Human-Computer Interaction
17 Aug 2026
Part II of Hornbæk et al. (2025)
Needs · Experience · Collaboration · Communication
Last week we discussed people’s mechanics: perception, motor control, cognition. But people also have needs they’re trying to satisfy, experiences they’re actively constructing, collaborators they’re constantly coordinating with, and communication channels that reshape every interaction they have.
This week we’ll shift the question from how do people process information to why do systems fail even when they’re technically correct?
A lot of reasons for its failure have to do with not taking the time to understand the needs and experiences of people.
Self-determination theory, intrinsic vs. extrinsic motivation, behavior change, and dark patterns.
Note
Self-determination theory holds that three basic psychological needs - autonomy, competence, and relatedness - underlie human motivation, and that activities satisfying them produce intrinsic motivation and well-being.
In the wild
🎤 Does Duolingo build the underlying habit, or does it become the goal itself?
Pause and think
A fitness app adds a public leaderboard. Which of the three SDT needs might it feed, and which might it starve? For whom would the leaderboard help, and for whom would it kill the motivation to open the app at all?
Is the undermining effect even real?
Pause and think
A language app currently gives XP for every lesson. A designer proposes cash rewards for hitting a weekly goal. Using the internalization continuum, predict what happens to a learner who was studying “because I want to travel.” What would you propose instead?
Note
Behavior change technology uses models of motivation to help people move toward a chosen behavior, whether by staging that change (transtheoretical model), aligning motivation, ability, and triggers (Fogg), or reshaping choices (nudging).
Pause and think
Pick the transtheoretical stage a person is in: “I know I should walk more but I am not going to start now.” What single piece of information should the app show, and what should it absolutely not do?
In the wild
Not so fast…
Pause and think
A cancellation flow adds three “Are you sure?” screens, each offering a discount. Is this a helpful nudge or a dark pattern? Name the test you used to decide.
Experiencing vs. experiences, the peak-end rule, and the pragmatic-hedonic split.
Note
An experience is not a recording of moment-to-moment experiencing; it is an inferred, reconstructed account shaped by peaks, endings, mood, and context, which is why remembered experience and lived experience routinely diverge.
Pause and think
A tax-filing app has a tedious 20-minute middle but ends with a cheerful “You are done, refund on the way!” animation. Using peak-end and duration neglect, predict how users will rate it versus a faster app that ends on a blank screen.
Note
McCarthy and Wright describe experience as a temporal process with six threads: anticipating, connecting, interpreting, reflecting, appropriating, and recounting. Attention to experience therefore has to cover moments that do not include the actual use of a system.
Pause and think
Think about the last app you were excited to download. Which of the six threads was doing the most work before you opened it, and which one decides whether you recommend it to a friend?
Note
Hassenzahl’s model separates pragmatic attributes (achieving goals) from hedonic attributes (stimulation, identification, evocation); overall appeal is inferred from the combination, and the designer’s intended character may not be the character the user perceives.
Not so fast…
Pause and think
Two note apps do the same thing. One is plainer but a half-second faster per action; the other is gorgeous. Which will users call “easier to use,” and what does that tell you about where to spend your next sprint?
Articulation work and the social-technical gap, then common ground and theory of mind.
Note
The two-axis model classifies collaborative systems along synchronous versus asynchronous and co-located versus remote, giving four quadrants that each call for different kinds of technological support.
Pause and think
Your team moves its daily standup from an in-person huddle (co-located, synchronous) to an async thread (remote, asynchronous). What do you gain, and what breaks that you now have to design around?
Note
Articulation work is the coordinating activity, extraneous to the task itself, that a group must do to make cooperative work possible; the social-technical gap is the persistent distance between that flexible social reality and what rigid systems can support.
In the wild
Pause and think
Your team adopts a tool where engineers must tag every task so managers get nice dashboards. Which of Grudin’s failure modes is this, and what would make the engineers actually do it?
Note
Common ground is the shared understanding collaborators must establish to act together; grounding is the ongoing process of building and repairing it, and intersubjectivity is the mutual, reciprocal knowledge it produces.
Do large language models have a theory of mind?
Pause and think
An AI scheduling agent emails your colleagues to book a meeting “on your behalf.” Where does common ground have to be established, and what happens the first time the agent misreads what everyone already assumed?
Reduced cues and how relationships form online, then computers as social actors.
Note
Computer-mediated communication removes many nonverbal cues; the cues-filtered-out hypothesis predicts weaker social connection, while social information processing theory holds that people compensate through the medium and form full relationships more slowly.
Not so fast…
Pause and think
A new work-chat tool strips all reactions and emoji “to keep things professional.” Using social information processing, predict what users will do within a week, and what the tool loses.
Note
Conversation analysis examines how order is achieved in talk through turn-taking, interactional sequences such as adjacency pairs, and repair, the mechanisms people use to correct misunderstandings.
Pause and think
You ask a voice assistant a question and it answers a slightly different one. Which repair moves are available to you, and which can the assistant actually recognize? What does that predict for the rest of the conversation?
Note
The computers-as-social-actors framework holds that people automatically, often unconsciously, apply social norms and expectations from human interaction to computers, especially when the system presents human-like cues.
In the wild
Pause and think
A support chatbot is given a name, a face, and chatty small talk. By CASA and the Nowak & Biocca result, when does that help, and when does the human framing make its failures worse than a plain text box would?
Everything that makes a nudge effective also makes a dark pattern effective; the mechanism is identical.
Persuasive design promised to help people reach goals they already hold. The same toolkit now powers confirmshaming, streak anxiety, and roach-motel cancellations. If intent and transparency are the only real lines, they are lines drawn by the very people who profit from crossing them. Where do you actually stand when you are the one shipping the feature?
Experience is inferred by each user from mood, memory, and context, so the designer never touches it directly.
One camp says experiences are individual and idiosyncratic, so claiming to design them is hubris; the peak-end rule is the most we can exploit. The other says we intentionally craft experiences all the time, in film, dining, and games, so why should software be exempt. Your answer changes what you promise a client and what you measure.
Tractinsky’s ATM study says a prettier interface is rated more usable even when it isn’t. Diefenbach found pragmatic and hedonic quality correlate at ~0.62, so we can’t cleanly separate them anyway.
If a gorgeous UI earns goodwill and patience the flow hasn’t earned, is a team that refuses to “decorate” being principled or naive? Where is the line between earning goodwill and cashing a check the product can’t back?
Grudin’s 1994 list still explains most enterprise software failures today. Why haven’t we solved these problems after 30 years of better tools?
Slack, Teams, Notion, Figma — we have vastly better collaborative technologies today than 30 years ago. Yet the failures Grudin described still recur. Is this a design problem, an organizational problem, or something structural about how humans cooperate?
CASA says people will treat a chatbot socially no matter what; anthropomorphism decides whether that helps or backfires.
Human framing boosts warmth and trust until the moment the system fails, when Nowak & Biocca’s expectation gap turns a small error into a betrayal, and the anthropomorphism critique warns it blurs accountability and dampens the user’s sense of control. Do we lean into the human illusion for engagement, or hold it back for honesty? What do we owe users who cannot help but anthropomorphize?
Task: In groups of 3–4, map the remembered experience of one product with an emotional arc (a tax filing app, a return/refund flow, an onboarding, a cancellation). Plot the experiencing curve — moment-to-moment good/bad — across the whole journey.
Produce: A journey line marking the peak, the trough, and the ending, plus one redesign that improves the remembered experience without necessarily making the task faster (duration neglect gives you that license). Include one McCarthy & Wright thread (anticipation, connecting, interpreting, reflecting, appropriating, recounting) that your product currently ignores, and how you’d design for it.
Time: 25 min group · 10 min share-out
Debrief: Did your redesign make the experience better or just make it remembered as better — and is that an ethical distinction?
Task: In groups of 3 to 4, pick one app everyone uses and reverse-engineer its motivational design across two full user flows (onboarding and a retention or cancellation flow).
Produce: Pick the one feature your group thinks is most manipulative and ship a before/after — a sketch or wireframe of the redesigned flow plus a three-sentence rationale naming the SDT need it now serves and the transparency test it now passes.
Time: 25 min group work · 10 min share-out
Debrief: Across groups, which single mechanic drew the most disagreement about “nudge vs. dark pattern,” and what decided it?
Task: In groups of 3 to 4, run three short conversations with a current AI chatbot, deliberately provoking a misunderstanding in each, and analyze the interaction with this week’s vocabulary.
Produce: An annotated transcript with at least 6 marked moments covering turn-taking, grounding and repair (does the agent notice a breakdown and how does it recover), and CASA or anthropomorphism effects (where did human framing raise or fail expectations). End with one position: state whether this agent should be more or less human-like, with the specific evidence from your transcript that decides it.
Time: 28 min group work · 12 min share-out
Debrief: Which was worse for the interaction, the agent’s missing theory of mind or its over-human self-presentation, and how could design fix the one your group picked?
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