CPSC 4140

0.0(0)
studied byStudied by 0 people
0.0(0)
full-widthCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/62

encourage image

There's no tags or description

Looks like no tags are added yet.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

63 Terms

1
New cards

Abductive Reasoning - Reasoning from a fact to the action or state that caused it. A UI can facilitate this by explaining why an event, like a browser timeout, occurred.

2
New cards

Analytical Evaluation - A category of evaluation that includes predictive models like GOMS and expert-based methods like Heuristic Evaluation, conducted without direct user involvement.

3
New cards

ANOVA (Analysis of Variance) - A statistical method used to make decisions in experiments, testing if all groups are random samples of the same population.

4
New cards

Attention - The cognitive process of selecting things to concentrate on at a point in time from the surrounding stimuli. It can be focused or divided.

5
New cards

Attribution Theory - The study of why people believe they succeeded or failed, attributing the cause to themselves or to outside factors. In usability testing, the goal is for participants to attribute problems to the interface, not themselves.

6
New cards

Balance - A principle of visual design involving a satisfying arrangement or proportion of elements, occurring when there is an equally distributed amount of visual signal on both sides of an imaginary axis. Can be symmetrical, asymmetrical, or radial.

7
New cards

Behavioral Design - The second of Don Norman's three levels of emotional design, concerning the pleasure and effectiveness of use.

8
New cards

Chartjunk - Decorative elements in a chart or graph that are not related to the data and do not contribute to its sense or substance.

9
New cards

Clarity Principle - A design principle stating that every element in an interface should have a reason for being there. It often involves the strategic use of white space.

10
New cards

Closure Principle - A Gestalt principle where humans tend to perceive incomplete shapes as a complete whole by filling in missing information.

11
New cards

Cognitive Dissonance - A state of having conflicting opinions or beliefs. People resolve this by either changing a belief or denying one of the conflicting ideas.

12
New cards

Cognitive Walkthrough - An evaluation method focused on ease of learning, where experts walk through a design prototype with a specific scenario, guided by a set of questions about the user's ability to identify and interpret actions.

13
New cards

Collective Effort Model - A model explaining that individuals are more likely to engage in social loafing when they expect their co-workers to perform well.

14
New cards

Common Fate Principle - A Gestalt principle stating that elements moving in the same direction are perceived as a single group. Aligning items to a grid can create a sense of common fate.

15
New cards

Conceptual Model - The model of a system that is presented to the user through the interface. It is the designer's representation of how the system works.

16
New cards

Consistency - A design principle that dictates uniformity across layout, images, icons, and typography, both within a single screen and across multiple screens of an application.

17
New cards

Constructive Interaction - An evaluation method where two people work together on a task, allowing evaluators to gain insights by monitoring their normal conversations.

18
New cards

Contrast - A principle of visual design that involves the juxtaposition of visually dissimilar elements to convey that they are different in category, function, or behavior.

19
New cards

Crew Resource Management (CRM) - A training approach focused on enhancing interpersonal communication, leadership, and decision-making to improve situational awareness and safety, originating from the airline industry.

20
New cards

Dark Patterns - Deceptive user interface designs that benefit a business rather than its customers, such as hiding key information or using defaults that are not in the user's best interest.

21
New cards

Data Ink Ratio - A concept by Edward Tufte defined as the amount of ink used to display data divided by the total ink used in the graphic. The goal is to maximize this ratio.

22
New cards

Declarative Learning - Learning facts about something.

23
New cards

Deductive Reasoning - Reasoning from a general rule to a specific conclusion (e.g., "If A, then B").

24
New cards

Delayed Gratification - The ability to resist the temptation for an immediate reward and wait for a later, often larger or more enduring, reward.

25
New cards

Direct Manipulation - An interaction paradigm where the interface behaves as if the user is interacting with a real-world object. It is characterized by visibility of objects, rapid reversible actions, and immediate display of results.

26
New cards

Dunbar's Number - The theoretical cognitive limit to the number of people with whom one can maintain stable social relationships, calculated to be approximately 150 for humans.

27
New cards

Duchenne Smile - A genuine smile that involves the contraction of muscles around both the mouth (raising the corners) and the eyes (crinkling the corners).

28
New cards

Field Studies - An evaluation approach where users are observed in their natural environment to understand how technology is used in a real-world context.

29
New cards

Fitts's Law - A predictive model stating that the time to point at a target is a function of the distance to the target and the width of the target.

30
New cards

Formative Evaluation - Evaluation that occurs as a project is forming and continues throughout the design lifecycle.

31
New cards

Gestalt Principles - A set of principles from early 20th-century psychology that explain how humans simplify and organize complex images by subconsciously arranging parts into an organized whole.

32
New cards

Goal Gradient Effect - The tendency for individuals to accelerate their behavior as they get closer to reaching a goal.

33
New cards

GOMS - A predictive model for user performance on routine tasks, standing for Goals, Operators, Methods, and Selection Rules.

34
New cards

Hawthorne Effect - The alteration of behavior by the subjects of a study due to their awareness of being observed. Also known as the observer effect.

35
New cards

Heuristic Evaluation - A "discount" evaluation method where usability experts review a system against a set of established usability principles (heuristics) to identify problems.

36
New cards

Inductive Reasoning - Generalizing from previous specific cases to learn about new ones.

37
New cards

Keystroke Level Model (KSLM) - A quantitative model derived from GOMS that provides numerical predictions of user performance by assigning execution times to basic human operators like key presses and mouse movements.

38
New cards

Living Labs - Evaluation environments, such as the Aware Home, where technology is embedded into people's everyday lives to be studied in a naturalistic setting.

39
New cards

Long Term Memory (LTM) - The component of memory that is seemingly permanent and unlimited, storing semantic, procedural, visual, and auditory information. Access to LTM is slower than to STM.

40
New cards

Mental Model - A person’s thought process for how something works, based on incomplete facts, past experiences, and intuitive perceptions.

41
New cards

Metaphor (Interface) - Tying the presentation and visual elements of an interface to a familiar, relevant real-world item or concept to help users understand it.

42
New cards

Mind Wandering - A cognitive state where a person transitions from working on one task to thinking about something unrelated, which can facilitate pseudo multi-tasking and creativity.

43
New cards

Model Human Processor (MHP) - A model that views the human as an information processing system with perceptual, cognitive, and motor processors, as well as perceptual, short term, and long-term memory stores.

44
New cards

Perceptual Stores - Brief but accurate sensory memory stores (e.g., visual and auditory) that hold an image of the outside world long enough for initial analysis before details decay.

45
New cards

Procedural Learning - Learning how to do something, involving the acquisition and automation of motor skills.

46
New cards

Proximity Principle - A Gestalt principle where elements that are close together in space or time are perceived as belonging to a group.

47
New cards

Recall - Retrieving information from Long-Term Memory without a specific external stimulus.

48
New cards

Recognition - Retrieving information from Long-Term Memory with the help of a stimulus. It is generally easier than recall.

49
New cards

Reflective Design - The third of Don Norman's three levels of emotional design, which considers the rationalization and intellectualization of a product, including the self-image and personal satisfaction derived from it.

50
New cards

Satisficing - A decision-making strategy that aims for an adequate or satisfactory result rather than an optimal one. The term is a portmanteau of "satisfy" and "suffice."

51
New cards

Scale - A principle of visual design where the relative size of elements is used to emphasize importance and guide the user's parsing of the interface.

52
New cards

Short Term Memory (STM) - Also known as working memory, it has a limited capacity (5-9 chunks) and short duration without rehearsal.

53
New cards

Similarity Principle - A Gestalt principle where elements that are similar in appearance tend to be grouped together.

54
New cards

Situational Awareness - The perception of environmental elements in time and space, the comprehension of their meaning, and the projection of their status in the near future.

55
New cards

Social Loafing - The tendency for individuals to exert less effort in a group than when working alone.

56
New cards

Steering Law - A predictive model stating that moving a pointer through a constrained path is faster when the path is wider.

57
New cards

Stroop Effect - A cognitive interference effect where the automatic tendency to read a word makes it difficult to name the color of the ink it is printed in.

58
New cards

Summative Evaluation - Evaluation conducted after a system is finished to assess its overall quality.

59
New cards

Think Aloud Method - A usability evaluation technique where users speak their thoughts aloud as they perform tasks.

60
New cards

Usability Testing - An evaluation method where representative users perform tasks so evaluators can identify usability issues.

61
New cards

Visceral Design - The first level of emotional design, related to immediate perceptions and visual appeal.

62
New cards

Visual Hierarchy - A visual design principle that guides the user's eye to elements in order of importance.

63
New cards