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Last updated 1:46 AM on 10/18/26
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48 Terms

1
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The HCI Hierarchy of Needs (UX pyramid) 


o Utility/Functionality

o Usability – how easy a product is to use

o User Experience (UX) – total value gained from using the product



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The HCI Hierarchy of Needs (UX pyramid) - utility/functionality refers to

does the product work to solve a problem and perform its function

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The HCI Hierarchy of Needs (UX pyramid)- Usability refers to

how easy a product is to use

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User Experience (UX)

– total value gained from using the product

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Interaction Design

Designing spaces that support a physical, emotional dialogue between a person and a product, system or a service

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Kinesthetic Learning

Preferred method of learning for humans

defined as interacting with systems, objects, and services with exploratory and tactile behavior

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 Six Design Principles-Discoverability (nee Visibility)

– the appropriate cues for how to use something that are clear and understandable

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Six Design Principles- Feedback

 the system needs to communicate with a clear and immediate response to user action

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Six Design Principles— Consistency

design interfaces to have similar operations and elements across system

Internal consistency– within the same website and system

External consistency– across different systems/ websites

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Six Design Principles- Constraints

ways of restricting the kinds of interactions that can take place at a given moments

Physical– rely on forced physical boundaries

Semantic–   rely on users understanding of the system/ service

s Cultural- rely on shared cultural conventions/understanding

▪ Logical – rely on reasoning

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Six Design Principles— Affordances

actions or possibilities are latent in the environment

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Six Design Principles— Mapping

attributes of an object that allows users to understand what happens when you interact with it

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Jacobs law

people are always spending more time on other peoples websites than yours

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Mistakes

– inappropriate goal for current problem

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Slips

intend one action and accidentally complete another

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Signifiers

and indicator that communicates the appropriate action

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Skeuomorphism

designing an object digitally to resemble an object from real life

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Action Cycle: design principle of feedback


  1. Action– what we do

  2. Response– to our actions

  3. Compare what happened vs. what we wanted to happen


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Donald Normans Seven Stages of Action— Execution

  1. Have a Need

  2. How? – pick a method

  3. Define the action– outline the steps to complete

  4. Do it– execute the steps

Execution– gulf occurs in one of the above steps (i.e action cannot be completed, method cannot be defined)

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Donald Normans Seven Stages of Action— Evaluation

  1. Change?-- has the state of the world been changed

  2. What changed?-- interpret the change

  3. Evaluate– is that what you wanted to happen?

Evaluation– gulf occurs here if the action cannot be properly evaluated( i.e nothing happened when steps were taken, the wrong thing happened)



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 Implications for designing things that affect cognition — optimize for model human processor

Attention (Salience, Uncluttered, Scannable) 

o Memory (Promote recognition v recall, Keep it simple, Categorize) 

o Learning (Exploration, Constrain and guide, Link concrete representations and abstract concepts) 

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Salience

make information standout/ salient

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Uncluttered

avoid adding too much info to the interface

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Scannable

make information as scannable as possible

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Perception

how info is acquired w/ 5 senses

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cognition

how info is processed and understood

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model human processor

cognitive

perceptive

motor

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Attention- three types

selective— filtered out excess info

focused— small amount in concious awareness

sustained— being concentrated/ locked in for a long time

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Flow

a state of concentration( too easy, to hard, too boring = easy to abandon)

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cocktail party effect

ability to focus on a single point of attention

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Ericksons 3-step process for choosing a good metaphor 

Identify functional requirements what the system will/must do 

What subtasks might cause users problems /complicated/critical 

Generate metaphors to support the above 

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 Assumptions and Claims 

Assumptions defined and how they might affect creating a good concept model 

Claims defined and how they might affect creating a good concept model 


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concept design

concerned with developing a concept model

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concept model

high level description of how a system is organized/ operates

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mental model

used by humans when needing to reason/ map out somethibg

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good concept model

system matches the user model

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mind the gulf— avoid gaps between designers and users

follow design principles

mind assumptions and claims

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interface metaphor

metaphor that is designed as a part of a digital interface— combines familiar knowledge with new knowledge

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 Three types of memory( how data interacts)

Sensory— info must be attended to via attention

o Working— susceptible to being forgotten unless rehearsed( design so you dont need to practice)

o Long-term— retrieve info from long term memory

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recognition

recognize unfamiliar info as familiar

design for recognition

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recall

remember related details from memory

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dual coding

human memory uses 2 processes for memory— verbal/lang and imagery

design to activate both so one or the other is recognized

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categorization

provide many ways for encoding info to memory via imagery, color, language etc.,

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exploration

encourage exploring the interface for learning

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constrain and guide

lead users to appropriate actions to promote learning

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link concrete to abstract concepts

connect concrete and abstract concepts together to explain complex material(ie create interface metaphors)

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 Distractibility 

inability to block out environmental stimuli