This paper explores the current state of second-generation Human-Computer Interaction (HCI) theory in the face of challenges posed by the third wave of HCI. The second wave focused on work settings and interaction within established communities of practice, while the third wave broadens the use context and application types, integrating technology into private and public spheres, homes, and everyday life. The paper addresses key topics such as multiplicity, context, boundaries, experience, and participation to discuss how second-wave theory can still contribute to the evolving challenges of the third wave.
The third wave emphasizes non-work, non-purposeful, and non-rational aspects of human-computer interaction, including culture, emotion, and experience. It moves away from a user-centered approach to a more exploratory one, drawing inspiration from use rather than designing for it. New technologies such as pervasive computing, augmented reality, and tangible interfaces are reshaping human-computer interaction, but often in isolation rather than in context.
The paper argues that while the third wave has moved away from the second wave, there are still valuable contributions that the second wave can make. It highlights the importance of multiplicity in interaction, the role of context in shaping use, and the need for reflexivity in design. The paper also discusses the challenges of designing for changing contexts and the importance of understanding how technologies are used in different settings.
The paper also addresses the issue of participation, emphasizing the need for designers to involve users in the design process. It suggests that the third wave could benefit from a more direct engagement with the theories and methods of the second wave. The paper concludes that the second wave should not be abandoned but should evolve to address the challenges of the third wave, including the need to embrace the full range of human experiences and activities beyond work. The paper calls for a more holistic approach to design that considers the entire life of users and the integration of technologies into everyday life.This paper explores the current state of second-generation Human-Computer Interaction (HCI) theory in the face of challenges posed by the third wave of HCI. The second wave focused on work settings and interaction within established communities of practice, while the third wave broadens the use context and application types, integrating technology into private and public spheres, homes, and everyday life. The paper addresses key topics such as multiplicity, context, boundaries, experience, and participation to discuss how second-wave theory can still contribute to the evolving challenges of the third wave.
The third wave emphasizes non-work, non-purposeful, and non-rational aspects of human-computer interaction, including culture, emotion, and experience. It moves away from a user-centered approach to a more exploratory one, drawing inspiration from use rather than designing for it. New technologies such as pervasive computing, augmented reality, and tangible interfaces are reshaping human-computer interaction, but often in isolation rather than in context.
The paper argues that while the third wave has moved away from the second wave, there are still valuable contributions that the second wave can make. It highlights the importance of multiplicity in interaction, the role of context in shaping use, and the need for reflexivity in design. The paper also discusses the challenges of designing for changing contexts and the importance of understanding how technologies are used in different settings.
The paper also addresses the issue of participation, emphasizing the need for designers to involve users in the design process. It suggests that the third wave could benefit from a more direct engagement with the theories and methods of the second wave. The paper concludes that the second wave should not be abandoned but should evolve to address the challenges of the third wave, including the need to embrace the full range of human experiences and activities beyond work. The paper calls for a more holistic approach to design that considers the entire life of users and the integration of technologies into everyday life.