Unit 1: Foundations of HCI and Interaction Design Flashcards

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A set of vocabulary flashcards mapping key terms, historical pioneers, usability definitions, and experience design concepts from Unit 1: Foundations of HCI and Interaction Design.

Last updated 6:55 PM on 8/29/26
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19 Terms

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Human-Computer Interaction (HCI)

An emergent, cross-disciplinary field drawing on engineering, psychology, cognitive science, ergonomics, and design that focuses on the theory, design, implementation, and evaluation of how humans interact with computing devices.

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HCI Specialist

An engineer who designs, builds, implements, and evaluates interactive systems rather than focusing solely on visual design.

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The Memex

A 1945 conceptual device proposed by Vannevar Bush for storing books, records, and communications using associative indexing, which laid the conceptual groundwork for hypertext and the web.

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Man-Computer Symbiosis

A 1960 concept envisioned by J.C.R. Licklider proposing a tight coupling between human brains and machines through real-time, interactive, time-shared systems.

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SketchPad

A 1963 PhD project by Ivan Sutherland that introduced the first graphical user interface, pioneering icons, hierarchical structures, and object-oriented design.

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The Mother of All Demos

A 1968 demonstration by Douglas Engelbart showcasing an augmentation framework featuring the computer mouse, multiple windows, and shared hypermedia work environments.

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Interaction Design (ID)

An umbrella term covering user interface, software, product, and experience design, defined as designing interactive products to support how people communicate and interact in everyday and working life.

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Interaction

The abstract model of human behavior and communication with a computer to perform a task, defining its sequence, context, hierarchy, and level of detail.

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Interface

The technical realization in hardware or software that enables interaction and translates human action into instructions.

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Usability

The extent to which a product can be used by specified users to achieve specific goals with effectiveness, efficiency, and satisfaction in a specified context of use (ISO 9241-11).

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Effective

A usability goal defined as ensuring the product does what it is supposed to do.

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Efficient

A usability goal defined as supporting quick task completion.

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Safe

A usability goal defined as preventing errors and easing recovery when they occur.

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Good Utility

A usability goal defined as providing the right set of functions to enable users to do what they need.

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User Experience (UX)

A concept popularized by Donald Norman in the mid-1990s that spans functional completeness, high usability, aesthetic appeal, and lifestyle fit.

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Pragmatic Quality

An aspect of user experience describing how simple, practical, and obvious it is to achieve a goal with a product.

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Hedonic Quality

An aspect of user experience describing how evocative and stimulating the interaction itself is to experience.

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Marble Answering Machine

An example of good design that uses physical marbles to show message counts at a glance and requires intuitive, one-step actions.

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TiVo Remote

A prime example of user-centered design featuring a peanut shape, logically arranged buttons, and colorful cartoon icons that make functions distinct.