North America
United States, Canada, Mexico
South America
Brazil, Colombia
Europe
England, Ireland, Scotland, Wales, Spain, Portugal, France, Belgium, Switzerland, Germany, Poland, Austria,
Hungary, the Czech Republic, the Netherlands, Norway, Finland, Sweden, Denmark, Italy, Cyprus, Greece
Asia
China, India, Japan, Republic of Korea, Singapore
Africa
Namibia, South Africa
Australia & New Zealand Australia, New Zealand
• Table 1. Countries represented in our general sample of 339 participants, grouped by continent.
Consensus
(i.e., English,
Portuguese,
and Chinese)
cognitive science,
design, philosophy
accessibility, teamwork, social computing,
social media, ubicomp
Agile/iterative design
Portuguese survey
respondents –
more positive
ergonomics,
software engineering
disability/accessibility, information architecture,
information visualization, media criticism, natural
language processing, persuasive computing,
product development, social network analysis
participatory design, remote usability
testing, wireframing, personas, water-
fall method, card sorting, discount
usability, eye tracking, GOMS, mental
models, model-based evaluation
Portuguese survey
respondents –
more negative
business
no clear trends
focus groups
Chinese survey
respondents –
more positive
art, graphic design,
ergonomics, psychology
(general), statistics
data mining, ecommerce, HCI for development,
healthcare/health informatics, machine learning,
natural language processing, probabilistic
computing, robotics, social network analysis
GOMS, model-based evaluation
Chinese survey
respondents –
more negative
no clear trends
ethics
no clear trends
• Table 2. Topics considered core by different language populations.
March + April 2013
interactions
for recreational and discretionary
use. Their omnipresence suggests
that this generation of new technologies is easier to use than their
predecessors, even though the ecosystem of devices and information
flows is getting more complex.
HCI researchers and practitioners
increasingly address the broader
social implications of the roles
technology can play in our lives, in
addition to helping make inherently
complex technology more acces-
sible and usable. Susanne Bødker
nicely frames these shifts in terms
of waves of HCI [ 3]. According to
Bødker, these waves reflect the
technological status quo: The first
wave focused on mainframes and
desktops for work, the second on
individual and collaborative work
within well-established commu-
nities of practice, and the third
wave focuses on the pervasive and
ubiquitous presence of interactive
technologies and their appearance
in “non-work, non-purposeful, non-
rational” contexts. This third wave
also includes consideration of cul-
tural and historical embeddedness,
emotion, and aesthetics.