HCI Introduction and Foundations

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Description and Tags

Vocabulary flashcards covering key HCI concepts from the introduction through design foundations.

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25 Terms

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Learning goal

A knowledge target you want students to understand by the end of a course.

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Learning outcome

The abilities or tasks you want students to be able to perform after instruction.

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HCI (Human-Computer Interaction)

The field studying how to design effective interactions between humans and computers, spanning principles, methods, and applications.

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Design life cycle

The process by which interfaces go from conception to prototypes to evaluation, emphasizing iteration.

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Iteration

Repeating phases of design and evaluation to improve a design based on feedback.

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Usability

The ease with which a user can achieve their goals using a system.

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Feedback

Information about the result of an action, used to guide future actions and improve interaction.

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Feedback timing

Providing the appropriate kind of feedback at the right moment in a task.

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Design interactions

The process of shaping how users perform tasks and achieve goals, not just the surface interface.

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Applications areas of HCI

Broad domains where HCI is applied, such as healthcare, VR, and sonification.

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Healthcare (as an HCI area)

HCI applications in medical settings to improve patient care, usability of systems, and clinician workflows.

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Virtual reality

Immersive, computer-generated environments that are a key application area for HCI.

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Sonification

Using non-speech audio to convey information in an interface or system.

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Nest thermostat

A learning thermostat that adapts to user patterns to optimize home heating and cooling.

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Thermostat (design example)

An example illustrating two design aspects: applying HCI principles (like feedback, error tolerance) and gathering user feedback to iterate designs.

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User requirements

Information gathered about what users need to perform tasks, guiding design decisions.

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Design alternatives

Multiple concepts proposed to meet user requirements, to be evaluated with users.

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Evaluation with users

Testing or gathering feedback from real users to judge and improve designs.

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Learning strategies

Methods used to help students learn, including learning by example, doing, and reflection.

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Learning by example

Learning through running examples or case studies to illustrate concepts.

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Learning by doing

Learning through hands-on design activities and problem solving.

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Learning by reflection

Contemplating experiences to extract lessons and insights.

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Project-based learning

A learning approach where students solve real problems in teams, producing tangible outcomes.

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Communities of practice

Groups that share a domain and practices to improve collectively through collaboration.

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Five tips for course success

Practical guidance: read assignments early, start early, participate, select an application area, and engage with forums.