Human-Computer Interaction (HCI) and
Its Impact on Individual Quality of Life
How the way we design technology shapes happiness, health, productivity,
and social connection
Author: Parham Abolghasemi
Date: Nov 2025
LinkedIn Email Portfolio GitHub
1
Agenda
• What is HCI?
• Brief history & evolution
• Core principles of good HCI
• Quality of Life – definition & dimensions
• 7 Key areas where HCI affects QoL
• Positive & negative examples
• Current trends (AI, VR, IoT, inclusive design)
• Future outlook & ethical considerations
• Conclusion & key takeaways
2
What is Human-Computer Interaction (HCI)?
• Interdisciplinary field combining computer science, psychology, design, ergonomics, sociology
• Focus → How humans interact with computers and how to make these interactions more efficient, and satisfying
• Goal → Technology should adapt to people, not the other way around
3
Evolution of HCI
1970s–1980s: GUI revolution
(Xerox PARC → Apple Macintosh)
2010s: Natural User Interfaces
(touch, voice, gesture)
1990s–2000s: Web, mobile, touch interfaces
2020s: Multimodal AI, AR/VR, brain-computer
interfaces
1940s–1960s: Command-line interfaces
(punch cards, teletype)
4
Core Principles of Modern HCI
• User-centered design (UCD)
• Usability (learnability, efficiency, memorability, errors, satisfaction)
• Accessibility (WCAG standards)
• Inclusivity & equity
• Emotional design (joy, trust, delight)
• Contextual awareness
5
Quality of Life (QoL) – Definition
World Health Organization (WHO): “An individual’s perception of their position in life in the context of
culture and value systems… and in relation to their goals, expectations, standards and concerns”
Domains usually measured:
6
Physical health
Psychological
well-being
Social
relationships
Environment Economic stability
Personal growth &
autonomy
How HCI Influences Quality of Life
• HCI is now embedded in almost every QoL domain
• Direct impact through daily tools we use 5–12 hours/day
• Indirect impact through work efficiency, social connection,
health management, learning, entertainment
7
Area 1: Physical Health & Ergonomics
• Repetitive Strain Injury (RSI),“text neck”, eye strain
• Good HCI examples: ergonomic keyboards, dark mode, blue-light filters, standing-desk reminders (Apple Health,
Google Fit)
• Wearables that encourage movement (Apple Watch rings, Fitbit goals)
8
Area 2: Mental Health & Cognitive Load
• Information overload vs. calm technology (Mark Weiser)
• Positive: Meditation apps (Headspace, Calm), mood tracking
• Negative: Doomscrolling, infinite feeds, notification anxiety
• Solutions: Focus modes, grayscale mode, “Do Not Disturb”, screen-time reports
9
Area 3: Productivity & Flow State
10
Area 4: Social Connection & Relationships
• Positive: Video calls (Zoom, FaceTime), social media for distant families
• Negative: Social media comparison, FOMO, reduced face-to-face
empathy
• New designs:“Time Well Spent” movement, Instagram hiding likes,
Screen Time together (Apple Family)
11
Area 5: Learning & Personal Growth
12
Personalized learning platforms (Duolingo streaks,
Khan Academy mastery)
Adaptive tutors using AI (Century Tech, DreamBox)
Accessibility tools: text-to-speech, real-time
captions, dyslexia fonts
higher self-efficacy and lifelong learning
Area 6: Accessibility & Inclusion
• One billion people live with disabilities (WHO)
• Examples that raise QoL:
1. VoiceOver (iOS), TalkBack (Android)
2. Live Caption, Sign language avatars
3. Switch Access, eye-tracking control
• Inclusive design benefits everyone (curb-cut effect)
13
Area 7: Economic Opportunity
• Gig economy platforms (Uber, Upwork, Fiverr)
• Intuitive UI = lower barrier to entry income for non-tech-savvy users
• Digital financial inclusion (M-Pesa in Kenya, Paytm in India)
• Remote work tools (Slack, Notion, Zoom) geographic independence
14
Case Study: Smartphone Impact on QoL (Data)
• 2024 studies:
• Average adult touches phone: 2,600–5,000
times/day
• Moderate use (2–4 h) → higher life satisfaction
• Heavy use (>7 h) → increased depression/anxiety
• Intentional use (communication, learning) →
positive correlation with happiness
15
Positive Real-World Example: Duolingo
• Gamification 500 million downloads
• 2023 study: Users learning 34 hours = 1 university semester
• Increases self-esteem, cognitive reserve, career opportunities
16
Negative Real-World Example: Social Media Feed Algorithms
• Designed for engagement outrage & polarization
• 2022 internal Meta research: 1 in 3 teenage girls felt worse about
body image because of Instagram
• Result: lower psychological QoL
17
Current Trend 1: Calm Technology & Digital Wellbeing
• Apple Screen Time, Google Digital Wellbeing, Forest app
• “Focus” modes, notification summaries (iOS 18+)
• Goal: Technology that informs without demanding attention
18
Current Trend 2: AI-Powered
Personal Assistants
• ChatGPT, Claude, Gemini
• Reduce cognitive load for planning, learning, decision-making
• Risk: over-reliance, loss of critical thinking
19
Current Trend 3: Extended Reality
(VR/AR)
• Mental health therapy (VR exposure therapy for PTSD, phobias)
• Pain management (SnowWorld for burn victims)
• Social VR (Horizon Worlds, VRChat) for isolated individuals
20
Current Trend 4: Inclusive & Ethical Design
• GenderMag, Microsoft Inclusive Design Toolkit
• Bias detection in AI (facial recognition, voice assistants)
• Global accessibility laws (European Accessibility Act 2025)
21
Ethical Considerations
• Dark patterns vs. ethical patterns
• Addiction by design (slot-machine scrolling)
• Data privacy vs. personalization
• Digital divide – who gets left behind?
22
The Future: Brain-Computer Interfaces (BCI)
• Neuralink, Synchron, Kernel
• Potential:
• Restore movement/speech for paralyzed individuals
• Direct knowledge transfer
• New forms of empathy (thought sharing)
• Risks: privacy of thoughts, inequality
23
Practical Checklist for QoL-Friendly HCI
✓ Does it respect user time?
✓ Does it reduce stress?
✓ Is it accessible by default?
✓ Does it encourage healthy behavior?
✓ Can the user understand and control it?
✓ Does it bring joy or meaning?
24
Key Takeaways
• HCI is now a primary determinant of individual quality of life
• Well-designed interfaces improve physical health, mental well-being, learning, and economic opportunity
• Poorly designed interfaces can harm all of the above
• The next decade will be defined by AI assistants, immersive realities, and brain interfaces
• Designers and developers have ethical responsibility to prioritize human flourishing over pure engagement metrics
25
Final Thought
“Technology should amplify the best
parts of humanity, not the worst. The
quality of our interfaces will shape
the quality of our lives.”
26
References
• Norman, D. A. (2013). The Design of Everyday Things (Revised and Expanded Edition). Basic Books.
• Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2016). Designing the User Interface: Strategies
for Effective Human-Computer Interaction (6th ed.). Pearson.
• Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About Face: The Essentials of Interaction Design (4th ed.). Wiley.
• Weiser, M. (1991). The Computer for the 21st Century. Scientific American, 265(3), 94–104.
https://doi.org/10.1038/scientificamerican0991-94
• WHOQOL Group. (1998). The World Health Organization Quality of Life Assessment (WHOQOL): Development and general
psychometric properties. Social Science & Medicine, 46(12), 1569–1585. https://doi.org/10.1016/S0277-9536(98)00009-4
• Felce, D., & Perry, J. (1995). Quality of life: Its definition and measurement. Research in Developmental Disabilities, 16(1), 51–74.
• Young, J. G., Trudeau, M. B., Odell, D., Marinelli, K., & Dennerlein, J. T. (2013). Wrist and shoulder posture in computer users with and
without musculoskeletal symptoms. Applied Ergonomics, 44(3), 396–403.
• Berolo, S., Wells, R. P., & Amick, B. C. (2011). Musculoskeletal symptoms among mobile hand-held device users and their perceived
mental and physical health. Ergonomics, 54(10), 937–948.
• Twenge, J. M., & Campbell, W. K. (2019). Media-based social media use is associated with increases in depression and anxiety among
adolescents. Clinical Psychological Science, 7(3), 462–470.
• Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the Goldilocks hypothesis: Quantifying the relations between digital-
screen use and adolescents’well-being. Psychological Science, 28(2), 204–215.
• Center for Humane Technology (2023–2025). Ledger of Harms. https://ledger.humanetech.com
• Mark, G., Gudith, D., & Klocke, U. (2008). The cost of interrupted work: More speed and stress. Proceedings of CHI 2008, ACM.
27
References (2)
• Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
• Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In S. J. Lopez & C. R. Snyder (Eds.), Oxford Handbook of
Positive Psychology (pp. 195–206).
• Primack, B. A., et al. (2017). Social media use and perceived social isolation among young adults in the U.S. American Journal of
Preventive Medicine, 53(1), 1–8.
• Hunt, M. G., et al. (2018). No More FOMO: Limiting social media decreases loneliness and depression. Journal of Social and Clinical
Psychology, 37(10), 751–768.
• Vesselen, L., et al. (2022). Learning a foreign language: A review of Duolingo studies. Language Learning, 72(3), 1–35.
• Koedinger, K. R., et al. (2013). New potentials for data-driven intelligent tutoring system development and optimization. AI Magazine,
34(3), 27–41.
• World Health Organization (2023). Global Report on Assistive Technology.
• Microsoft Inclusive Design Toolkit (2024). https://inclusive.microsoft.design
• Web Content Accessibility Guidelines (WCAG) 2.2 (2024). W3C Recommendation. https://www.w3.org/TR/WCAG22/
• Horton, S., & Quesenbery, W. (2014). A Web for Everyone. Rosenfeld Media.
• https://www.slideteam.net/six-pillars-showing-infographics.html
• https://www.uca.ac.uk/study/courses/msc-human-computer-interaction/
• https://www.fh-salzburg.ac.at/fileadmin/fhs_daten/studiengaenge/hci/documents/HCI_2025_Presentation.pdf
28
References (3)
• https://rtpchiropractic.com/education/text-neck/
• https://www.azosensors.com/article.aspx?ArticleID=3124
• https://www.tomsguide.com/reference/apple-watch-rings-what-they-mean-and-how-to-close-them
29
Thank You

HCI and Its Impact on individual quality of life.pdf

  • 1.
    Human-Computer Interaction (HCI)and Its Impact on Individual Quality of Life How the way we design technology shapes happiness, health, productivity, and social connection Author: Parham Abolghasemi Date: Nov 2025 LinkedIn Email Portfolio GitHub 1
  • 2.
    Agenda • What isHCI? • Brief history & evolution • Core principles of good HCI • Quality of Life – definition & dimensions • 7 Key areas where HCI affects QoL • Positive & negative examples • Current trends (AI, VR, IoT, inclusive design) • Future outlook & ethical considerations • Conclusion & key takeaways 2
  • 3.
    What is Human-ComputerInteraction (HCI)? • Interdisciplinary field combining computer science, psychology, design, ergonomics, sociology • Focus → How humans interact with computers and how to make these interactions more efficient, and satisfying • Goal → Technology should adapt to people, not the other way around 3
  • 4.
    Evolution of HCI 1970s–1980s:GUI revolution (Xerox PARC → Apple Macintosh) 2010s: Natural User Interfaces (touch, voice, gesture) 1990s–2000s: Web, mobile, touch interfaces 2020s: Multimodal AI, AR/VR, brain-computer interfaces 1940s–1960s: Command-line interfaces (punch cards, teletype) 4
  • 5.
    Core Principles ofModern HCI • User-centered design (UCD) • Usability (learnability, efficiency, memorability, errors, satisfaction) • Accessibility (WCAG standards) • Inclusivity & equity • Emotional design (joy, trust, delight) • Contextual awareness 5
  • 6.
    Quality of Life(QoL) – Definition World Health Organization (WHO): “An individual’s perception of their position in life in the context of culture and value systems… and in relation to their goals, expectations, standards and concerns” Domains usually measured: 6 Physical health Psychological well-being Social relationships Environment Economic stability Personal growth & autonomy
  • 7.
    How HCI InfluencesQuality of Life • HCI is now embedded in almost every QoL domain • Direct impact through daily tools we use 5–12 hours/day • Indirect impact through work efficiency, social connection, health management, learning, entertainment 7
  • 8.
    Area 1: PhysicalHealth & Ergonomics • Repetitive Strain Injury (RSI),“text neck”, eye strain • Good HCI examples: ergonomic keyboards, dark mode, blue-light filters, standing-desk reminders (Apple Health, Google Fit) • Wearables that encourage movement (Apple Watch rings, Fitbit goals) 8
  • 9.
    Area 2: MentalHealth & Cognitive Load • Information overload vs. calm technology (Mark Weiser) • Positive: Meditation apps (Headspace, Calm), mood tracking • Negative: Doomscrolling, infinite feeds, notification anxiety • Solutions: Focus modes, grayscale mode, “Do Not Disturb”, screen-time reports 9
  • 10.
    Area 3: Productivity& Flow State 10
  • 11.
    Area 4: SocialConnection & Relationships • Positive: Video calls (Zoom, FaceTime), social media for distant families • Negative: Social media comparison, FOMO, reduced face-to-face empathy • New designs:“Time Well Spent” movement, Instagram hiding likes, Screen Time together (Apple Family) 11
  • 12.
    Area 5: Learning& Personal Growth 12 Personalized learning platforms (Duolingo streaks, Khan Academy mastery) Adaptive tutors using AI (Century Tech, DreamBox) Accessibility tools: text-to-speech, real-time captions, dyslexia fonts higher self-efficacy and lifelong learning
  • 13.
    Area 6: Accessibility& Inclusion • One billion people live with disabilities (WHO) • Examples that raise QoL: 1. VoiceOver (iOS), TalkBack (Android) 2. Live Caption, Sign language avatars 3. Switch Access, eye-tracking control • Inclusive design benefits everyone (curb-cut effect) 13
  • 14.
    Area 7: EconomicOpportunity • Gig economy platforms (Uber, Upwork, Fiverr) • Intuitive UI = lower barrier to entry income for non-tech-savvy users • Digital financial inclusion (M-Pesa in Kenya, Paytm in India) • Remote work tools (Slack, Notion, Zoom) geographic independence 14
  • 15.
    Case Study: SmartphoneImpact on QoL (Data) • 2024 studies: • Average adult touches phone: 2,600–5,000 times/day • Moderate use (2–4 h) → higher life satisfaction • Heavy use (>7 h) → increased depression/anxiety • Intentional use (communication, learning) → positive correlation with happiness 15
  • 16.
    Positive Real-World Example:Duolingo • Gamification 500 million downloads • 2023 study: Users learning 34 hours = 1 university semester • Increases self-esteem, cognitive reserve, career opportunities 16
  • 17.
    Negative Real-World Example:Social Media Feed Algorithms • Designed for engagement outrage & polarization • 2022 internal Meta research: 1 in 3 teenage girls felt worse about body image because of Instagram • Result: lower psychological QoL 17
  • 18.
    Current Trend 1:Calm Technology & Digital Wellbeing • Apple Screen Time, Google Digital Wellbeing, Forest app • “Focus” modes, notification summaries (iOS 18+) • Goal: Technology that informs without demanding attention 18
  • 19.
    Current Trend 2:AI-Powered Personal Assistants • ChatGPT, Claude, Gemini • Reduce cognitive load for planning, learning, decision-making • Risk: over-reliance, loss of critical thinking 19
  • 20.
    Current Trend 3:Extended Reality (VR/AR) • Mental health therapy (VR exposure therapy for PTSD, phobias) • Pain management (SnowWorld for burn victims) • Social VR (Horizon Worlds, VRChat) for isolated individuals 20
  • 21.
    Current Trend 4:Inclusive & Ethical Design • GenderMag, Microsoft Inclusive Design Toolkit • Bias detection in AI (facial recognition, voice assistants) • Global accessibility laws (European Accessibility Act 2025) 21
  • 22.
    Ethical Considerations • Darkpatterns vs. ethical patterns • Addiction by design (slot-machine scrolling) • Data privacy vs. personalization • Digital divide – who gets left behind? 22
  • 23.
    The Future: Brain-ComputerInterfaces (BCI) • Neuralink, Synchron, Kernel • Potential: • Restore movement/speech for paralyzed individuals • Direct knowledge transfer • New forms of empathy (thought sharing) • Risks: privacy of thoughts, inequality 23
  • 24.
    Practical Checklist forQoL-Friendly HCI ✓ Does it respect user time? ✓ Does it reduce stress? ✓ Is it accessible by default? ✓ Does it encourage healthy behavior? ✓ Can the user understand and control it? ✓ Does it bring joy or meaning? 24
  • 25.
    Key Takeaways • HCIis now a primary determinant of individual quality of life • Well-designed interfaces improve physical health, mental well-being, learning, and economic opportunity • Poorly designed interfaces can harm all of the above • The next decade will be defined by AI assistants, immersive realities, and brain interfaces • Designers and developers have ethical responsibility to prioritize human flourishing over pure engagement metrics 25
  • 26.
    Final Thought “Technology shouldamplify the best parts of humanity, not the worst. The quality of our interfaces will shape the quality of our lives.” 26
  • 27.
    References • Norman, D.A. (2013). The Design of Everyday Things (Revised and Expanded Edition). Basic Books. • Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2016). Designing the User Interface: Strategies for Effective Human-Computer Interaction (6th ed.). Pearson. • Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About Face: The Essentials of Interaction Design (4th ed.). Wiley. • Weiser, M. (1991). The Computer for the 21st Century. Scientific American, 265(3), 94–104. https://doi.org/10.1038/scientificamerican0991-94 • WHOQOL Group. (1998). The World Health Organization Quality of Life Assessment (WHOQOL): Development and general psychometric properties. Social Science & Medicine, 46(12), 1569–1585. https://doi.org/10.1016/S0277-9536(98)00009-4 • Felce, D., & Perry, J. (1995). Quality of life: Its definition and measurement. Research in Developmental Disabilities, 16(1), 51–74. • Young, J. G., Trudeau, M. B., Odell, D., Marinelli, K., & Dennerlein, J. T. (2013). Wrist and shoulder posture in computer users with and without musculoskeletal symptoms. Applied Ergonomics, 44(3), 396–403. • Berolo, S., Wells, R. P., & Amick, B. C. (2011). Musculoskeletal symptoms among mobile hand-held device users and their perceived mental and physical health. Ergonomics, 54(10), 937–948. • Twenge, J. M., & Campbell, W. K. (2019). Media-based social media use is associated with increases in depression and anxiety among adolescents. Clinical Psychological Science, 7(3), 462–470. • Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the Goldilocks hypothesis: Quantifying the relations between digital- screen use and adolescents’well-being. Psychological Science, 28(2), 204–215. • Center for Humane Technology (2023–2025). Ledger of Harms. https://ledger.humanetech.com • Mark, G., Gudith, D., & Klocke, U. (2008). The cost of interrupted work: More speed and stress. Proceedings of CHI 2008, ACM. 27
  • 28.
    References (2) • Csikszentmihalyi,M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row. • Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In S. J. Lopez & C. R. Snyder (Eds.), Oxford Handbook of Positive Psychology (pp. 195–206). • Primack, B. A., et al. (2017). Social media use and perceived social isolation among young adults in the U.S. American Journal of Preventive Medicine, 53(1), 1–8. • Hunt, M. G., et al. (2018). No More FOMO: Limiting social media decreases loneliness and depression. Journal of Social and Clinical Psychology, 37(10), 751–768. • Vesselen, L., et al. (2022). Learning a foreign language: A review of Duolingo studies. Language Learning, 72(3), 1–35. • Koedinger, K. R., et al. (2013). New potentials for data-driven intelligent tutoring system development and optimization. AI Magazine, 34(3), 27–41. • World Health Organization (2023). Global Report on Assistive Technology. • Microsoft Inclusive Design Toolkit (2024). https://inclusive.microsoft.design • Web Content Accessibility Guidelines (WCAG) 2.2 (2024). W3C Recommendation. https://www.w3.org/TR/WCAG22/ • Horton, S., & Quesenbery, W. (2014). A Web for Everyone. Rosenfeld Media. • https://www.slideteam.net/six-pillars-showing-infographics.html • https://www.uca.ac.uk/study/courses/msc-human-computer-interaction/ • https://www.fh-salzburg.ac.at/fileadmin/fhs_daten/studiengaenge/hci/documents/HCI_2025_Presentation.pdf 28
  • 29.
    References (3) • https://rtpchiropractic.com/education/text-neck/ •https://www.azosensors.com/article.aspx?ArticleID=3124 • https://www.tomsguide.com/reference/apple-watch-rings-what-they-mean-and-how-to-close-them 29
  • 30.