in the technological sphere. We
believe that there is no one size fits
all solution. There are many paths
through our multidisciplinary field,
and we can rejoice in its richness
and diversity while acknowledging that at times it may be daunting, particularly for newcomers.
We invite you to join us in an
ongoing conversation about what
is and what should be part of HCI
education. We hope you will send us
comments and reflections to help
deepen and broaden the discussion about current needs, emerging
trends, and upcoming challenges
that HCI educators and learners
are confronting. Educators are also
invited to share their syllabi, class
notes, and other teaching resources,
and students are invited to share
their perspectives on past and current courses. We also want to hear
from HCI practitioners and those
in related fields about their needs
for workshops, courses, and meetings at conferences and in local
settings, such as at SIGCHI chapter
gatherings, or for online courses.
We are eager to know which kinds
of courses translate well to online
contexts and which do not, and why.
We invite hiring managers to let us
know what HCI-related skill sets
they see emerging in the workplace.
In addition, we welcome help from
educators, learners, practitioners,
and hiring managers from around
the world in adapting and disseminating our survey further afield.
As we all collaborate on vari-
ous aspects of HCI education,
we hope that an outcome of this
research will be to stir interest in
community-based sharing of teach-
ing resources. A collaborative effort
will be particularly helpful for HCI
educators and learners in areas
where HCI is starting to be recog-
nized as an emergent field of study
in response to growth in interactive
technology design and development.
In collaboration with educators
involved in online course develop-
ment, a goal for this project is to
deliver recommendations for a col-
laborative social platform for shar-
ing ideas about HCI education. We
envision this as a “living curriculum
resource” to be shared by all, rather
than as a static curriculum recom-
Whence and whither? Interacting with Computers
(IWC) 21, 5-6 (2009), 353-366.
6. Hewett, T. et al. ACM Curricula for Human-Computer Interaction. 1992; http://old.sigchi.org/
7. Myers, B. A. A brief history of human-computer
interaction technology. interactions 5, 2 (1998),
8. Grudin, J. Brian Shackel’s contribution to the
written history of human-computer interaction.
Interacting with Computers 5-6 (2009), 370-374.
9. Carroll, J.M. Human computer interaction (HCI).
In Encyclopedia of Human-Computer Interaction.
M. Soegaard and R.F. Dam, eds. The Interaction
Design Foundation, Aarhus, Denmark, 2009; http://
10. Nickerson, R. Man-computer interaction: A
challenge for human factors research. Ergonomics
12, 4 (1969), 501-517.
11. User Centered System Design: New Perspectives
on Human-computer Interaction. D.A. Norman
and S. W. Draper, eds. Lawrence Erlbaum Assoc.,
Hillsdale, NJ, 1986.
12. Shneiderman, B. Designing the User Interface:
Strategies for Effective Human-Computer Interaction.
Addison Wesley, Reading, MA, 1987.
13. Pemberton, S. The CHI conference: Interviews
with conference chairs; http://old.sigchi.org/bul-
The authors would like to thank all the
people who have contributed their time
and expertise and are continuing to
be involved in this ongoing project. In
particular, we would like to thank our
interviewees, our survey participants,
and our CHI 2012 workshop participants. We would also like to thank our
colleagues Simone Barbosa in Brazil and
Zhengjie Liu, Junliang Chen, and Yufang
Liu from Dalian Maritime University in
China for translating and administering
the survey. Finally, we thank friends on
Facebook, colleagues in the IxDA, UXPA,
and British HCI communities, and members of the ethnodesign email distribution list for their help in disseminating
our survey. We also thank our colleagues
on the SIGCHI Executive Committee for
their encouragement and insightful comments on our work.
1. Grudin, J. Three faces of human-computer inter-
action. 2012; research.microsoft.com/en-us/um/
2. We note that our sample sizes varied for the
three releases of our survey, so our observations
need to be understood in that context.
3. Bødker, S. When second wave HCI meets third
wave challenges. Proc. NordiCHI ‘06. ACM Press,
New York, 2006.
4. Shackel, B. Ergonomics for a computer. Design
120 (1959), 36-39.
5. Shackel, B. Human-computer interaction -
ABOUT THE AUTHORS As authors we
represent the three different perspectives of the
participants who contributed to the research that we
are reporting: that of hiring manager, student, and
educator. All of us bring a deep commitment to furthering a humanistic perspective that is technically
grounded to HCI education.
Elizabeth Churchill (elizabeth-
churchill.com) is director of
human computer interaction at
eBay Research Labs. Her current
research focuses on sociotechni-
cal design, social media, comput-
er-mediated communication, and
e-commerce. A regular columnist for interactions,
Churchill is also the current executive vice presi-
dent of ACM SIGCHI.
Anne Bowser is a student at the
University of Maryland iSchool,
where she is currently pursuing a
Ph.D. in library and information
science. She is studying how the
motivational aspects of games
can serve the needs of citizen sci-
ence and other crowdsourcing initiatives. Bowser is
a contributor to Biotracker ( www.biotrackers.net).
Jennifer Preece is professor and
dean at the University of
Maryland’s College of Information
Studies—Maryland’s iSchool. A
longtime contributor in the field of
HCI, her current research focuses
on understanding what motivates
citizens and scientists to contribute to biodiversity
citizen-science projects (see www.biotrackers.net)
March + April 2013
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