is shared between the pilot, the instruments, and even co-pilots. In HCI, Distributed Cognition helps us design interfaces that support collaborative work and offload cognitive tasks onto the system. It’s crucial for understanding how teams use shared displays, collaborative editing tools, and other systems where information is distributed.
- HCI Connection: Horvitz, E. (1999). Principles of mixed-initiative user interfaces. In Proceedings of the 22nd international conference on Intelligent user interfaces (pp. 159-166). (While not strictly Distributed Cognition, this paper on mixed-initiative systems heavily relies on the concept of shared cognitive load and control). Search for CHI papers on “shared workspaces,” “collaborative interfaces,” or “cognitive offloading.”
GOMS Model (Card, Moran, Newell): GOMS (Goals, Operators, Methods, Selection Rules) is a classic HCI model for predicting user performance. It breaks down tasks into a hierarchy of goals (what the user wants to achieve), operators (basic actions like clicking or typing), methods (sequences of operators to achieve a goal), and selection rules (how users choose between different methods). GOMS is useful for analyzing the efficiency of interfaces and identifying potential usability problems.
- HCI Connection: While direct GOMS modeling is less common in recent CHI papers due to its labor-intensive nature, the principles of GOMS (task analysis, efficiency, cognitive steps) are still highly relevant. Look for papers that evaluate interface efficiency using quantitative measures like task completion time or error rates. See, e.g., studies on optimizing menu structures or form design.
Cognitive Load Theory (Sweller): Originating in education, Cognitive Load Theory (CLT) is now central to HCI. It distinguishes between intrinsic load (inherent task complexity), extraneous load (caused by poor design), and germane load (mental effort devoted to learning). Good HCI design aims to minimize extraneous load and optimize germane load, freeing up cognitive resources for the task itself.
- HCI Connection: This is hugely influential. Many CHI papers address CLT, even if not explicitly named. Look for papers on:
- Multimodal interfaces: How different modalities (visual, auditory, haptic) affect cognitive load.
- Adaptive interfaces: Systems that adjust complexity based on user expertise or cognitive state.
- Notifications and interruptions: How to minimize the disruptive effects of notifications.
- Example: Müller, J., Welsch, D., Taing, H. C., Kern, D., & Schmidt, A. (2017). Investigating the effects of cognitive load on mobile interaction in public. In Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services (pp. 1-12).
- HCI Connection: This is hugely influential. Many CHI papers address CLT, even if not explicitly named. Look for papers on:
Technology Acceptance Model (TAM) (Davis): TAM is a widely used model for predicting user acceptance of new technologies. It focuses on two key factors: perceived usefulness (how much the technology will help users achieve their goals) and perceived ease of use (how easy the technology is to learn and use). TAM has been extended and modified (e.g., TAM2, UTAUT) to include social influence, organizational factors, and other variables.
- HCI Connection: TAM is frequently used to study the adoption of new technologies, particularly in areas like mobile computing, social media, and e-commerce. Look for papers that survey users about their attitudes and intentions to use a new system.
- Example: Venkatesh, V., Thong, J. Y., & Xu, X. (2016). Unified theory of acceptance and use of technology: A synthesis and the road ahead. Journal of the Association for Information Systems, 17(5), 328-376. (This is a UTAUT paper, a direct extension of TAM).
- HCI Connection: TAM is frequently used to study the adoption of new technologies, particularly in areas like mobile computing, social media, and e-commerce. Look for papers that survey users about their attitudes and intentions to use a new system.
Mental Models (Norman): Users develop internal “mental models” of how systems work. These models may be incomplete or inaccurate, but they guide user behavior. Good design aims to create a system image (the interface and documentation) that helps users build accurate mental models. Norman’s concept of the “Gulf of Execution” (difficulty translating intentions into actions) and “Gulf of Evaluation” (difficulty interpreting system feedback) are directly related to mental models.
- HCI Connection: Mental models are a fundamental concept in HCI. Look for papers that discuss:
- User expectations: How prior experience shapes user interactions.
- Conceptual models: Designers explicitly presenting a clear conceptual model to users.
- Error analysis: Understanding errors as mismatches between user mental models and the system.
- Example: Kaur, K., Kiesel, A., & Schwind, V. (2020, April). Mental models of intelligent systems: A framework and literature review. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-16).
- HCI Connection: Mental models are a fundamental concept in HCI. Look for papers that discuss:
Theory of Action (Norman’s Gulf of Execution & Gulf of Evaluation): This is closely related to Mental Models. Norman describes a “Gulf of Execution” (the gap between the user’s goals and the actions allowed by the system) and a “Gulf of Evaluation” (the gap between the system’s state and the user’s understanding of that state). Good design minimizes these gulfs.
- HCI Connection: This is foundational to usability principles. Look for papers on:
- Affordances: Designing interface elements that clearly communicate their intended use.
- Feedback: Providing clear and timely feedback about system state and user actions.
- Discoverability: Making it easy for users to find and understand system features.
- HCI Connection: This is foundational to usability principles. Look for papers on:
Fitts’ Law: Fitts’ Law is a predictive model that describes the time it takes to move a pointer to a target, based on the target’s distance and size. It’s a cornerstone of GUI design, used to optimize button sizes, menu layouts, and other interactive elements. Larger, closer targets are easier and faster to hit.
- HCI Connection: Fitts’ Law is constantly applied, even if not explicitly mentioned. Look for papers that evaluate:
- Pointing devices: Mouse, touchscreens, styluses, etc.
- Target acquisition: How quickly and accurately users can select targets.
- Novel interaction techniques: Evaluating new input methods using Fitts’ Law.
- Example: Bi, X., & Zhai, S. (2016). A multidirectional fitts’ law for evaluating pointing performance. ACM Transactions on Computer-Human Interaction (TOCHI), 23(4), 1-33.
- HCI Connection: Fitts’ Law is constantly applied, even if not explicitly mentioned. Look for papers that evaluate:
Media Richness Theory (Daft & Lengel): This theory, originally from organizational communication, argues that communication media vary in their “richness” – their ability to convey complex information and social cues. Face-to-face communication is considered the richest, while text-based communication is leaner. In HCI, Media Richness Theory helps us choose appropriate communication channels for different tasks and contexts.
- HCI Connection: Relevant to research on:
- Video conferencing: How video quality, presence of avatars, etc., affect communication.
- Virtual reality: How immersive environments impact social interaction.
- Remote collaboration: Choosing the right tools for different collaborative tasks.
- Example: Schoenenberg, K., Raake, A., & Koeppe, J. (2014). Why are you so quiet, video? Exploring factors influencing the subjective experience of reduced frame rates in video conferencing. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2887-2896).
- HCI Connection: Relevant to research on:
Social Presence Theory (Short, Williams, & Christie): This theory focuses on how media differ in their ability to make users feel socially “present” with one another. High social presence leads to more engaging and satisfying interactions. It’s crucial for designing collaborative systems, virtual environments, and social media platforms.
- HCI Connection: Highly relevant to:
- Virtual and augmented reality: Creating immersive experiences that foster a sense of shared presence.
- Social robotics: Designing robots that can interact with humans in a socially appropriate way.
- Remote collaboration: Improving the sense of connection and engagement in virtual teams.
- Example: Bailenson, J. N. (2021). Nonverbal overload: A theoretical argument for the causes of Zoom fatigue. Technology, Mind, and Behavior, 2(1).
- HCI Connection: Highly relevant to:
2. Human-AI Interaction (HAI) Theories and Frameworks
These theories and frameworks address the unique challenges of designing and evaluating systems where humans interact with intelligent agents, focusing on issues like trust, explainability, and collaboration.
Computers as Social Actors (CASA) (Reeves & Nass): The CASA paradigm argues that people tend to treat computers and other technologies as if they were social actors, applying social rules and expectations to their interactions. This has implications for designing AI agents that are perceived as polite, trustworthy, and engaging.
- HCI Connection: Foundational to research on:
- Embodied conversational agents: Designing virtual agents with human-like appearance and behavior.
- Social robotics: Creating robots that can interact with humans in a natural and intuitive way.
- Persuasive technology: Using social influence principles to design systems that change user behavior.
- Example: Yee, N., Bailenson, J. N., & Rickertsen, K. (2007). A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 1-10).
- HCI Connection: Foundational to research on:
Explainable AI / Interpretability Frameworks (e.g., LIME, SHAP): Explainable AI (XAI) aims to make AI decision-making more transparent and understandable to humans. This is crucial for building trust and enabling users to identify and correct errors. Frameworks like LIME (Local Interpretable Model-Agnostic Explanations) and SHAP (SHapley Additive exPlanations) provide methods for explaining the predictions of complex AI models.
- HCI Connection: A very active research area. Look for papers on:
- Transparency: Making AI reasoning visible to users.
- User trust: How explanations affect user trust in AI systems.
- Debugging and error correction: Helping users understand and fix AI mistakes.
- Example: Ribeiro, M. T., Singh, S., & Guestrin, C. (2016). " Why should i trust you?" Explaining the predictions of any classifier. In Proceedings of the 22nd ACM SIGKDD international conference on knowledge discovery and data mining (pp. 1135-1144).
- HCI Connection: A very active research area. Look for papers on:
Trust in Automation / Trust in AI (Lee & See): This area of research explores the factors that influence human trust in automated systems and AI agents. Trust is crucial for user acceptance and reliance on AI. Key factors include the system’s reliability, transparency, predictability, and perceived competence.
- HCI Connection: Relevant to:
- Autonomous vehicles: Understanding how people develop trust in self-driving cars.
- Healthcare AI: Building trust in AI-powered diagnostic and treatment systems.
- Human-robot collaboration: Designing robots that are perceived as trustworthy partners.
- Example: Hancock, P. A., Billings, D. R., Schaefer, K. E., Chen, J. Y., De Visser, E. J., & Parasuraman, R. (2011). A meta-analysis of factors affecting trust in human-robot interaction. Human factors, 53(5), 517-527.
- HCI Connection: Relevant to:
Ethical AI Frameworks (e.g., Fairness, Accountability, Transparency): Ethical AI focuses on designing and deploying AI systems in a way that is fair, accountable, and transparent. This includes addressing issues like bias, discrimination, privacy, and the potential for misuse. Frameworks like FAT-ML (Fairness, Accountability, and Transparency in Machine Learning) provide guidelines for responsible AI development.
- HCI Connection: A major focus of current research. Look for papers on:
- Algorithmic bias: Detecting and mitigating bias in AI systems.
- Privacy-preserving AI: Developing AI systems that protect user data.
- AI governance and regulation: Designing policies and regulations for responsible AI development.
- Example: Holstein, K., Wortman Vaughan, J., Daumé III, H., Dudik, M., & Wallach, H. (2019). Improving fairness in machine learning systems: What do industry practitioners need?. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-16).
- HCI Connection: A major focus of current research. Look for papers on:
Anthropomorphism and De-Anthropomorphism (Epley et al.): Anthropomorphism is the tendency to attribute human-like qualities (e.g., emotions, intentions) to non-human entities, including AI agents. De-anthropomorphism is the opposite – reducing the perceived human-likeness of an AI. Understanding these tendencies is crucial for designing AI agents that are perceived as appropriate for their intended role.
- HCI Connection: Relevant to:
- Virtual agent design: Choosing the right level of human-likeness for a given application.
- Robot design: Creating robots that are perceived as socially acceptable and non-threatening.
- User expectations: Managing user expectations about AI capabilities.
- Example: Złotowski, J., Proudfoot, D., Yogeeswaran, K., & Bartneck, C. (2015). Anthropomorphism: opportunities and challenges in human–robot interaction. AI & society, 30(3), 347-360.
- HCI Connection: Relevant to:
Mixed-Initiative Interaction (Horvitz): Mixed-initiative interaction describes systems where humans and AI agents share control and collaborate on tasks. The AI can take the initiative in some situations, while the human can intervene and guide the AI in others. This is crucial for designing AI systems that are flexible and adaptable to changing user needs.
- HCI Connection: Relevant to:
- Intelligent assistants: Designing assistants that can proactively offer help and suggestions.
- Human-robot collaboration: Creating robots that can work alongside humans in a seamless way.
- Decision support systems: Building systems that support human decision-making without being overly controlling.
- Example: Horvitz, E. (1999). Principles of mixed-initiative user interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 159-166). (This is the foundational paper).
- HCI Connection: Relevant to:
Intelligibility and Accountability (Bellotti & Sellen): These are key design principles for making “smart” interfaces comprehensible and trustworthy. Intelligibility means that the system’s actions and reasoning are understandable to the user. Accountability means that the system can explain its decisions and be held responsible for its actions.
- HCI Connection: Relevant to Explainable AI and Trust in AI.
- Example: Bellotti, V., & Sellen, A. (1993). Design for privacy in ubiquitous computing environments. In European conference on computer supported cooperative work (pp. 77-92). Springer, Dordrecht.
Reflective Design (Sengers et al.): This approach encourages designers to create systems that provoke reflection and critical thinking about technology’s role in society. It’s particularly relevant to ethical AI design, encouraging users to question the assumptions and values embedded in AI systems.
- HCI Connection: Relevant to discussions of AI ethics, social impact, and the future of work.
- Example: Sengers, P., Boehner, K., David, S., & Kaye, J. J. (2005, April). Reflective design. In Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility (pp. 49-58).
3. Behavioral Science & Group Behavior Theories
These theories provide insights into individual and group behavior, motivation, and social dynamics, informing the design of technologies that support collaboration, communication, and social interaction.
3A. Individual Behavior & Motivation
Self-Determination Theory (Ryan & Deci): SDT is a theory of motivation that emphasizes the importance of autonomy (feeling in control of one’s actions), competence (feeling capable and effective), and relatedness (feeling connected to others). In technology design, SDT can be used to create systems that support these basic psychological needs, fostering intrinsic motivation and engagement.
- HCI Connection: Relevant to:
- Gamification: Designing game-like elements that support autonomy, competence, and relatedness.
- Personal informatics: Creating systems that help users track and understand their own behavior.
- Social media: Understanding how social media platforms affect user motivation and well-being.
- Example: Peters, D., Calvo, R. A., & Ryan, R. M. (2018). Designing for motivation, engagement and wellbeing in digital experience. Frontiers in psychology, 9, 797.
- HCI Connection: Relevant to:
Theory of Planned Behavior (Ajzen): This theory explains how attitudes, subjective norms (social pressure), and perceived behavioral control (belief in one’s ability to perform the behavior) influence intentions and behavior. In technology contexts, it can be used to understand user adoption of new technologies or to design interventions that promote desired behaviors.
- HCI Connection: Relevant to:
- Technology adoption: Predicting user acceptance of new systems.
- Persuasive technology: Designing systems that change user attitudes and behaviors.
- Health interventions: Using technology to promote healthy behaviors.
- Example: Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & management, 41(7), 853-868.
- HCI Connection: Relevant to:
Social Cognitive Theory (Bandura): This theory emphasizes the reciprocal relationships between personal factors (e.g., beliefs, self-efficacy), environmental factors (e.g., social norms, access to resources), and behavior. It highlights the role of observational learning, self-regulation, and self-efficacy in shaping behavior.
- HCI Connection: Relevant to:
- Persuasive technology: Designing systems that influence user behavior through social modeling and reinforcement.
- Training and education: Using technology to support learning and skill development.
- Behavior change interventions: Creating systems that help users adopt new behaviors.
- Example: Fogg, B. J. (2003). Persuasive technology: using computers to change what we think and do. Ubiquity, 2003(December), 5.
- HCI Connection: Relevant to:
Nudge Theory (Thaler & Sunstein): Nudge Theory suggests that small, subtle changes in the design of choices can “nudge” people towards making better decisions, without restricting their freedom of choice. This is widely applied in interface design to encourage healthier, more sustainable, or more productive behaviors.
- HCI Connection: Relevant to:
- Default options: Setting defaults to encourage desired behaviors.
- Framing effects: Presenting information in a way that influences choices.
- Social proof: Using social norms to encourage desired behaviors.
- Example: Caraban, A., Karapanos, E., Gonçalves, D., & Campos, P. (2019). 23 ways to nudge: A review of technology-mediated nudging in human-computer interaction. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1-15).
- HCI Connection: Relevant to:
Goal-Setting Theory (Locke & Latham): This theory argues that specific and challenging goals, when accepted by the individual, lead to higher performance than vague or easy goals. It’s relevant to productivity apps, task management systems, and gamified applications.
- HCI Connection: Relevant to:
- Task management systems: Helping users set and track goals.
- Gamification: Using game mechanics like points, badges, and leaderboards to motivate users.
- Personal informatics: Tracking progress towards goals.
- Example: Locke, E. A., & Latham, G. P. (2002). Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. American psychologist, 57(9), 705.
- HCI Connection: Relevant to:
3B. Group & Organizational Behavior
Groupthink (Janis): Groupthink describes the tendency for highly cohesive groups to make poor decisions due to pressure for conformity and suppression of dissenting opinions. It’s relevant to the design of collaborative systems and decision-support tools, highlighting the need to encourage diverse perspectives and critical thinking.
- HCI Connection: Relevant to:
- Collaborative decision-making tools: Designing systems that mitigate groupthink.
- Online communities: Understanding how group dynamics affect online discussions.
- Example: Al-Kofahi, Y., Gurses, A. P., & Jha, A. (2016). Groupthink in healthcare: a systematic review of the literature. BMJ quality & safety, 25(11), 853-864. (While not strictly a CHI paper, it provides a good overview of the concept and its relevance to a key application domain).
- HCI Connection: Relevant to:
Social Identity Theory (Tajfel & Turner): This theory explains how people’s sense of self is derived from their group memberships. It has implications for intergroup relations, prejudice, and cooperation. In online contexts, it’s important for understanding online communities, social media, and group-based technologies.
- HCI Connection: Relevant to:
- Online communities: Understanding how group identity affects online behavior.
- Social media: Analyzing how social identity influences online interactions.
- Collaborative systems: Designing systems that support group identity and cohesion.
- Example: Sassenberg, K., & Postmes, T. (2002). Cognitive and strategic processes in small groups: Effects of anonymity of the self and anonymity of the group on social influence. British Journal of Social Psychology, 41(3), 463-480.
- HCI Connection: Relevant to:
Tuckman’s Stages of Group Development: This model describes how teams typically evolve through stages: forming (initial orientation), storming (conflict and disagreement), norming (establishing rules and roles), performing (working effectively), and adjourning (disbanding). It’s useful for designing collaborative systems that adapt to the changing needs of a group over time.
- HCI Connection: Relevant to:
- Team-based software development: Supporting different stages of the software development lifecycle.
- Longitudinal studies of collaboration: Understanding how group dynamics change over time.
- Example: Bonebright, D. A. (2010). 40 years of storming: a historical review of Tuckman’s model of small group development. Human Resource Development International, 13(1), 111-120.
- HCI Connection: Relevant to:
Social Loafing (Latane, Williams, & Harkins): Social loafing is the tendency for individuals to exert less effort when working in a group than when working alone. Technology can mitigate social loafing by increasing individual accountability, making contributions more visible, or providing feedback on individual performance.
- HCI Connection: Relevant to:
- Collaborative writing tools: Tracking individual contributions.
- Crowdsourcing platforms: Designing mechanisms to ensure quality and effort.
- Online learning environments: Encouraging active participation in group projects.
- Example: Aggarwal, I., & O’Brien, C. L. (2008). Social loafing on group projects: Structural antecedents and effect on student satisfaction. Journal of Marketing Education, 30(3), 255-264.
- HCI Connection: Relevant to:
Social Facilitation (Zajonc): This theory proposes that the presence of others can enhance performance on simple or well-learned tasks (social facilitation) but impair performance on complex or novel tasks (social inhibition). This has implications for the design of multi-user interfaces, collaborative systems, and virtual environments.
- HCI Connection: Relevant to:
- Virtual reality: Understanding how the presence of virtual characters affects user performance.
- Multiplayer games: Designing games that leverage social facilitation effects.
- Crowdsourcing: Understanding how the presence of others affects task performance.
- Example: Aiello, J. R., & Douthitt, E. A. (2001). Social facilitation from Triplett to electronic performance monitoring. Group Dynamics: Theory, Research, and Practice, 5(3), 163.
- HCI Connection: Relevant to:
Adaptive Structuration Theory (DeSanctis & Poole): This theory explores how groups adapt and appropriate technology over time, shaping both the technology itself and the group’s social structures. It emphasizes the dynamic interplay between technology and social processes.
- HCI Connection Relevant to understanding the long term use of technology.
- Example: DeSanctis, G., & Poole, M. S. (1994). Capturing the complexity in advanced technology use: Adaptive structuration theory. Organization science, 5(2), 121-147.
Emotional Contagion (Hatfield, Cacioppo, & Rapson): Demonstrates how emotions can spread within a group. Important in design of collaborative tools that display affective cues (e.g., reacting features in Zoom).
* **HCI Connection:** Relevant to:
* **Affective Computing:** Designing systems that can detect and respond to user emotions.
* **Social Robotics:** Building robots with emotional intelligence.
* **Example:** Hatfield, E., Cacioppo, J. T., & Rapson, R. L. (1993). Emotional contagion. *Current directions in psychological science*, *2*(3), 96-100.
Collective Efficacy (Bandura): Group members’ shared belief in their collective power to achieve goals. Often leveraged to design team-based interventions or collaborative platforms.
- HCI Connection: Relevant to designing systems that enhance group work.
- Example: Bandura, A. (2000). Exercise of human agency through collective efficacy. Current directions in psychological science, 9(3), 75-78.
This blog post provides a starting point for understanding the rich theoretical landscape that informs HCI, HAI, and the study of group behavior. By grounding design and research in these theories, we can create more effective, engaging, and ethical interactive systems. Remember to always critically evaluate the applicability of a theory to your specific context and consider the limitations of any single theoretical perspective.