Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different genders interact with computers. Examples Gender HCI research has been conducted in the following areas (among others): Biases in perceptions of gendered computerized partners The effects of confidence and self-efficacy on genders' interactions with software. The design of gender-specific software, such as video games created for women. The design of display screen sizes and how they affect different genders. The design of gender-neutral problem-solving software. Overview Gender HCI investigates ways in which attributes of software (or even hardware) can interact with gender differences. As with all of HCI, Gender HCI is a highly interdisciplinary area. Findings from fields such as psychology, computer science, marketing, neuroscience, education, and economics strongly suggest that men and women problem solve, communicate, and process information differently. Gender HCI investigates whether these differences need to be taken into account in the design of software and hardware. History The term Gender HCI was coined in 2004 by Laura Beckwith, a PhD candidate at Oregon State University, and her advisor Margaret Burnett. They discovered that, although there had been some activity that could be characterized as Gender HCI work, people did not know about each other's work. The relevant research reports were isolated and scattered about various fields. Since that time, they and others have worked to help researchers know about each other's work and practitioners to be aware of the findings, so as to allow this area to mature as a subarea of HCI. The following are a brief set of milestones in the history of this emerging subarea. 1987: Games designed as "gender neutral" look like games designed for boys. (Chuck Huff). 1989: Ethnographic research exploring women, programming, and computers (Sherry Turkle). 1995: Gender differences in self-efficacy and attitudes toward computers (Tor Busch). 1998: Gender factors in the design of video games (Justine Cassell). 2002: Wider displays more beneficial to all users, especially females (Mary Czerwinski, Desney S. Tan, George G. Robertson). 2004: The concept Gender HCI made explicit (Laura Beckwith, Margaret Burnett). 2006: A research workshop on Gender HCI. Selected findings Here are some results from the Gender HCI research conducted to date – ordered from most to least recent, within categories: "Reward Expectations of Gendered Computers." In one experiment, subjects