ITEC 3230 MIDTERM TERMS

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Last updated 8:06 PM on 2/6/26
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52 Terms

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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

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Interactive System

A system that stands in a relationship with humans such that they are able to interact with it

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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.

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Usability

A quality attribute used to assess how easy user interfaces are to use

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Usability Goals

  • effectiveness

  • efficiency

  • safety

  • utility

  • learnability

  • memorability

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Effectiveness

how well users can do what they need

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Efficiency

the effort required for an outcome

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safety

preventing and recovering from errors

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utility

providing the right functionality

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learnability

ease of figuring out the system

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memorability

ease of remembering how to use it

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Core Design Principles

  • Visibility

  • Feedback

  • Consistency

  • Constraints

  • Affordance

  • Mapping

  • Placebo button

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Visibility

Ensuring that key functionality is visible so users know what actions are possible at any given juncture

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Feedback

The process of signaling what action has been performed and what has been accomplished to the user

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Consistency

Having similar operations and elements for achieving similar tasks to support learning

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Constraints

Limiting the range of interaction possibilities to simplify the interface and guide the user, thereby reducing the chance of mistakes

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Affordance

An attribute of an object that allows people to know how to use it by making action possibilities perceivable

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Different types of Affordance

  • False affordance

  • Hidden affordance

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False Affordance

An apparent affordance that has no real function, leading a user to perceive nonexistent possibilities for action

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Hidden Affordance

A possibility for action that exists but is not perceived by the user

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Mapping

The clear relationship between controls and their effects

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Placebo Button

A control that has apparent functionality but no physical effect when pressed, often serving as a false affordance

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Model

A simplification of some aspect of human-computer interaction designed to help designers predict and evaluate alternative designs

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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

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Mental Model

The internal constructions and conceptual models in people's minds that represent their understanding of how things work

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Framework

A set of interrelated concepts, questions, or principles used to guide the design process or analyze data from user studies

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Designer’s Conceptual Model

The designer's specific conception of the look, feel, and operation of a product

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System Image

The total information available to the user about the system, including its appearance, behavior, and any manuals or past knowledge

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User’s Conceptual Model

The user's specific conception of how the system works, which is derived from the system image

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Paradigm

A set of practices upon which a community has agreed, such as designing user-centered applications specifically for desktops

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Cognition

The mental action of acquiring knowledge and understanding through thought, experience, and the senses

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Different types of Cognition

  • Experimental

  • Reflective

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Experiential (Fast) Cognition

Perceiving and reacting to situations in the moment based on immediate sensory input and learned patterns

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Reflective (Slow) Cognition

Actively thinking about and analyzing an experience to make conscious decisions

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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

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Gulf of Evaluation

The gap between the physical system and the user, regarding how the user perceives the current system state

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Distributed Cognition

A framework where cognitive phenomena are observed across people and artifacts rather than just within an individual mind

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Cognitive Load

The amount of information working memory can process at any given time, typically five to nine pieces of information

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External Cognition

A framework explaining how physical tools and external representations support cognitive activities

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Computational Offloading

Using externalization to reduce the mental effort required for a task, such as solving math on paper.

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Cognitive Tracing

Externally manipulating items into different orders or structures, such as sorting cards

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Embodied Interaction

An approach that considers how cognition depends on the agent's body and physical sensorimotor interactions with the world

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Methodology

A general approach or system of methods, techniques, and processes, such as Human-Centered Design (HCD)

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Process

A well-defined set of steps and decision points for executing a specific task

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Types of research

  • Qualitative

  • Quantitative

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Qualitative Research

A subjective approach that uses words to explore human experiences, explaining the "why" and "how"

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Quantitative Research

An objective approach that uses numbers to analyze relationships, explaining the "what" and "who"

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Probes (Cultural Probes)

Tools designed to prompt and elicit information from people about their lives, often through diaries or photo collages

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Contextual Inquiry

A method to inspire design by observing and interviewing users in their actual context

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Think Aloud Protocol

A technique where users talk as they perform a task so researchers can record their thoughts and reasoning

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Brainstorming

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Mind Mapping

A brainstorming method used to create a map of a problem and its potential solutions to explore them in detail