







The growing pervasiveness of digital technologies has exposed the entanglements of Human-Computer Interaction (HCI) with its surrounding context, from the immediate vicinity of interfaces to global issues. While often providing solutions to societal issues, interactive technologies also many times contribute to them. They impact and are impacted by the world, in a process of continuous mutual influence and co-constitution that raises important implications not only to user experience, effectiveness and efficiency, but also to ethics, social responsibility and environmental health. In this article, I draw on the new materialism notion of intra-action to propose a conceptual shift to a relational approach for HCI, which I refer to as Human-Computer Intra-Action (HCIA), capable of capturing from the outset the inherent relationships with the world that inform the design of interactive technology. To that end, I propose the notion of relationalities to reflect the synergies and antagonisms around those relationships, and discuss emerging notions of spatiality and temporality by considering the increasing hybridity of socio-technical engagements both in space (local versus remote) and in time (immediate versus stretched). Based on that, I propose a preliminary method for mapping intra-actions associated to interactive technologies, envisaged as a starting point to a relational take on their design process.
Instrumental interaction: an interaction model for designing post-WIMP user interfaces
Although the power of personal computers has increased 1000-fold over the past 20 years, user interfaces remain essentially the same. Innovations in HCI research, particularly novel interaction techniques, are rarely incorporated into products. In this ...

Towards a feminist HCI methodology: social science, feminism, and HCI
Feminism is a natural ally to interaction design, due to its central commitments to issues such as agency, fulfillment, identity, equity, empowerment, and social justice. In this paper, I summarize the state of the art of feminism in HCI and propose ...

Welcome to the Relational Design Lab | LX Cast | 19 comments
Today I am VERY excited to share with all of you about my new home, Relational Design Lab! This R&D studio brings together a number of projects and will, I hope, grow to encompass many more. I imagine this lab as a gathering place for curious people who want to think about systems, and not in the typical mechanistic way they are described and implemented in technology. Instead, we'll feel into living systems, fractal ways of being, where the how is as important as the what. Over time, I hope the Lab will be a home or a waypoint for designers, researchers, community organizations, artists, storytellers, and technologists to explore togetherness together. Our 'theory of change' focuses on paradigm shift. Big change takes practice and possibility. Paradoxically, paradigm shift is a result of many small changes and repetitions in our behaviour and belief systems. We embrace emergence, mutual support, collective practice, and storytelling. One thing feels pretty clear, we need technology that is designed in solidarity with mutual care, does not depend on the whims of big corporations or its surveillance, and is joyful to use. To live in this reality, we also need to consider how business, funding, governance, scale, and context affect our work. We need embodied ways of knowing and sharing knowledge alongside our technical reasoning. And we need to face the reality of the consequences of our actions and those of our ancestors. This is not a project that aims to solve all the world's problems, but instead, to nurture the capacity for doing things together. We support and practice responding with curiosity and care, not with answers or attachment to ideals that no longer make sense amid collapsing systems. We are not "hiring" for this project now but there are many ways to get involved and would welcome opportunities to collaborate. Some of the projects we're holding include Folk Tech, Spacious, SEED Founding, and Relational Source License. We're also developing a very cool workshop process to help other organizations explore relational design through a community-driven futurism process. As ecosystem supporters, we are developing relationships with many aligned groups and projects as well. There will be more communications coming! If this all sounds like something you would like to support, contribute to, keep track of, or develop relationship with, for now you can subscribe to our calendar here https://lnkd.in/gPRFW7zC and message me directly! | 19 comments on LinkedIn
Alexander Obenauer
Exploring new and renewed ideas for how personal computing and the interfaces we think with can better serve people’s lives – expanding opportunity, agency, curiosity, and creativity.
Human-Centered Artificial Intelligence: Three Fresh Ideas
Human-Centered AI (HCAI) is a promising direction for designing AI systems that support human self-efficacy, promote creativity, clarify responsibility, and facilitate social participation. These human aspirations also encourage consideration of privacy, security, environmental protection, social justice, and human rights. This commentary reverses the current emphasis on algorithms and AI methods, by putting humans at the center of systems design thinking, in effect, a second Copernican Revolution. It offers three ideas: (1) a two-dimensional HCAI framework, which shows how it is possible to have both high levels of human control AND high levels of automation, (2) a shift from emulating humans to empowering people with a plea to shift language, imagery, and metaphors away from portrayals of intelligent autonomous teammates towards descriptions of powerful tool-like appliances and tele-operated devices, and (3) a three-level governance structure that describes how software engineering teams can develop more reliable systems, how managers can emphasize a safety culture across an organization, and how industry-wide certification can promote trustworthy HCAI systems. These ideas will be challenged by some, refined by others, extended to accommodate new technologies, and validated with quantitative and qualitative research. They offer a reframe -- a chance to restart design discussions for products and services -- which could bring greater benefits to individuals, families, communities, businesses, and society.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Design Frictions for Mindful Interactions: The Case for Microboundaries
Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such articles often argue that these frictions should be removed from interaction flows in order to reduce the risk of user frustration and disengagement. In this paper we argue that, in many scenarios, designing friction into interactions through the introduction of microboundaries, can, in fact, have positive effects. Design frictions can disrupt "mindless" automatic interactions, prompting moments of reflection and more "mindful" interaction. The potential advantages of intentionally introduced frictions are numerous: from reducing the likelihood of errors in data-entry tasks, to supporting health-behaviour change.

Architecture and the Internet: Designing places in cyberspace
Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place–like principles. Making places for human inhabitation is, of course, what architects, landscape architects, and town planners have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place–making. While most 3D environments closely mimic physical spaces, they are, by and large, devoid of the essential characteristics that differentiate a ‘place’ from mere ‘space.’ And only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a destination rather than as means of communication, there will be a growing need to design it according to place–making principles. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
Foundations & Futures of HCI: a teach-in with Professor Kate Starbird
As part of HCDE’s 2025 graduation events, Professor Kate Starbird delivered a special teach-in exploring the foundations and future of human-computer interaction. Starbird traced how the technologies we use every day emerged from federally funded research, and emphasized the continued importance of inclusive, human-centered research. Her talk urged graduates and guests to recognize the role of public investment in shaping technology that serves people.

Care at the Edge of Automation – Topos Institute
Technologies don’t just solve problems, they change us. We invent technologies, and they invent us in turn, shaping our lives and worlds. This is the phenomenon that Terry Winograd and Fernando Flores, in Understanding Computers and Cognition (1986), called “ontological design.” It matters now more than ever—along with a second lesson they saw clearly. Technological research is always guided (and sometimes misguided) by deep ontological assumptions about, e.g., the nature of cognition, agency, and communication. If we are to create technologies that truly serve human flourishing and care, we must bring these hidden assumptions into the open and question them at their roots.

Too human and not human enough: A grounded theory analysis of mental health harms from emotional dependence on the social chatbot Replika
Social chatbot (SC) applications offering social companionship and basic therapy tools have grown in popularity for emotional, social, and psychological support. While use appears to offer mental health benefits, few studies unpack the potential for harms. Our grounded theory study analyzes mental health experiences with the popular SC application Replika. We identified mental health relevant posts made in the r/Replika Reddit community between 2017 and 2021 ( n = 582). We find evidence of harms, facilitated via emotional dependence on Replika that resembles patterns seen in human–human relationships. Unlike other forms of technology dependency, this dependency is marked by role-taking, whereby users felt that Replika had its own needs and emotions to which the user must attend. While prior research suggests human–chatbot and human–human interactions may not resemble each other, we identify social and technological factors that promote parallels and suggest ways to balance the benefits and risks of SCs.

Too human and not human enough: A grounded theory analysis of mental health harms from emotional dependence on the social chatbot Replika
Social chatbot (SC) applications offering social companionship and basic therapy tools have grown in popularity for emotional, social, and psychological support. While use appears to offer mental health benefits, few studies unpack the potential for harms. Our grounded theory study analyzes mental health experiences with the popular SC application Replika. We identified mental health relevant posts made in the r/Replika Reddit community between 2017 and 2021 ( n = 582). We find evidence of harms, facilitated via emotional dependence on Replika that resembles patterns seen in human–human relationships. Unlike other forms of technology dependency, this dependency is marked by role-taking, whereby users felt that Replika had its own needs and emotions to which the user must attend. While prior research suggests human–chatbot and human–human interactions may not resemble each other, we identify social and technological factors that promote parallels and suggest ways to balance the benefits and risks of SCs.

Ambient Co-presence
Creating a subtle, peripheral, and synchronous sense of shared space and context on the web

Orion Reed
My research investigates the intersection of computing, human-system interfaces, and emancipatory politics. I am interested in the potential of computing as a medium for thought, as a tool for collective action, and as a means of emancipation.

Stanford Seminar - Generative, Malleable, and Personal User Interfaces