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Generative Theories of Interaction
Abstract
Although Human–Computer Interaction research has developed various theories and frameworks for analyzing new and existing interactive systems, few address the generation of novel technological solutions, and new technologies often lack theoretical foundations. We introduce Generative Theories of Interaction, which draw insights from empirical theories about human behavior in order to define specific concepts and actionable principles, which, in turn, serve as guidelines for analyzing, critiquing, and constructing new technological artifacts. After introducing and defining Generative Theories of Interaction, we present three detailed examples from our own work: Instrumental Interaction, Human–Computer Partnerships, and Communities & Common Objects. Each example describes the underlying scientific theory and how we derived and applied HCI-relevant concepts and principles to the design of innovative interactive technologies. Summary tables offer sample questions that help analyze existing technology with respect to a specific theory, critique both positive and negative aspects, and inspire new ideas for constructing novel interactive systems.
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“Simultaneously, design space plays a crucial role in generating new designs, ideas, and artifacts [6, 50].”
From Luminate: Structured Generation and Exploration of Design Space with Large Language Models for Human-AI Co-Creation (2024) · cites this paper as [6]
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“Early formulations of Theory in that space include Ishii and Ullmer’s Tangible Bits [80], which capture what is now referred to as tangible computing.”
BackgroundA behavior model for persuasive design
Fogg, B. (2009) · Proceedings of the 4th International Conference on Persuasive Technology · doi:10.1145/1541948.1541999 · Cited by 2,328
Hollan, J., Hutchins, E., & Kirsh, D. (2000) · ACM Transactions on Computer-Human Interaction · doi:10.1145/353485.353487 · Cited by 2,300 · cited 2×
“For example, theories that are familiar to HCI researchers such as Distributed Cognition [75], Situated Action [145] or Embodied Cognition [54] appear to be good candidates, since they typically lack actionable principles that make them directly usable in a constructive way.”
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Self-citation
Metadata
- Authors
- Beaudouin-Lafon, M., Bødker, S., & Mackay, W. E.
- Affiliations
- Universite Paris-Saclay, CNRS, Inria, Orsay, France
- Aarhus University, Aabogade, Aarhus DK, Denmark
- Venue
- ACM Transactions on Computer-Human Interaction
- Published
- 2021-11-15
- Volume
- 28
- Issue
- 6
- Pages
- 1-54
- ISSN
- 1073-0516
- 1557-7325
- Cited by
- 75
- References
- 12
- Language
- en
- Funders
- European Research Council (321135, 695464 and 740548)
- European Union’s Framework 7 and Horizon 2020 research and innovation programmes
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