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Interaction Design
This field is concerned with designing interactive products to support the way people communicate and interact in their everyday and working lives
Interactive System
A system that stands in a relationship with humans such that they are able to interact with it
User Experience (UX)
Broadly defined as how people feel about a product, including their pleasure and satisfaction when using, looking at, or holding it. Don Norman defines it more specifically as all aspects of the end-user’s interaction with the company, its services, and its products.
Usability
A quality attribute used to assess how easy user interfaces are to use
Usability Goals
effectiveness
efficiency
safety
utility
learnability
memorability
Effectiveness
how well users can do what they need
Efficiency
the effort required for an outcome
safety
preventing and recovering from errors
utility
providing the right functionality
learnability
ease of figuring out the system
memorability
ease of remembering how to use it
Core Design Principles
Visibility
Feedback
Consistency
Constraints
Affordance
Mapping
Placebo button
Visibility
Ensuring that key functionality is visible so users know what actions are possible at any given juncture
Feedback
The process of signaling what action has been performed and what has been accomplished to the user
Consistency
Having similar operations and elements for achieving similar tasks to support learning
Constraints
Limiting the range of interaction possibilities to simplify the interface and guide the user, thereby reducing the chance of mistakes
Affordance
An attribute of an object that allows people to know how to use it by making action possibilities perceivable
Different types of Affordance
False affordance
Hidden affordance
False Affordance
An apparent affordance that has no real function, leading a user to perceive nonexistent possibilities for action
Hidden Affordance
A possibility for action that exists but is not perceived by the user
Mapping
The clear relationship between controls and their effects
Placebo Button
A control that has apparent functionality but no physical effect when pressed, often serving as a false affordance
Model
A simplification of some aspect of human-computer interaction designed to help designers predict and evaluate alternative designs
Conceptual Model
A high-level description of a product regarding what users can do with it and the concepts they need to understand to interact with it
Mental Model
The internal constructions and conceptual models in people's minds that represent their understanding of how things work
Framework
A set of interrelated concepts, questions, or principles used to guide the design process or analyze data from user studies
Designer’s Conceptual Model
The designer's specific conception of the look, feel, and operation of a product
System Image
The total information available to the user about the system, including its appearance, behavior, and any manuals or past knowledge
User’s Conceptual Model
The user's specific conception of how the system works, which is derived from the system image
Paradigm
A set of practices upon which a community has agreed, such as designing user-centered applications specifically for desktops
Cognition
The mental action of acquiring knowledge and understanding through thought, experience, and the senses
Different types of Cognition
Experimental
Reflective
Experiential (Fast) Cognition
Perceiving and reacting to situations in the moment based on immediate sensory input and learned patterns
Reflective (Slow) Cognition
Actively thinking about and analyzing an experience to make conscious decisions
Gulf of Execution
The gap between the user and the physical system, specifically regarding how a user learns to use the system to achieve goals
Gulf of Evaluation
The gap between the physical system and the user, regarding how the user perceives the current system state
Distributed Cognition
A framework where cognitive phenomena are observed across people and artifacts rather than just within an individual mind
Cognitive Load
The amount of information working memory can process at any given time, typically five to nine pieces of information
External Cognition
A framework explaining how physical tools and external representations support cognitive activities
Computational Offloading
Using externalization to reduce the mental effort required for a task, such as solving math on paper.
Cognitive Tracing
Externally manipulating items into different orders or structures, such as sorting cards
Embodied Interaction
An approach that considers how cognition depends on the agent's body and physical sensorimotor interactions with the world
Methodology
A general approach or system of methods, techniques, and processes, such as Human-Centered Design (HCD)
Process
A well-defined set of steps and decision points for executing a specific task
Types of research
Qualitative
Quantitative
Qualitative Research
A subjective approach that uses words to explore human experiences, explaining the "why" and "how"
Quantitative Research
An objective approach that uses numbers to analyze relationships, explaining the "what" and "who"
Probes (Cultural Probes)
Tools designed to prompt and elicit information from people about their lives, often through diaries or photo collages
Contextual Inquiry
A method to inspire design by observing and interviewing users in their actual context
Think Aloud Protocol
A technique where users talk as they perform a task so researchers can record their thoughts and reasoning
Brainstorming
Mind Mapping
A brainstorming method used to create a map of a problem and its potential solutions to explore them in detail