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A set of vocabulary flashcards covering key terms from the HCI lecture notes (Lessons 1 and 2).
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Human-Computer Interaction (HCI)
The design, implementation and evaluation of interactive systems in the context of the user’s task and work.
User
The individual or group for whom computer systems are designed and who interact with the system.
Usability
The ease and comfort with which a system can be used to perform tasks.
Direct interaction
Users interact with system elements directly, with immediate and visible results.
Indirect interaction
Users interact through an intermediary process or steps rather than directly.
Interdisciplinary fields in HCI
Psychology, sociology, computer science/engineering, business, graphic design, technical writing.
Primary issues of concern in HCI
People, Computers, Tasks (with Usability as the fourth focus).
Fourth focus in HCI
Usability — making systems easy and comfortable to use.
Input-Output channels
The flow of information between user and computer via input (senses) and output (motor control).
Five major senses (in this context)
Sight, Hearing, and Touch (used as the interaction channels).
Sensory memory
Buffers for stimuli received through the senses; fades quickly.
Short-term memory
A ‘scratch-pad’ for temporary recall of information.
Long-term memory
Main resource for storing information over extended periods.
Recognition over recall
Favor recognition with familiar cues and labels rather than relying on recall.
Color codes in UI
Visual cues: Red = error/stop/warning; Green = success/proceed; Blue = link; Gray = inactive/disabled.
Immediate feedback
Visual cues, animations, or highlights that acknowledge actions and aid navigation.
Minimize cognitive load
Simplify interfaces and present information clearly to reduce mental effort.
Consistent design
Use a consistent layout and familiar patterns to aid memory and usability.
Error prevention and recovery
Limit choices, confirm before deleting, provide undo/history, highlight errors early.
Emotion in design
Use cheerful colors, friendly language, progress indicators to reduce frustration and motivate users.
Individual differences in users
Accommodate diverse users with clear language, screen reader support, onboarding, and customization.
User Persona
Fictional representations of diverse users to guide design decisions.
Grandma persona
Example persona: big buttons, simple menus, loud volume.
Teen Gamer persona
Example persona: high-speed processor, great graphics, gaming apps.
Empathize with users
Ask questions, listen actively, request input, observe, keep an open mind.
Screener survey
Detailed questions to determine if potential participants meet study requirements.
Representative sample
Subset of the target population that reflects the larger group’s characteristics.
Interview goals
What you want to learn from interviews and which user problems to empathize with.
Open-ended questions
Questions that allow users to describe experiences in their own words.
Dog Walker App (example)
A scenario used to illustrate user journeys from a dog walker’s and a dog owner’s perspectives.
Prepare for user interviews
Script questions, gather supplies, research users, practice.
Conducting interviews
Meet participants, build rapport, follow etiquette, ask open-ended questions.
Pain points
UX issues that frustrate users and block task completion.
Persona format elements
Name, age, education, hometown, family, occupation; goals; frustrations; scenario; quote.