Design, Communication, and Technology Key Concepts

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Flashcards covering core vocabulary on Design Concepts, Availability Management, Well-being, Impression Formation, Warranting, and Group Dynamics.

Last updated 12:44 AM on 9/21/26
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48 Terms

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Affordance

The interaction possibilities of an object relative to a user, determined by physical properties, user capabilities, and perception informed by culture and habit.

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Mental Models

Beliefs and expectations for how a design works, built through learned repeated interaction and feedback.

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The Gulf of Execution

The difference between the user's intentions and what the user is able to do or how well the system supports those actions.

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The Gulf of Evaluation

The difficulty of assessing the state of the system and how well the artifact supports the discovery and interpretation of that state, specifically regarding system feedback.

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Availability Management

Behaviors that individuals undertake to manage what other people think about their availability for social interaction.

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Accounts

Explanations for relational failures that reconcile violating expectations while demonstrating care, providing plausible and mutually agreeable narratives to save face.

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Butler Messages

Verbal messages sent to manage one's availability or unavailability where technology buffers or mediates between the sender and recipient.

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Active (Technological) Mediation

Features of a technical system that suggest or contradict particular accounts for availability.

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Butter Lies

Verbal messages sent to manage one's availability or unavailability that are deceptive and knowingly false.

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<p>Availability Message Taxonomy</p>

Availability Message Taxonomy

A 2x2 matrix classifying messages based on content (Butler Content vs. No Butler Content) and truthfulness (Deceptive Message vs. Non-Deceptive Message), resulting in Butler Lies, Butler Messages, Other Lies, and Other Messages.

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Technological Determinism

The view that technology directly causes changes in human psychology, behavior, and society as a whole.

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Engagement

The amount of time or number of actions that a person takes on a platform, typically measured in terms of clicks or seconds.

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Well-being

A state characterized by positive emotions, effective functioning, and a sense of life satisfaction.

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Displacement Theory

An explanation for loss of well-being proposing that a new activity displaces or substitutes for an old healthy activity, causing the healthy benefits of the old activity to be lost.

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Goldilocks Hypothesis

The idea that too little technology deprives young people of important social information and peer pursuits, while too much technology displaces other meaningful activities.

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Impression Formation Processes

How individuals use information about a person to form an understanding of who they are and how they will behave.

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Impression Management Processes

How individuals attempt to influence other people's opinions or understandings of them.

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Self-Presentation

A process in which people use statements, behaviors, or other strategies to convey an impression to others that is beneficial to their interests.

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Self-Disclosure

A process in which people share authentic information with a partner, hoping that the partner will show understanding, care, validation, and acceptance.

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Actual Self

The self representing who a person really is, which is the easiest to maintain.

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Ideal Self

The self representing who a person aspires to be, which attracts new relationships and facilitates deeper bonds over values and goals.

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Ought Self

The self representing who others expect a person to be, which maintains favor, status, and reputation within a social group.

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Hyper-personal Model

A model proposing that when interacting over mediated communication where non-verbal cues are filtered out, people often make more extreme judgments about others than they would face-to-face.

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Overattribution

A component of the hyper-personal model where people jump to broad conclusions about a person based on limited information.

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Selective Self-Presentation

The deliberate presentation of only those cues that support the specific impression an individual wants others to hold.

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Behavioral Confirmation

The tendency for people to try to maintain an established behavior or impression once it has been formed, even if extreme.

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Social Comparison

The process of observing close peers to understand how others perceive us and whether we are meeting expectations or succeeding relative to group values.

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Social Information Processing

The process wherein individuals recursively adapt their self-presentation to match prevailing impression formation norms.

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Recursive Norms

A feedback loop of conformity where individuals follow and exaggerate social norms because others do, creating an ongoing cycle of mutual influence.

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Warranting

A way of demonstrating or justifying that a self-claim is true, which is most effective when the evidence is hard to fake.

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Cues Given

Information intentionally selected and explicitly communicated by an individual.

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Cues Given Off

Information unintentionally emitted or forthcoming from an individual's presence or behavior.

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Interior Residue

Cues given off by an individual's own behavior or private spaces, such as body language or room cleanliness.

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Exterior Residue

Cues given off about an individual by others, such as statements or feedback from friends.

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Weak Warrants

Cues given that are easy to fake or manipulate by the individual making the claim.

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Strong Warrants

Cues given off that are not chosen or easily manipulated by the individual, functioning as reliable signals.

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The Productivity Paradox

The phenomenon where transformative new technologies are widely visible in society but fail to show up in economic productivity statistics.

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Task Coordination

The aspect of group interaction focused on whether everyone knows what actions to perform and when to perform them.

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Group Cohesion

A group's overall ability to work together, reflecting their unity, mutual trust, commitment, and strength of relationships.

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Law of Propinquity

The principle stating that individuals communicate more frequently with people who are geographically closer to them.

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Social Facilitation

The improvement in performance on simple or well-learned tasks caused by the presence of others.

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Social Inhibition

The reduction in performance on unlearned or complex tasks caused by the presence of others.

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Mere Exposure Effect

The psychological phenomenon where people develop more favorable feelings toward individuals or stimuli they recognize from previous exposure.

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Spontaneous Interaction

Unplanned, chance encounters outside of routine task settings that yield rich cues, foster trust, and allow informal status monitoring.

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Shared Social Settings

Physical or virtual spaces defined by clear boundaries and normative expectations that provide common ground and promote group identity.

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Moral Panic

A sudden and excessive feeling of alarm or fear affecting a group of people, leading to extravagant or injudicious efforts to secure safety.

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Systematic Review

A comprehensive scientific report that compiles and synthesizes findings across numerous studies on a specific topic over time.

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Cost of Complexity

The principle that as the number of factors requiring consideration increases, the speed of processing or execution decreases.