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Page 1: Berkshire Encyclopedia of Human-Computer Interaction · Berkshire Encyclopedia of Human-Computer Interaction VOLUME1 William Sims Bainbridge Editor Great Barrington, Massachusetts

Berkshire Encyclopedia of

Human-ComputerInteraction

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Page 3: Berkshire Encyclopedia of Human-Computer Interaction · Berkshire Encyclopedia of Human-Computer Interaction VOLUME1 William Sims Bainbridge Editor Great Barrington, Massachusetts

Berkshire Encyclopedia ofHuman-Computer

InteractionVOLUME1

William Sims BainbridgeEditor

Great Barrington, Massachusetts U.S.A.www.berkshirepublishing.com

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Page 4: Berkshire Encyclopedia of Human-Computer Interaction · Berkshire Encyclopedia of Human-Computer Interaction VOLUME1 William Sims Bainbridge Editor Great Barrington, Massachusetts

Copyright © 2004 by Berkshire Publishing Group LLC

All rights reserved. No part of this book may be reproduced or utilized in any form or by any means, elec-tronic or mechanical, including photocopying, recording, or by any information storage and retrieval sys-tem, without permission in writing from the publisher.

Cover photo: Thad Starner sporting a wearable computer.Photo courtesy of Georgia Institute of Technology.

Cover background image: Courtesy of Getty Images.

For information:Berkshire Publishing Group LLC314 Main StreetGreat Barrington, Massachusetts 01230www.berkshirepublishing.com

Printed in the United States of America

Library of Congress Cataloging-in-Publishing Data

Berkshire encyclopedia of human-computer interaction / William Sims Bainbridge, editor.p. cm.

“A Berkshire reference work.”Includes bibliographical references and index.ISBN 0-9743091-2-5 (hardcover : alk. paper)

1. Human-computer interaction--Encyclopedias. I. Bainbridge, William Sims. II. Title.

QA76.9.H85B46 2004004'.01'9--dc22

2004017920

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Page 5: Berkshire Encyclopedia of Human-Computer Interaction · Berkshire Encyclopedia of Human-Computer Interaction VOLUME1 William Sims Bainbridge Editor Great Barrington, Massachusetts

BERKSHIRE PUBLISHING STAFFProject Director

Karen Christensen

Project CoordinatorsCourtney Linehan and George Woodward

Associate EditorMarcy Ross

CopyeditorsFrancesca Forrest, Mike Nichols, Carol Parikh, and Daniel Spinella

Information Management and ProgrammingDeborah Dillon and Trevor Young

Editorial AssistanceEmily Colangelo

DesignerMonica Cleveland

Production CoordinatorJanet Lowry

Composition ArtistsSteve Tiano, Brad Walrod, and Linda Weidemann

Composition AssistancePam Glaven

ProofreadersMary Bagg, Sheila Bodell, Eileen Clawson, and Cassie Lynch

Production ConsultantJeff Potter

IndexerPeggy Holloway

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CONTENTS

vii

List of Entries, ixReader’s Guide, xvList of Sidebars, xixContributors, xxiiiIntroduction, xxxiiiPublisher’s Note, xli

About the Editor, xliii

EntriesVolume I: A–L

1–440Vol II: M–W

441–826

Appendix 1: Glossary, 827Appendix 2: Master Bibliography of Human-Computer Interaction, 831

HCI in Popular Culture, 893Index, 931

•Index repeated in this volume, I-1

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Page 9: Berkshire Encyclopedia of Human-Computer Interaction · Berkshire Encyclopedia of Human-Computer Interaction VOLUME1 William Sims Bainbridge Editor Great Barrington, Massachusetts

Artificial IntelligenceRobert A. St. Amant

Asian Script InputWilliam Sims BainbridgeErika Bainbridge

Atanasoff-Berry ComputerJohn Gustafson

Attentive User InterfaceTed Selker

Augmented CognitionAmy KruseDylan Schmorrow

Adaptive Help SystemsPeter Brusilovsky

Adaptive InterfacesAlfred Kobsa

Affective ComputingIra CohenThomas S. HuangLawrence S. Chen

AltairWilliam Sims Bainbridge

AltoWilliam Sims Bainbridge

AnimationAbdennour El RhalibiYuanyuan Shen

Anthropology and HCIAllen W. Batteau

AnthropometryVictor L. PaquetDavid Feathers

Application Use StrategiesSuresh K. Bhavnani

ArpanetAmy KruseDylan SchmorrowAllen J. Sears

LIST OF ENTRIES

ix

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X ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

Augmented RealityRajeev SharmaKuntal Sengupta

AvatarsJeremy BailensonJames J. Blascovich

Beta TestingGina Neff

BrailleOleg Tretiakoff

Brain-Computer InterfacesMelody M. MooreAdriane D. DavisBrendan Z. Allison

BrowsersAndy Cockburn

Cathode Ray TubesGregory P. Crawford

CAVEThomas DeFantiDan Sandin

ChatroomsAmanda B. Lenhart

Children and the WebDania Bilal

ClassroomsChris Quintana

Client-Server ArchitectureMark Laff

Cognitive WalkthroughMarilyn Hughes Blackmon

CollaboratoriesGary M. Olson

CompilersWoojin Paik

Computer-SupportedCooperative WorkJohn M. CarrollMary Beth Rosson

Constraint SatisfactionBerthe Y. Choueiry

Converging TechnologiesWilliam Sims Bainbridge

CybercommunitiesLori Kendall

CybersexDavid L. DelmonicoElizabeth Griffin

CyborgsWilliam Sims Bainbridge

Data MiningMohammad Zaki

Data VisualizationKwan-Liu Ma

Deep BlueMurray Campbell

Denial-of-Service AttackAdrian PerrigAbraham Yaar

Desktop MetaphorJee-In Kim

Dialog SystemsSusan W. McRoy

Digital CashJ. D. Tygar

Digital DivideLinda A. Jackson

Digital GovernmentJane E. FountainRobin A. McKinnon

Digital LibrariesJose-Marie Griffiths

Drawing and DesignMark D. Gross

E-businessNorhayati Zakaria

Education in HCIJan Stage

Electronic JournalsCarol Tenopir

Electronic Paper TechnologyGregory P. Crawford

ElizaWilliam H. Sterner

E-mailNathan Bos

Embedded SystemsRonald D. Williams

ENIACWilliam Sims Bainbridge

ErgonomicsAnn M. Bisantz

Errors in Interactive BehaviorWayne D. Gray

EthicsHelen Nissenbaum

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LIST OF ENTRIES ❚❙❘ XI

EthnographyDavid Hakken

Evolutionary EngineeringWilliam Sims Bainbridge

Expert SystemsJay E. Aronson

Eye TrackingAndrew T. Duchowski

Facial ExpressionsIrfan Essa

Fly-by-WireC. M. Krishna

FontsThomas DetrieArnold Holland

GamesAbdennour El Rhalibi

Gender and ComputingLinda A. Jackson

Geographic Information SystemsMichael F. Goodchild

Gesture RecognitionFrancis Quek

Graphical User InterfaceDavid England

Grid ComputingCavinda T. Caldera

GroupwareTimothy J. HickeyAlexander C. Feinman

HackersDouglas Thomas

Handwriting Recognition andRetrievalR. ManmathaV. Govindaraju

HapticsRalph L. Hollis

History of Human-ComputerInteractionJonathan Grudin

Hollerith CardWilliam Sims Bainbridge

Human-Robot InteractionErika Rogers

Hypertext and HypermediaDavid K. Farkas

IconsStephanie Ludi

Identity AuthenticationAshutosh P. DeshpandeParag Sewalkar

ImpactsChuck Huff

Information FilteringLuz M. QuirogaMartha E. Crosby

Information OrganizationDagobert Soergel

Information OverloadRuth Guthrie

Information RetrievalDagobert Soergel

Information SpacesFionn Murtagh

Information TheoryRonald R. Kline

Instruction ManualsDavid K. Farkas

Internet—Worldwide DiffusionBarry WellmanPhuoc TranWenhong Chen

Internet in Everyday LifeBarry WellmanBernie Hogan

Iterative DesignRichard BaskervilleJan Stage

KeyboardAlan Hedge

Language GenerationRegina Barzilay

Laser PrinterGary Starkweather

Law and HCISonia E. Miller

Law EnforcementRoslin V. Hauck

Lexicon BuildingCharles J. Fillmore

Liquid Crystal DisplaysGregory P. Crawford

Literary RepresentationsWilliam Sims Bainbridge

Machine TranslationKatrin Kirchhoff

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XII ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

Markup LanguagesHong-Gee Kim

Mobile ComputingDharma P. Agrawal

MosaicWilliam Sims Bainbridge

Motion Capture and RecognitionJezekiel Ben-Arie

MouseShumin Zhai

MoviesWilliam Sims Bainbridge

MUDsRichard Allan Bartle

Multiagent systemsGal A. Kaminka

Multimodal InterfacesRajeev SharmaSanshzar KettebekovGuoray Cai

Multiuser InterfacesPrasun Dewan

Musical InteractionChristopher S. RaphaelJudy A. Franklin

Natural-Language ProcessingJames H. Martin

NavigationJohn J. Rieser

N-gramsJames H. Martin

Olfactory InteractionRicardo Gutierrez-Osuna

Online EducationRobert S. StephensonGlenn Collyer

Online QuestionnairesJames WitteRoy Pargas

Online VotingR. Michael AlvarezThad E. Hall

OntologyChristopher A. Welty

Open Source SoftwareGregory R. Madey

Optical Character RecognitionV. GovindarajuSwapnil Khedekar

Peer-to-Peer ArchitectureJulita Vassileva

Pen and Stylus InputAlan Hedge

Personality CaptureWilliam Sims Bainbridge

PhysiologyJennifer Allanson

PlanningSven KoenigMichail G. Lagoudakis

Pocket ComputerWilliam Sims Bainbridge

Political Science and HCIJames N. DanzigerMichael J. Jensen

PrivacyJeffrey M. Stanton

Programming LanguagesDavid MacQueen

PrototypingRichard BaskervilleJan Stage

Psychology and HCIJudith S. Olson

Recommender and ReputationSystemsCliff LampePaul Resnick

Repetitive Strain InjuryJack Tigh Dennerlein

Scenario-Based DesignJohn M. Carroll

Search and RescueHowie Choset

Search EnginesShannon Bradshaw

SecurityBhavani Thuraisingham

Semantic WebBhavani Thuraisingham

Smart HomesDiane J. CookMichael Youngblood

Sociable MediaJudith Donath

Social InformaticsHoward Rosenbaum

Social ProxiesThomas EricksonWendy A. Kellogg

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LIST OF ENTRIES ❚❙❘ XIII

Social Psychology and HCISusan R. Fussell

Sociology and HCIWilliam Sims Bainbridge

Socio-Technical System DesignWalt Scacchi

Software CulturesVaclav Rajlich

Software EngineeringRichard Kazman

SonificationDavid M. LaneAniko SandorS. Camille Peres

SpammingJ. D. Tygar

Speech RecognitionMary P. HarperV. Paul Harper

Speech SynthesisJan P.H. van Santen

SpeechreadingMarcus Hennecke

Spell CheckerWoojin Paik

SphinxRita Singh

Statistical Analysis SupportRobert A. St. Amant

SupercomputersJack Dongarra

Tablet ComputerWilliam Sims Bainbridge

Task AnalysisErik Hollnagel

TelecommutingRalph David Westfall

TelepresenceJohn V. Draper

Text SummarizationJudith L. Klavans

TheoryJon May

Three-Dimensional GraphicsBenjamin C. Lok

Three-Dimensional PrintingWilliam Sims Bainbridge

TouchscreenAndrew L. SearsRich Goldman

Ubiquitous ComputingOlufisayo OmojokunPrasun Dewan

UnicodeUnicode Editorial Committee

Universal AccessGregg Vanderheiden

Usability EvaluationJean Scholtz

User ModelingRichard C. Simpson

User SupportIndira R. Guzman

User-Centered DesignChadia Abras

Jenny PreeceDiane Maloney-Krichmar

Value Sensitive DesignBatya Friedman

VideoImmanuel Freedman

Video SummarizationA. Murat Tekalp

Virtual RealityLarry F. HodgesBenjamin C. Lok

VirusesJ. D. Tygar

Visual ProgrammingMargaret M. BurnettJoseph R. Ruthruff

Wearable ComputerThad StarnerBradley Rhodes

Website DesignBarbara S. ChaparroMichael L. Bernard

WorkChristine A. Halverson

WorkforceBrandon DuPontJoshua L. Rosenbloom

World Wide WebMichael Wilson

WYSIWYGDavid M. Lane

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This list is provided to assist readers in locating en-tries on related topics. It classifies articles into tengeneral categories: Applications; Approaches;Breakthroughs; Challenges; Components; Disciplines;Historical Development; Interfaces; Methods; andSocial Implications. Some entries appear in morethan one category.

ApplicationsClassroomsDigital GovernmentDigital LibrariesE-businessGamesGeographic Information SystemsGrid ComputingLaw EnforcementMobile Computing

NavigationOnline EducationOnline VotingPlanningRecommender and Reputation SystemsSearch and RescueStatistical Analysis SupportSupercomputersTelecommutingUbiquitous ComputingVideo

ApproachesApplication Use StrategiesBeta TestingCognitive WalkthroughConstraint SatisfactionEthics

READER’S GUIDE

xv

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XVI ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

EthnographyEvolutionary EngineeringInformation TheoryIterative DesignOntologyOpen Source SoftwarePrototypingScenario-Based DesignSocial InformaticsSocio-Technical System DesignTask AnalysisTheoryUniversal AccessUsability EvaluationUser ModelingUser-Centered DesignValue Sensitive DesignWebsite Design

BreakthroughsAltairAltoArpanetAtanasoff-Berry ComputerCAVEConverging TechnologiesDeep BlueElizaENIACHollerith CardMosaicSphinx

ChallengesDenial-of-Service AttackDigital DivideErrors in Interactive BehaviorHackersIdentity AuthenticationInformation FilteringInformation OverloadPrivacyRepetitive Strain InjurySecuritySpammingViruses

ComponentsAdaptive Help SystemsAnimationBrailleCathode Ray TubesClient-Server ArchitectureDesktop MetaphorElectronic Paper TechnologyFontsKeyboardLaser PrinterLiquid Crystal DisplaysMouseN-gramsPeer-to-Peer ArchitectureSocial ProxiesSpell CheckerTouchscreenUnicodeWYSIWYG

DisciplinesAnthropology and HCIArtificial IntelligenceErgonomicsLaw and HCIPolitical Science and HCIPsychology and HCISocial Psychology and HCISociology and HCI

Historical DevelopmentAltairAltoENIACHistory of HCI

InterfacesAdaptive InterfacesAffective ComputingAnthropometryAsian Script InputAttentive User InterfaceAugmented CognitionAugmented RealityBrain-Computer Interfaces

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READER’S GUIDE ❚❙❘ XVII

CompilersData VisualizationDialog SystemsDrawing and DesignEye TrackingFacial ExpressionsFly-by-WireGraphical User InterfaceHapticsMultimodal InterfacesMultiuser InterfacesMusical InteractionOlfactory InteractionOnline QuestionnairesPen and Stylus InputPhysiologyPocket ComputerSmart HomesTablet ComputerTelepresenceThree-Dimensional GraphicsThree-Dimensional PrintingVirtual RealityWearable Computer

MethodsAvatarsBrowsersData MiningDigital CashEmbedded SystemsExpert SystemsGesture RecognitionHandwriting Recognition and RetrievalHypertext and HypermediaIconsInformation OrganizationInformation RetrievalInformation SpacesInstruction ManualsLanguage GenerationLexicon BuildingMachine Translation

Markup LanguagesMotion Capture and RecognitionNatural-Language ProcessingOptical Character RecognitionPersonality CaptureProgramming LanguagesSearch EnginesSemantic WebSoftware EngineeringSonificationSpeech RecognitionSpeech SynthesisSpeechreadingText SummarizationUser SupportVideo SummarizationVisual ProgrammingWorld Wide WebSocial ImplicationsChatroomsChildren and the WebCollaboratoriesComputer-Supported Cooperative WorkCybercommunitiesCybersexCyborgsEducation in HCIElectronic JournalsE-mailGender and ComputingGroupwareHuman-Robot InteractionImpactsInternet—Worldwide DiffusionInternet in Everyday LifeLiterary RepresentationsMoviesMUDsMultiagent systemsSociable MediaSoftware CulturesWorkWorkforce

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Adaptive Help Systems Farewell “Clippy”

Adaptive Interfaces Keeping Disabled People in the Technology Loop

Anthropology and HCI Digital Technology Helps Preserve Tribal Language

Anthropology and HCI Eastern vs. Western Cultural Values

Augmented Cognition Putting Humans First in Systems Design

BrailleEnhancing Access to Braille Instructional Materials

ChatroomsLife Online

Classrooms History Comes Alive in CyberspaceLearning through Multimedia

Computer-Supported Cooperative Work Internet Singing LessonsSocial Context in Computer-Supported

Cooperative Work

Cybercommunities Welcome to LamdaMOO

Cybersex Cybersex Addiction

LIST OF SIDEBARS

xix

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XX ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

Digital DivideHomeNetToo Tries to Bridge Digital Divide

Digital LibrariesVannevar Bush on the Memex

Education in HCIBringing HCI Into the Real World

Eliza Talking with ELIZA

E-mail The Generation Gap

Errors in Interactive Behavior To Err Is Technological

Fonts Our Most Memorable Nightmare

Gender and Computing “Computer Girl” Site Offers Support for

Young Women Narrowing the Gap

Geographic Information Systems Geographic Information Systems Aid Land

Conservation

Groupware Away Messages The Wide World of Wikis

History of HCIHighlights from My Forty Years of HCI History

Human-Robot Interaction Carbo-Powered Robots

Hypertext and Hypermedia Ted Nelson on Hypertext and the Web

Impacts Therac-25 Safety Is a System Property

Internet in Everyday Life Finding Work Online Information Technology and Competitive

Academic Debate

Law Enforcement Fighting Computer Crime

Literary Representations Excerpt from Isaac Asimov’s I, RobotExcerpt from “The Sand-Man” (1817) by

E. T. A. Hoffman

Machine Translation Warren Weaver on Machine Translation

Movies HAL’s Birthday Celebration

MUDs The Wide World of a MUD

Online Education An Online Dig for Archeology Students Virtual Classes Help Rural Nurses

Political Science and HCI Washington Tales of the Internet

Psychology and HCI Human Factors Come into the Forefront Virtual Flight for White-Knuckled Travelers

Repetitive Strain Injury The Complexities of Repetitive Strain

Scenario-Based Design The Value of a Devil’s Advocate

Social Psychology and HCI Love and HCI

Sociology and HCI “Who’s on First” for the Twenty-First

Century

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LIST OF SIDEBARS ❚❙❘ XXI

Spell Checker Check the Spell Checker

Task Analysis Excerpt from Cheaper by the Dozen

Unicode History and Development of Unicode Relationship of the Unicode Standard to

ISO_IEC 10646

Usability Evaluation Global Usability Is Usability Still a Problem?

Work Software Prescribes Break Time for Enhanced

Productivity

Workforce Cultural Differences Employee Resistance to Technology

World Wide Web “Inventing” the World Wide Web Tim Berners-Lee on the Web as Metaphor

WYSIWYG The Future of HCI

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Abras, Chadia Goucher College

User-Centered Design

Agrawal, Dharma P.University of Cincinnati

Mobile Computing

Allanson, Jennifer Lancaster University

Physiology

Allison, Brendan Z.Georgia State University

Brain-Computer Interfaces

Alvarez, R. Michael Caltech-MIT Voting Technology Project

Online Voting

Aronson, Jay E.University of Georgia

Expert Systems

Bailenson, Jeremy Stanford University

Avatars

Bainbridge, Erika Harvard University, Center for Hellenic Studies

Asian Script Input

CONTRIBUTORS

xxiii

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XXIV ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

Bainbridge, William Sims National Science Foundation

Altair Alto Asian Script Input Converging Technologies Cyborgs ENIAC Evolutionary Engineering Hollerith Card Literary Representations Mosaic Movies Personality Capture Pocket Computer Sociology and HCI Tablet Computer Three-Dimensional Printing

Bartle, Richard Allan Multi-User Entertainment Limited

MUDs

Barzilay, Regina Massachusetts Institute of Technology

Language Generation

Baskerville, Richard Georgia State University

Iterative Design Prototyping

Batteau, Allen W.Wayne State University

Anthropology and HCI

Ben-Arie, Jezekiel University of Illinois, Chicago

Motion Capture and Recognition

Bernard, Michael L.Wichita State University

Website Design

Bhavnani, Suresh K.University of Michigan

Application Use Strategies

Bilal, Dania University of Tennessee

Children and the Web

Bisantz, Ann M.State University of New York, Buffalo

Ergonomics

Blackmon, Marilyn Hughes University of Colorado, Boulder

Cognitive Walkthrough

Blascovich, James J.University of California, Santa Barbara

Avatars

Bos, Nathan University of Michigan

E-mail

Bradshaw, Shannon University of Iowa

Search Engines

Brusilovsky, Peter University of Pittsburgh

Adaptive Help Systems

Burnett, Margaret M.Oregon State University

Visual Programming

Cai, GuorayPennsylvania State University

Multimodal Interfaces

Caldera, Cavinda T.Syracuse University

Grid Computing

Campbell, Murray IBM T.J. Watson Research Center

Deep Blue

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CONTRIBUTORS ❚❙❘ XXV

Carroll, John M.Pennsylvania State University

Computer-Supported Cooperative WorkScenario-Based Design

Chaparro, Barbara S.Wichita State University

Website Design

Chen, LawrenceEastman Kodak Research Labs

Affective Computing

Chen, WenhongUniversity of Toronto

Internet – Worldwide Diffusion

Choset, Howie Carnegie Mellon University

Search and Rescue

Choueiry, Berthe Y.University of Nebraska, Lincoln

Constraint Satisfaction

Cockburn, Andy University of Canterbury

Browsers

Cohen, Ira Hewlett-Packard Research Labs,University of Illinois, Urbana-Champaign

Affective Computing

Collyer, GlenniDacta, Inc.

Online Education

Cook, Diane J.University of Texas, Arlington

Smart Homes

Crawford, Gregory P.Brown University

Cathode Ray TubesElectronic Paper TechnologyLiquid Crystal Displays

Crosby, Martha E.University of Hawaii

Information Filtering

Danziger, James N.University of California, Irvine

Political Science and HCI

Davis, Adriane D.Georgia State University

Brain-Computer Interfaces

DeFanti, Thomas University of Illinois, Chicago

Cave

Delmonico, David L.Duquesne University

Cybersex

Dennerlien, Jack Tigh Harvard School of Public Health

Repetitive Strain Injury

Deshpande, Ashutosh P.Syracuse University

Identity Authentication

Detrie, Thomas Arizona State University

Fonts

Dewan, Prasun Microsoft Corporation

Multiuser InterfacesUbiquitous Computing

Donath, Judith Massachusetts Institute of Technology

Sociable Media

Dongarra, Jack University of Tennessee

Supercomputers

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XXVI ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

Draper, John V.Raven Research

Telepresence

Duchowski, Andrew T.Clemson University

Eye Tracking

DuPont, Brandon Policy Research Institute

Workforce

El Rhalibi, Abdennour Liverpool John Moores University

AnimationGames

England, David Liverpool John Moores University

Graphical User Interface

Erickson, Thomas IBM T. J. Watson Research Center

Social Proxies

Essa, Irfan Georgia Institute of Technology

Facial Expressions

Farkas, David K.University of Washington

Hypertext and HypermediaInstruction Manuals

Feathers, David State University of New York, Buffalo

Anthropometry

Feinman, Alexander C.Brandeis University

Groupware

Fillmore, Charles J.International Computer Science Institute

Lexicon Building

Fountain, Jane E.Harvard University

Digital Government

Franklin, Judy A.Smith College

Musical Interaction

Freedman, Immanuel Dr. Immanuel Freedman, Inc.

Video

Friedman, Batya University of Washington

Value Sensitive Design

Fussell, Susan R.Carnegie Mellon University

Social Psychology and HCI

Goldman, RichUniversity of Maryland, Baltimore

Touchscreen

Goodchild, Michael F.University of California, Santa Barbara

Geographic Information Systems

Govindaraju, V.University at Buffalo

Handwriting Recognition and RetrievalOptical Character Recognition

Gray, Wayne D.Rensselaer Polytechnic Institute

Errors in Interactive Behavior

Griffin, Elizabeth J.Internet Behavior Consulting

Cybersex

Griffiths, Jose-Marie University of Pittsburgh

Digital Libraries

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CONTRIBUTORS ❚❙❘ XXVII

Gross, Mark D.University of Washington

Drawing and Design

Grudin, Jonathan Microsoft Research

Computer Science History of HCI

Gustafson, John Sun Microsystems

Atanasoff-Berry Computer

Guthrie, Ruth California Polytechnic University of Pomona

Information Overload

Gutierrez-Osuna, Ricardo Texas A&M University

Olfactory Interaction

Guzman, Indira R.Syracuse University

User Support

Hakken, David State University of New York Institute of

TechnologyEthnography

Hall, Thad E.Century Foundation

Online Voting

Halverson, Christine IBM T. J. Watson Research Center

Work

Harper, Mary P.Purdue University

Speech Recognition

Harper, V. Paul United States Patent and Trademark Office

Speech Recognition

Hauck, Roslin V.Illinois State University

Law Enforcement

Hedge, Alan Cornell University

KeyboardPen and Stylus Input

Hennecke, Marcus TEMIC Telefunken Microelectronic GmbH

Speechreading

Hickey, Timothy J.Brandeis University

Groupware

Hodges, Larry F.University of North Carolina, Charlotte

Virtual Reality

Hogan, BernieUniversity of Toronto

Internet in Everyday Life

Holland, Arnold California State University, Fullerton

Fonts

Hollis, Ralph L.Carnegie Mellon University

Haptics

Hollnagel, Erik University of Linköping

Task Analysis

Huang, Thomas S.University of Illinois, Urbana-Champaign

Affective Computing

Huff, Chuck Saint Olaf College

Impacts

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Jackson, Linda A.Michigan State University

Digital DivideGender and Computing

Jensen, Michael J.University of California, Irvine

Political Science and HCI

Kaminka, Gal Bar Ilan University

Multiagent systems

Kazman, Richard Carnegie Mellon University

Software Engineering

Kellogg, Wendy A.IBM T. J. Watson Research Center

Social Proxies

Kendall, Lori State University of New York, Purchase College

Cybercommunities

Kettebekov, Sanshzar Oregon Health and Science University

Multimodal Interfaces

Khedekar, Swapnil University at Buffalo

Optical Character Recognition

Kim, Hong-Gee Dankook University

Markup Languages

Kim, Jee-In Konkuk University

Desktop Metaphor

Kirchhoff, Katrin University of Washington

Machine Translation

Klavans, Judith L.Columbia University

Text Summarization

Kline, Ronald R.Cornell University

Information Theory

Kobsa, Alfred University of California, Irvine

Adaptive Interfaces

Koenig, Sven Georgia Institute of Technology

Planning

Krishna, C. M.University of Massachusetts, Amherst

Fly-by-Wire

Kruse, Amy Strategic Analysis, Inc.

ArpanetAugmented Cognition

Laff, Mark IBM T.J. Watson Research Center

Client-Server Architecture

Lagoudakis, Michail G.Georgia Institute of Technology

Planning

Lampe, CliffUniversity of Michigan

Recommender and Reputation Systems

Lane, David M.Rice University

SonificationWYSIWYG

Lenhart, Amanda B.Pew Internet & American Life Project

Chatrooms

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CONTRIBUTORS ❚❙❘ XXIX

Lok, Benjamin C.University of Florida

Three-Dimensional GraphicsVirtual Reality

Ludi, Stephanie Rochester Institute of Technology

Icons

Ma, Kwan-Liu University of California, Davis

Data Visualization

MacQueen, David University of Chicago

Programming Languages

Madey, Gregory R.University of Notre Dame

Open Source Software

Maloney-Krichmar, DianeBowie State University

User-Centered Design

Manmatha, R.University of Massachusetts, Amherst

Handwriting Recognition and Retrieval

Martin, James H.University of Colorado, Boulder

Natural-Language ProcessingN-grams

May, Jon University of Sheffield

Theory

McKinnon, Robin A.Harvard University

Digital Government

McRoy, Susan W.University of Wisconsin, Milwaukee

Dialog Systems

Miller, Sonia E.S. E. Miller Law Firm

Law and HCI

Moore, Melody M.Georgia State University

Brain-Computer Interfaces

Murtagh, Fionn Queen’s University, Belfast

Information Spaces

Neff, Gina University of California, Los Angeles

Beta Testing

Nissenbaum, Helen New York University

Ethics

Olson, Gary M.University of Michigan

Collaboratories

Olson, Judith S.University of Michigan

Psychology and HCI

Omojokun, Olufisayo University of North Carolina, Chapel Hill

Ubiquitous Computing

Paik, Woojin University of Massachusetts, Boston

CompilersSpell Checker

Paquet, Victor L.State University of New York, Buffalo

Anthropometry

Pargas, Roy Clemson University

Online Questionnaires

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Peres, S. CamilleRice University

Sonification

Perrig, Adrian Carnegie Mellon University

Denial-of-Service Attack

Preece, Jenny University of Maryland, Baltimore County

User-Centered Design

Quek, Francis Wright State University

Gesture Recognition

Quintana, Chris University of Michigan

Classrooms

Quiroga, Luz M.University of Hawaii

Information Filtering

Rajlich, Vaclav Wayne State University

Software Cultures

Raphael, Christopher S.University of Massachusetts, Amherst

Musical Interaction

Resnick, Paul University of Michigan

Recommender and Reputation Systems

Rhodes, Bradley Ricoh Innovations

Wearable Computer

Rieser, John J.Vanderbilt University

Navigation

Rogers, Erika California Polytechnic State University

Human-Robot Interaction

Rosenbaum, Howard Indiana University

Social Informatics

Rosenbloom, Joshua L.University of Kansas

Workforce

Rosson, Mary Beth Pennsylvania State University

Computer-Supported Cooperative Work

Ruthruff, Joseph R.Oregon State University

Visual Programming

Sandin, DanUniversity of Illinois, Chicago

CAVE

Sandor, AnikoRice University

Sonification

Scacchi, Walt University of California, Irvine

Socio-Technical System Design

Schmorrow, Dylan Defense Advanced Projects Agency

ArpanetAugmented Cognition

Scholtz, Jean National Institute of Standards and Technology

Usability Evaluation

Sears, Andrew L.University of Maryland, Baltimore County

Touchscreen

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Sears, J. AllenCorporation for National Research Initiatives

Arpanet

Selker, Ted Massachusetts Institute of Technology

Attentive User Interface

Sewalkar, ParagSyracuse University

Identity Authentication

Sengupta, Kuntal Advanced Interfaces

Augmented Reality

Sharma, Rajeev Advanced Interfaces

Augmented RealityMultimodal Interfaces

Shen, Yuan YuanLiverpool John Moores University

Animation

Simpson, Richard C.University of Pittsburgh

User Modeling

Singh, Rita Carnegie Mellon University

Sphinx

Soergel, Dagobert University of Maryland

Information OrganizationInformation Retrieval

St. Amant, Robert A.North Carolina State University

Artificial IntelligenceStatistical Analysis Support

Stage, Jan Aalborg University

Education in HCIIterative DesignPrototyping

Stanton, Jeffrey M.Syracuse University

Privacy

Starkweather, Gary Microsoft Corporation

Laser Printer

Starner, Thad Georgia Institute of Technology

Wearable Computers

Stephenson, Robert S.Wayne State University

Online Education

Sterner, William H.University of Chicago

Eliza

Tekalp, A. Murat University of Rochester

Video Summarization

Tenopir, Carol University of Tennessee

Electronic Journals

Thomas, Douglas University of Southern California

Hackers

Thuraisingham, Bhavani National Science Foundation

SecuritySemantic Web

Tran, Phuoc University of Toronto

Internet — Worldwide Diffusion

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Tretiakoff, Oleg C.A. Technology, Inc.

Braille

Tygar, J. D.University of California, Berkeley

Digital CashSpammingViruses

Unicode Editorial CommitteeUnicode

van Santen, Jan P.H.Oregon Health and Science University

Speech Synthesis

Vanderheiden, Gregg University of Wisconsin, Madison

Universal Access

Vassileva, Julita University of Saskatchewan

Peer-to-Peer Architecture

Wellman, Barry University of Toronto

Internet - Worldwide DiffusionInternet in Everyday Life

Welty, Christopher A.IBM T.J. Watson Research Center

Ontology

Westfall, Ralph David California State Polytechnic University, Pomona

Telecommuting

Williams, Ronald D.University of Virginia

Embedded Systems

Wilson, Michael CCLRC Rutherford Appleton Laboratory

World Wide Web

Witte, James Clemson University

Online Questionnaires

Yaar, AbrahamCarnegie Mellon University

Denial of Service Attack

Youngblood, Michael University of Texas, Arlington

Smart Homes

Zakaria, Norhayati Syracuse University

E-business

Zaki, Mohammad Rensselaer Polytechnic Institute

Data Mining

Zhai, Shumin IBM Almaden Research Center

Mouse

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In hardly more than half a century, computers havebecome integral parts of everyday life, at home,work, and play. Today, computers affect almostevery aspect of modern life, in areas as diverse ascar design, filmmaking, disability services, and sexeducation. Human-computer interaction (HCI) isa vital new field that examines the ways in whichpeople communicate with computers, robots, in-formation systems, and the Internet. It draws uponseveral branches of social, behavioral, and infor-mation science, as well as on computer science andelectrical engineering. The traditional heart of HCIhas been user interface design, but in recentyears the field has expanded to include any scienceand technology related to the ways that humansuse or are affected by computing technology.HCI brings to the fore social and ethical issues that

hitherto existed only in the pages of science fic-tion. For a sense of the wide reach of HCI, considerthe following vignettes:

� Gloria, who owns a small fitness training busi-ness, is currently trying out a new system in whichshe and a client dance on sensor pads on the floor,while the computer plays rhythms and scoreshow quickly they are placing their feet on thedesignated squares.

� Elizabeth has made friends through chatroomsconnected to French and British music groupsthat are not well known in the United States. Sheoccasionally shares music files with these friendsbefore buying CDs from foreign online distrib-utors, and she has helped one of the French bandstranslate its website into English.

INTRODUCTION

By William Sims Bainbridge

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� Carl’s work team develops drivers for new colorprinters far more quickly and effectively than be-fore, because the team comprises expert design-ers and programmers who live in differenttime zones around the world, from India toCalifornia, collectively working 24 hours a day,7 days a week, by means of an Internet-based col-laboration system.

� Bella is blind, but her wearable computer usesInternet and the Global Positioning System notonly to find her way through the city safely butalso to find any product or service she needs atthe best price and to be constantly aware of hersurroundings.

� Anderson, whose Internet moniker is Neo, dis-covers that his entire life is an illusion, main-tained by a vast computer plugged directly intohis nervous system.

The first three stories are real, although the namesare pseudonyms, and the scenarios are duplicatedmillions of times in the modern world of personalcomputers, office automation, and the World WideWeb. The fourth example could be realized with to-day’s technology, simply given a sufficient investmentin infrastructure. Not only would it revolutionize thelives of blind people like Bella, it would benefit thesighted public too, so we can predict that it will infact become true over the next decade or two. Thestory about Mr. Anderson is pure fiction, no doubtrecognizable to many as the premise of the 1999 filmThe Matrix. It is doubtful that HCI ever could (orshould) become indistinguishable from real life.

Background on HCIIn a brief history of HCI technology published in1996, the computer scientist Brad Myers notedthat most computer interface technology began asgovernment-supported research projects in univer-sities and only years later was developed by corpo-rations and transformed into commercial products.He then listed six up-and-coming research areas:natural language and speech, computer-supportedcooperative work, virtual and augmented reality,three-dimensional graphics, multimedia, and com-

puter recognition of pen or stylus movements ontablet or pocket computers.

All of these have been very active areas of researchor development since he wrote, and several are fun-damental to commercial products that have alreadyappeared. For example, many companies now usespeech recognition to automate their telephone in-formation services, and hundreds of thousands ofpeople use stylus-controlled pocket computers everyday. Many articles in the encyclopedia describenew approaches that may be of tremendous impor-tance in the future.

Our entire perspective on HCI has been evolvingrapidly in recent years. In 1997, the National ResearchCouncil—a private, nonprofit institution that pro-vides science, technology, and health policy adviceunder a congressional charter—issued a major re-port, More Than Screen Deep, “to evaluate and sug-gest fruitful directions for progress in user interfacesto computing and communications systems.” Thishigh-level study, sponsored by the National ScienceFoundation (NSF), concluded with three recom-mendations to the federal government and univer-sity researchers.

1. Break away from 1960s technologies and para-digms. Major attempts should be made to findnew paradigms for human-machine interac-tion that employ new modes and media for in-p u t a n d o u t p u t a n d t h a t i nvo lve n e wconceptualizations of application interfaces.(192)

2. Invest in the research required to provide the com-ponent subsystems needed for every-citizen in-terfaces. Research is needed that is aimed at bothmaking technological advances and gainingunderstanding of the human and organizationalcapabilities these advances would support. (195)

3. Encourage research on systems-level design anddevelopment of human-machine interfaces thatsupport multiperson, multimachine groupsas well as individuals. (196)

In 2002, John M. Carroll looked back on the his-tory of HCI and noted how difficult it was at first toget computer science and engineering to pay atten-tion to issues of hardware and software usability. He

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technological revolution is likely to give computertechnology an additional powerful boost: nanotech-nology. The word comes from a unit for measuringtiny distances, the nanometer, which is one billionthof a meter (one millionth of a millimeter, or one mil-lionth the thickness of a U.S. dime). The verylargest single atoms are just under a nanometer insize, and much of the action in chemistry (includingfundamental biological processes) occurs in the rangebetween 1 nanometer and 100–200 nanometers. Thesmallest transistors in experimental computerchips are about 50 nanometers across.

Experts working at the interface between nano-technology and computing believe that nanoelec-tronics can support continued rapid improvementsin computer speed, memory, and cost for twentyto thirty years, with the possibility of further progressafter then by means of integrated design approachesand investment in information infrastructure. Twodecades of improvement in computer chips wouldmean that a desktop personal computer bought in2024 might have eight thousand times the powerof one bought in 2004 for the same price—or couldhave the same power but cost only twenty cents andfit inside a shirt button. Already, nanotechnologyis being used to create networks of sensors that candetect and identify chemical pollutants or biologi-cal agents almost instantly. While this technologywill first be applied to military defense, it can beadapted to medical or personal uses in just a few years.

The average person’s wristwatch in 2024 couldbe their mobile computer, telling them everythingthey might want to know about their environment—where the nearest Thai restaurant can be found, whenthe next bus will arrive at the corner up the road,whether there is anything in the air the person hap-pens to be allergic to, and, of course, providing anyinformation from the world’s entire database thatthe person might want to know. If advances in nat-ural-language processing continue at the rate theyare progressing today, then the wristwatch could alsobe a universal translator that allows the person tospeak with anyone in any language spoken on theface of the planet. Of course, predictions are al-ways perilous, and it may be that progress will slowdown. Progress does not simply happen of its own

argued that HCI was born as the fusion of four fields(software engineering, software human factors, com-puter graphics, and cognitive science) and that it con-tinues to be an emerging area in computer science.The field is expanding in both scope and importance.For example, HCI incorporates more and more fromthe social sciences as computing becomes increas-ingly deeply rooted in cooperative work and humancommunication.

Many universities now have research groupsand training programs in HCI. In addition to the de-signers and engineers who create computer interfacesand the researchers in industry and academia who aredeveloping the fundamental principles for successin such work, a very large number of workers in manyindustries contribute indirectly to progress in HCI.The nature of computing is constantly changing. Thefirst digital electronic computers, such as ENIAC (com-pleted in 1946), were built to solve military problems,such as calculating ballistic trajectories. The 1950s and1960s saw a great expansion in military uses and ex-tensive application of digital computers in commerceand industry. In the late 1970s, personal computersentered the home, and in the 1980s they developedmore user-friendly interfaces. The 1990s saw the trans-formation of Internet into a major medium of com-munications, culminating in the expansion of theWorld Wide Web to reach a billion people.

In the first decade of the twenty-first century,two trends are rushing rapidly forward. One is theextension of networking to mobile computers andembedded devices literally everywhere. The other isthe convergence of all mass media with computing,such that people listen to music, watch movies, takepictures, make videos, carry on telephone conversa-tions, and conduct many kinds of business on com-puters or on networks of which computers are centralcomponents. To people who are uncomfortable withthese trends, it may seem that cyberspace is swal-lowing real life. To enthusiasts of the technology, itseems that human consciousness is expanding to en-compass everything.

The computer revolution is almost certainlygoing to continue for decades, and specialists inhuman-computer interaction will face many newchallenges in the years to come. At least one other

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accord, and the field of human-computer interac-tion must continue to grow and flourish if comput-ers are to bring the marvelous benefits to human lifethat they have the potential to bring.

My Own Experience with ComputersComputer and information technologies have pro-gressed amazingly over the past fifty years, and theymay continue to do so for the next half century.My firstcomputer, if it deserves that word, was a Geniac I re-ceived for my sixteenth birthday in 1956. Costing only$20, it consisted of masonite disks, wires, light bulbsand a vast collection of nuts,bolts, and clips.From theseparts I could assemble six rotary switches that could beprogrammed (by hardwiring them) to solve simplelogic problems such as playing tick-tack-toe. I devel-oped a great affection for the Geniac, as I did for thefoot-long slide rule I lugged to my high schoolclasses,but each was a very far cry from the pocket com-puter or even the programmable calculator my sixteen-year-old daughter carries in her backpack today.

Geniac was not really an electronic computer be-cause it lacked active components—which in 1956meant relays or vacuum tubes, because transistorswere still very new and integrated circuits had notyet been invented. The first real computer I saw, inthe early 1960s, was the massive machine used by myfather’s company, Equitable Life Insurance, to keepits records. Only decades later did I learn that myuncle, Angus McIntosh, had been part of a team inWorld War II that seized the German computer thatwas cracking Soviet codes, and that the secret Colossuscomputer at Bletchley Park where he worked hadbeen cracking German codes. In the middle of thetwentieth century, computers were huge, rare, andisolated from the general public, whereas at the be-ginning of the twenty-first century they are essen-tial parts of everyday life.

My first experience programming computerscame in 1974, when I was a graduate student in thesociology department at Harvard University, and Ibegan using the machines for statistical analysis ofdata. Starting the next year at the University ofWashington, where I was a beginning assistantprofessor, I would sit for hours at a noisy keypunchmachine, making the punch cards to enter programs

and data. After a while I realized I was going deaffrom the noise and took to wearing earplugs. Later,back at Harvard in a faculty position, I began writ-ing my own statistical analysis programs for my firstpersonal computer, an Apple II. I remember that onekind of analysis would take a 36 hours to run, withthe computer humming away in a corner as I wentabout my daily life. For a decade beginning in 1983,I programmed educational software packages in so-ciology and psychology, and after a series of com-puter-related projects found myself running thesociology program at the National Science Founda-tion and representing the social and behavioralsciences on the major computing initiatives ofNSF and the federal government more generally.After eight years of that experience, I moved to theNSF Directorate for Computer and InformationScience and Engineering to run the NSF’s programsin human-computer interaction, universal access,and artificial intelligence and cognitive science be-fore becoming deputy director of the Division ofInformation and Intelligent Systems, which containsthese programs.

My daughters, aged sixteen and thirteen, haveused their considerable computer expertise to cre-ate the Center for Glitch Studies, a research projectto discover and analyze programming errors in com-mercial video games. So far they have documentedon their website more than 230 programming errorsin popular video games. The hundreds of people whovisit the website are not a passive audience, but sende-mail messages describing errors they themselvesdiscovered, and they link their own websites into agrowing network of knowledge and virtual socialrelationships.

A Personal Story—NSF’s FastLaneComputers have become vastly more important atwork over recent decades, and they have come to playincreasingly more complex roles. For example,NSF has created an entire online system for re-viewing grant proposals, called FastLane, and thou-sands of scientists and educators have becomefamiliar with it through serving as reviewers or prin-cipal investigators.

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the institution, and the abstract is posted on the webfor anyone to see. Each year, the researcher submitsa report, electronically of course, and the full recordof the grant accumulates in the NSF computer sys-tem until the work has been completed.

Electronic systems connect the people—researcher, program director, and reviewers—into asystem of information flow that is also a social sys-tem in which each person plays a specific role. Be-cause the system was designed over a number of yearsto do a particular set of jobs, it works quite well, andimprovements are constantly being incorporated.This is a prime example of Computer-SupportedCooperative Work, one of the many HCI topics cov-ered in this encyclopedia.

The Role of the Berkshire Encyclopediaof Human-Computer InteractionBecause the field of HCI is new, the BerkshireEncyclopedia of Human-Computer Interaction breaksnew ground. It offers readers up-to-date informationabout several key aspects of the technology and itshuman dimensions, including

� applications—major tools that serve humanneeds in particular ways, with distinctive usabilityissues.

� approaches—techniques through which scien-tists and engineers design and evaluate HCI.

� breakthroughs—particular projects that markeda turning point in the history of HCI.

� challenges—problems and solutions, both tech-nical and human, especially in controversialareas.

� components—key parts of a software or hard-ware system that are central to how people use it.

� disciplines—the contributions that various sci-ences and academic fields make to HCI.

� interfaces—hardware or software systems thatmediate between people and machines.

� methods—general computer and informationscience solutions to wide classes of technicalproblems.

� social implications—technological impacts on so-ciety and policy issues, and the potential of multi-user HCI systems to bring about social change.

A researcher prepares a description of the proj-ect he or she hopes to do and assembles ancillaryinformation such as a bibliography and brief biog-raphies of the team members. The researcher sub-mits this material, along with data such as the dollarrequests on the different lines of the formal budget.The only software required is a word processorand a web browser. As soon as the head of the in-stitution’s grants office clicks the submit button, thefull proposal appears at NSF, with the data alreadyarranged in the appropriate data fields, so nobodyhas to key it in.

Peer review is the heart of the evaluation process.As director of the HCI program, I categorize pro-posals into review panels, then recruit panelistswho were experts in the field with specializations thatmatched the scope of the proposals. Each panelist re-views certain proposals and submits a written reviewelectronically.

Once the individual reviews have been submit-ted, the panel meets face-to-face to discuss theproposals and recommend funding for the best ones.The panelists all have computers with ElectronicPanel System (EPS) groupware that provides easy ac-cess to all the proposals and reviews associated withthe particular panel. During the discussion of a par-ticular proposal, one panelist acts as “scribe,” keep-ing a summary of what was said in the EPS. Otherpanelists can read the summary, send written com-ments to the scribe, and may be asked to approve thefinal draft online.

Next the NSF program officer combines all theevaluations and writes a recommendation in the elec-tronic system, for approval by the director of the di-vision in which the program is located. More oftenthan not, unfortunately, the decision is to decline tofund the proposal. In that case, the program officerand division director processes the action quickly ontheir networked computers, and an electronic no-tification goes immediately to the principal inves-tigator, who can access FastLane to read the reviewsand summary of the panel discussion.

In those rarer and happier situations when agrant is awarded, the principal investigator and pro-gram officer negotiate the last details and craft anabstract, describing the research. The instant theaward is made, the money goes electronically to

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These categories are not mutually exclusive; manyarticles fit in two or more of them. For example, theshort article on laser printers concerns an output in-terface and explains how a laser printer puts wordsand pictures on paper. But this article also concernsa breakthrough, the actual invention of the laserprinter, and it was written by the inventor himself,Gary Starkweather.

ContributorsThe 175 contributors to the encyclopedia possess thefull range and depth of expertise covered by HCI,and more. They include not only computer scien-tists and electrical engineers, but also social andbehavioral scientists, plus practicing engineers, sci-entists, scholars, and other experts in a wide rangeof other fields. The oldest authors were born aroundthe time that the very first experimental digital elec-tronic computer was built, and the entire historyof computing has taken place during their lives.

Among the influential and widely respected con-tributors is Jose-Marie Griffiths, who contributedthe article on digital libraries. As a member of theU.S. President’s Information Technology AdvisoryCommittee, Griffiths understands the full scope andsocial value of this new kind of public resource.Contributors Judith S. Olson, Gary M. Olson, andJohn M. Carroll are among the very few leaders whohave been elected to the Academy of the SpecialInterest Group on Computer-Human Interaction ofthe Association for Computing Machinery (SIGCHI).In 2003 Carroll received the organization’s Life-time Achievement Award for his extensive accomplish-ments, including his contributions to the BlacksburgElectronic Village, the most significant experimenton community participation in computer-mediatedcommunication. Jack Dongarra, who wrote the con-tribution on supercomputers, developed theLINPACK Benchmark, which is used to test the speedof these upper-end machines and which is thebasis of the annual list of the five hundred fastestcomputers in the world.

Building the Encyclopedia: Computer-Supported Cooperative WorkThe creation of this encyclopedia is an example ofcomputer-supported cooperative work, a main area

of HCI. I have written occasional encyclopedia arti-cles since the early 1990s, when I was one of sev-eral subject matter editors of The Encyclopedia ofLanguage and Linguistics. Often, an editor workingon a specialized encyclopedia for one publisher oranother would send me an e-mail message askingif I would write a particular essay, and I wouldsend it in, also by e-mail. I had a very good experi-ence contributing to the Encyclopedia of Community,edited by Karen Christensen and David Levinsonof Berkshire Publishing. I suggested to Karen thatBerkshire might want to do an encyclopedia ofhuman-computer interaction and that I could re-cruit excellent authors for such a project. Berkshirehas extensive experience developing high-quality ref-erence works, both in partnership with other pub-lishing houses and on its own.

Almost all the communication to create theencyclopedia was carried out online. Although I knowmany people in the field personally, it was a greathelp to have access to the public databases placed onthe Web by NSF, including abstracts of all grantsmade in the past fifteen years, and to the online pub-lications of organizations such as the Association forComputing Machinery and to the websites of all ofthe authors, which often provide copies of their pub-lications. Berkshire created a special password-protected website with information for authors anda section where I could review all the essays as theywere submitted.

For the ReaderThere are many challenges ahead for HCI, and manyare described in this encyclopedia. Difficult prob-lems tend to have both technical and human aspects.For the benefit of the reader, the articles identify stan-dard solutions and their ramifications, both positiveand negative, and may also cover social or politicalcontroversies surrounding the problem and its pos-sible solutions. Many of the articles describe how aparticular scientific discipline or branch of engi-neering approaches HCI, and what it contributes tothe multidisciplinary understanding of and im-provement in how computers, robots, and informa-tion systems can serve human needs. Other articlesfocus on a particular interface, modality, or mediumin which people receive information and control the

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INTRODUCTION ❚❙❘ XXXIX

computer or system of which it is a part. These articlesexplain the technical features of the hardware or soft-ware; they also explain the way humans perceive,learn, and behave in the particular context. Still otherarticles concern how computer and information sci-ence has developed to solve a wide class of problems,using vivid examples to explain the philosophy ofthe method, paying some attention as well to the hu-man side of the equation.

Many articles—sometimes as their central focusand sometimes incidentally—examine the social im-plications of HCI, such as the impact of a particularkind of technology, the way that the technologyfits into societal institutions, or a social issue involvingcomputing. The technology can strengthen eithercooperation or conflict between human beings, andthe mutual relations between technological changeand social change are often quite complex.

For information technology workers, this ency-clopedia provides insight into specialties other thanthe one they work in and offers useful perspectives onthe broad field. For policy makers, it provides a basisfor thinking about the decisions we face in exploit-ing technological possibilities for maximum humanbenefit. For students, this encyclopedia lays out howto use the technology to make a better world and of-fers a glimpse of the rapidly changing computer-as-sisted human world in which they are living their lives.

To illuminate and expand on the articles them-selves, the encyclopedia includes the following spe-cial features:

� Approximately eighty sidebars with key primarytext, glossary terms, quotes, and personal storiesabout how HCI has had an impact on the workand lives of professionals in the field.

� Some seventy-five diverse illustrations, which rangefrom “antique”photos of the ENIAC computer (c.1940s) to cutting-edge computerized images.

� A bibliography of HCI books and journalarticles.

� A popular culture appendix that includes morethan 300 annotated entries on books, plays,movies, television shows, and songs that haveconnections to HCI.

William Sims Bainbridge

The views expressed are those of the author and do notnecessarily reflect the position of the National ScienceFoundation

F U R T H E R R E A D I N G

Asher, R. E., & Simpson, J. M. Y. (Eds.). (1994). The encyclopedia oflanguage and linguistics. Oxford, UK: Pergamon.

Bainbridge, W. S. (1989). Survey research: A computer-assisted intro-duction. Belmont, CA: Wadsworth.

Bainbridge, W. S. (1992). Social research methods and statistics: Acomputer-assisted introduction. Belmont, CA: Wadsworth.

Carroll, J. M. (Ed.). (2002). Human-computer interaction in the newmillennium. Boston: Addison-Wesley.

Christensen, K., & Levinson, D. (2003). Encyclopedia of community:From the village to the virtual world. Thousand Oaks, CA: Sage.

Myers, B. A. (1996). A brief history of human computer interactiontechnology. ACM Interactions, 5(2), 44–54.

National Research Council. (1997). More than screen deep. Washington,DC: National Academy Press.

Roco, M. C., & Bainbridge, W. S. (2001). Societal implications ofnanoscience and nanotechnology. Dordrecht, Netherlands: Kluwer.

Roco, M. C., & Bainbridge, W. S. (2003). Converging technologies forimproving human performance. Dordrecht, Netherlands: Kluwer.

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The Berkshire Encyclopedia of Human-ComputerInteraction (HCI) is our first independent title. We’vedone many other award-winning encyclopedias butHCI will always have a unique place in our heartsand in our history.

Even though most of our work has been in thesocial sciences, when William Bainbridge at theNational Science Foundation wrote to suggest thetopic of HCI, I knew instantly that it was the righttopic for our “knowledge and technology” company.I grew up with the computer industry. My father, acomputer engineer in the Silicon Valley, tried veryhard to explain the fundamentals of computing, andeven built a machine out of plywood and blinkinglights to show my sixth-grade class that informationcan be captured and communicated with nothingmore than a combination of on-off switches. I wasa reader, much more interested in human stories and

relationships than in binary code; but it was books—and a career in publishing—that at last brought hometo me that computers can support and expand hu-man connections and improve our lives in myriadways. Berkshire Publishing Group, based in a tinyNew England town, depends on human-computerinteraction to maintain working relationships, andfriendships too, with many thousands of expertsaround the world. We are convinced, in fact, that thistopic is central to our development as a twenty-firstcentury publishing company,

The Berkshire Encyclopedia of Human-ComputerInteraction takes computing into new realms, intro-ducing us to topics that are intriguing both in theirtechnical complexity and because they present us—human beings—with a set of challenging questionsabout our relationship with “thinking”machines. Thereare opportunities and risks in any new technology, and

PUBLISHER’S NOTE

By Karen Christensen

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XLII ❘❙❚ BERKSHIRE ENCYCLOPEDIA OF HUMAN-COMPUTER INTERACTION

HCI has intrigued writers for many decades becauseit leads us to a central philosophical, religious, and evenhistorical question: What does it mean to be human?We’ll be exploring this topic and related ones in fur-ther works about technology and society.

Bill Bainbridge was an exceptional editor: or-ganized, focused, and responsive. Working with himhas been deeply rewarding, and it’s no surprisethat the hundreds of computer scientists and engi-neers he helped us recruit to contribute to the en-cyclopedia were similarly enthusiastic and gracious.All these experts—computer scientists and engineersas well as people working in other aspects of HCI—truly wanted to work with us to ensure that theirwork would be accessible and understandable.

To add even greater interest and richness to thework, we’ve added dozens of photographs, personalstories, glossary terms, and other sidebars. In addi-tion to article bibliographies, there is a master bib-liography at the end, containing all 2,590 entries inthe entire encyclopedia listed together for easy ref-erence. And we’ve added a characteristic Berkshiretouch, an appendix designed to appeal to even themost resolute Luddite: “HCI in Popular Culture,” adatabase compilation listing with 300 sci-fi novels,nonfiction titles, television programs and films fromThe Six-Million Dollar Man to The Matrix (per-haps the quintessential HCI story), and even a hand-ful of plays and songs about computers andtechnology.

The encyclopedia has enabled us to develop anetwork of experts as well as a cutting-edge resourcethat will help us to meet the needs of students,professionals, and scholars in many disciplines. Manyarticles will be of considerable interest and value tolibrarians—Digital Libraries, Information Filtering,Information Retrieval, Lexicon Building, and muchmore—and even to publishers. For example, we havean article on “Text Summarization” written by JudithKlavans, Director of Research at the Center forAdvanced Study of Language, University ofMaryland. “Summarization is a technique foridentifying the key points of a document or set ofrelated documents, and presenting these selectedpoints as a brief, integrated independent represen-tation” and is essential to electronic publishing, a keyaspect of publishing today and in the future.

The Berkshire Encyclopedia of Human-ComputerInteraction provides us with an essential groundingin the most relevant and intimate form of technol-ogy, making scientific and technological researchavailable to a wide audience. This topic and other as-pects of what Bill Bainbridge likes to refer to as “con-verging technologies” will continue to be a core partof our print and online publishing program. And, asbefits a project so closely tied to electronic tech-nolog y, an onl ine vers ion of the B erkshireEncyclopedia of Human-Computer Interaction will beavailable through xrefplus. For more information,visit www.xreferplus.com.

Karen ChristensenCEO, Berkshire Publishing Group

[email protected]

Editor’s AcknowledgementsKaren Christensen, cofounder of the BerkshirePublishing Group, deserves both thanks andpraise for recognizing that the time had come whena comprehensive reference work about human re-lations with computing systems was both possibleand sorely needed. Courtney Linehan at Berkshirewas both skilled and tireless in working with the au-thors, editor, and copyeditors to complete a mar-velous collection of articles that are technicallyaccurate while communicating clearly to a broadpublic. At various stages in the process of develop-ing the encyclopedia, Marcy Ross and GeorgeWoodward at Berkshire made their own indispen-sable contributions. Among the authors, MaryHarper, Bhavani Thuraisingham, and Barry Wellmanwere unstinting in their insightful advice. I wouldparticularly like to thank Michael Lesk who, as di-rector of the Division of Information and IntelligentSystems of the National Science Foundation, gaveme the opportunity to gain invaluable experiencemanaging the grant programs in Universal Accessand Human-Computer Interaction.

William Sims BainbridgeDeputy Director,

Division of Information and Intelligent SystemsNational Science Foundation

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William Sims Bainbridge is deputy director of theDivision of Information and Intelligent Systems ofthe National Science Foundation, after having di-rected the division’s Human-Computer Interaction,Universal Access, and Knowledge and CognitiveSystems programs. He coedited Converging Tech-nologies to Improve Human Performance, whichexplores the combination of nanotechnology, bio-technology, information technology, and cognitivescience (National Science Foundation, 2002;www.wtec.org/ConvergingTechnologies). He has rep-

resented the social and behavioral sciences on five ad-vanced technology initiatives: High PerformanceComputing and Communications, Knowledge andDistributed Intelligence, Digital Libraries, InformationTechnology Research, and Nanotechnology.

Bil l Bainbridge is also the author of tenbooks, four textbook-software packages, and some150 shorter publications in information science,social science of technology, and the sociology ofculture. He earned his doctorate from HarvardUniversity.

ABOUT THE EDITOR

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