Introduction to Human-Computer Interaction (Lessons 1 & 2)

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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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34 Terms

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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.

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User

The individual or group for whom computer systems are designed and who interact with the system.

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Usability

The ease and comfort with which a system can be used to perform tasks.

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Direct interaction

Users interact with system elements directly, with immediate and visible results.

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Indirect interaction

Users interact through an intermediary process or steps rather than directly.

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Interdisciplinary fields in HCI

Psychology, sociology, computer science/engineering, business, graphic design, technical writing.

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Primary issues of concern in HCI

People, Computers, Tasks (with Usability as the fourth focus).

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Fourth focus in HCI

Usability — making systems easy and comfortable to use.

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Input-Output channels

The flow of information between user and computer via input (senses) and output (motor control).

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Five major senses (in this context)

Sight, Hearing, and Touch (used as the interaction channels).

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Sensory memory

Buffers for stimuli received through the senses; fades quickly.

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Short-term memory

A ‘scratch-pad’ for temporary recall of information.

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Long-term memory

Main resource for storing information over extended periods.

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Recognition over recall

Favor recognition with familiar cues and labels rather than relying on recall.

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Color codes in UI

Visual cues: Red = error/stop/warning; Green = success/proceed; Blue = link; Gray = inactive/disabled.

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Immediate feedback

Visual cues, animations, or highlights that acknowledge actions and aid navigation.

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Minimize cognitive load

Simplify interfaces and present information clearly to reduce mental effort.

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Consistent design

Use a consistent layout and familiar patterns to aid memory and usability.

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Error prevention and recovery

Limit choices, confirm before deleting, provide undo/history, highlight errors early.

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Emotion in design

Use cheerful colors, friendly language, progress indicators to reduce frustration and motivate users.

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Individual differences in users

Accommodate diverse users with clear language, screen reader support, onboarding, and customization.

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User Persona

Fictional representations of diverse users to guide design decisions.

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Grandma persona

Example persona: big buttons, simple menus, loud volume.

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Teen Gamer persona

Example persona: high-speed processor, great graphics, gaming apps.

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Empathize with users

Ask questions, listen actively, request input, observe, keep an open mind.

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Screener survey

Detailed questions to determine if potential participants meet study requirements.

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Representative sample

Subset of the target population that reflects the larger group’s characteristics.

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Interview goals

What you want to learn from interviews and which user problems to empathize with.

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Open-ended questions

Questions that allow users to describe experiences in their own words.

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Dog Walker App (example)

A scenario used to illustrate user journeys from a dog walker’s and a dog owner’s perspectives.

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Prepare for user interviews

Script questions, gather supplies, research users, practice.

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Conducting interviews

Meet participants, build rapport, follow etiquette, ask open-ended questions.

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Pain points

UX issues that frustrate users and block task completion.

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Persona format elements

Name, age, education, hometown, family, occupation; goals; frustrations; scenario; quote.