Cardiff Metropolitan University, Wales, UK
Computational Foundry, Swansea University, Wales, UK
To appear as Chapter 12 in J. Jacko (Ed.), The Human-Computer Interaction Handbook (4th Edition). CRC Press, 2026.
Networks pervade almost every computer system we use; indeed they are deeply enmeshed in the fabric of society. In some cases, such as making a video call, we are directly aware that we are using a network; in others, such as accessing a cloud file or opening a news app on a phone, the network is in the background, part of the infrastructure. Whether or not we are aware of the network it may affect our experience as users and the interaction methods we choose as designers. This chapter explores these issues under five main headings: networks as enablers – things that are only possible with networks; networks as mediators – issues and problems because of networks; networks as subjects – understanding and managing networks; networks as platforms – algorithms and architectures for distributed interfaces; and networks and society – impacts on economic, social and political life. We will also take a peek at the possible future of network interaction.
12.3 Networks as Enablers: Things That Are Only Possible with Networks
12.3.1 Remote Resources
12.3.1.1 People
12.3.1.2 Physical Things
12.3.1.3 Data
12.3.1.4 Computation
12.3.2 Mobility
12.3.3 Applications
12.3.3 Virtual Networks
12.4 Networks as Mediators: Issues and Problems Because of Networks
12.4.1 Network Properties
12.4.1.1 Bandwidth and Compression
12.4.1.2 Latency and Start-Up
12.4.1.3 Jitter and Buffering
12.4.1.4 Glitches
12.4.1.5 Reliability and Loss, Datagram and Connection-Based Services
12.4.1.6 Quality-of-Service and Reservation
12.4.1.7 Encryption, Authentication, and Digital Signatures
12.4.2 UI Properties
12.4.2.1 Network Transparency
12.4.2.2 Delays and Time
12.4.2.3 Coping Strategies
12.4.2.4 Timeliness of Feedback/Feedthrough, Pace
12.4.2.5 Race Conditions and Inconsistent Interface States
12.4.2.6 Awareness
12.4.3 Media Issues
12.4.3.1 Interactive Conversation and Action
12.4.3.2 Reliability
12.4.3.3 Sound and Vision
12.4.3.4 Compression
12.4.3.5 Jitter
12.4.3.6 Broadcast and Prerecorded Media
12.4.4 Public Perception: Ownership, Privacy, and Trust
12.5 Networks as Subjects: Understanding and Managing Networks
12.5.1 Network Models
12.5.1.1 Layers
12.5.1.2 Protocols
12.5.1.3 Internetworking and Tunneling
12.5.1.4 Routing
12.5.1.5 Addresses
12.5.1.6 All Together...
12.5.1.7 Decentralizing: Peer–Peer and Ad Hoc Networks
12.5.2 Network Management
12.5.3 Network Awareness
12.5.3.1 Network Confusion
12.5.3.2 Exploiting the Limitations: Seamfulness and Virtual Locality
12.5.4 Network Within
12.5.5 Networks Tell Stories
12.6 Networks as Platforms: Algorithms and Architectures for Distributed Interfaces
12.6.1 Accessing Shared Objects
12.6.1.1 Locking
12.6.1.2 Replication
12.6.1.3 Optimistic Concurrency for Synchronous Editing
12.6.1.4 Groupware Undo
12.6.1.5 Real Solutions?
12.6.2 Architectures for Networked Systems
12.6.3 Supporting Infrastructure
12.6.3.1 Awareness Servers
12.6.3.2 Notification Servers
12.6.3.3 Event/Messaging Systems
12.6.3.4 Resource Discovery
12.6.3.5 Web Service and Remote Procedure Call
12.7 Networks and Society
12.7.1 Digital Inclusion
12.7.3 Porous borders
12.7.4 Local and Global
12.7.5 Social structures
12.7.6 Information and Misinformation
12.7.7 Resilience and Fragility
12.7.8 Environmental impact
12.8 Progress and Futures
Full reference:
A. Dix. (2026). Network-Based Interaction. To appear as Chapter 12 in J. Jacko (Ed.), The Human-Computer Interaction Handbook (4th Edition). CRC Press, 2026.
https://alandix.com/academic/papers/
network2026/