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A series of flashcards focusing on key terms and definitions from the Human-Computer Interaction lecture notes.
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Human-Computer Interaction (HCI)
The study of interaction between people (users) and computers.
User Interface (UI)
The part of a computer or software that people can see and interact with.
Usability
The degree to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction.
User-Centered Design
An approach to design that places the user at the center of the process.
Input Mechanisms
Devices through which users communicate their needs to the computer, such as keyboards and mice.
Output Mechanisms
Methods through which the computer conveys information to users, like display screens and speakers.
Prototype
An early sample or model of a product used to test and validate ideas.
Persona
A fictional character created based on user research to represent different user types.
Visual Design Principles
Guidelines for the aesthetic aspects of design to enhance user experience, including clarity, contrast, and cohesion.
Ergonomics
The study of how to design devices and systems that fit the human body and its cognitive abilities.
Feedback
Information returned to the user about what action has been taken or what the result is.
Direct Manipulation
A user interface design that allows users to interact with objects on the screen as if they were physically present.
Error Messages
Notifications that inform the user of problems and how to resolve them.
Navigation Design
The design of an information architecture that allows users to find information easily.
Cognitive Load
The amount of mental effort used in the working memory.
Contextual Inquiry
A user-centered design research method where users are observed in their actual work environment.
Information Architecture
The organization and structuring of information within a product.
Visual Hierarchy
The arrangement of elements in a way that signifies their importance.
Task Flow
The sequence of steps users take to complete a task within an interface.
Accessibility
The design of products and environments to be usable by people with disabilities.
A/B Testing
A method of comparing two versions of a webpage or product to determine which one performs better.