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Last updated 8:36 AM on 9/17/26
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32 Terms

1
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Discoverability

The degree to which a person can determine what actions are possible and how to perform them.

2
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Affordance

A relationship between the properties of an object and the capabilities of an agent that determines possible interactions.

3
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Anti-affordance

A relationship that prevents or blocks an interaction (e.g., a glass wall blocking passage).

4
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Signifier

A perceivable cue that communicates where or how an action should take place.

5
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Feedback

Information that communicates the result of an action and the new state of the system.

6
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Conceptual model

A simplified explanation of how a system works that helps people predict the effects of their actions.

7
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System image

The information available to the user through the product, interface, documentation, signifiers, and behavior; how the designer communicates with the user.

8
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Human-centered design

A design approach that begins with understanding people's needs, capabilities, and behavior, and iteratively develops solutions around them.

9
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Gulf of execution

The gap between a person's goal and knowing what actions the system allows to achieve that goal.

10
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Gulf of evaluation

The gap between the system's state and the person's ability to perceive, interpret, and determine whether the goal was achieved.

11
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Mapping

The relationship between a control and the thing it affects.

12
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Constraint

A limitation built into a design that reduces the chance of the wrong action being taken.

13
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Goal

The outcome a person wants to accomplish.

14
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Plan

The stage in which a person determines a general course of action to reach a goal.

15
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Specify

The stage in which a person determines the specific action sequence needed to carry out a plan.

16
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Perform

The stage in which the specified physical action is actually executed.

17
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Perceive

The evaluation stage in which a person detects what happened in the world after an action.

18
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Interpret

The evaluation stage in which a person makes sense of the perceived state.

19
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Compare

The evaluation stage in which the interpreted outcome is compared with the original goal.

20
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Seven stages of action

Goal, Plan, Specify, Perform, Perceive, Interpret, Compare.

21
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Visceral level

The level of processing based on immediate sensory reaction — appearance, look, and feel of a product.

22
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Behavioral level

The level of processing concerned with skilled use, performance, usability, and the experience of controlling a product.

23
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Reflective level

The conscious level concerned with meaning, self-image, memory, interpretation, and the story a person tells about an experience.

24
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Learned helplessness

A condition in which repeated failure leads people to believe they are incapable, so they may stop trying even when success is possible.

25
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Positive psychology

An emphasis on positive emotional experience and human strengths, including how successful interactions support feelings of competence and control.

26
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Norman door

A door whose identical handles on both sides give no clue whether to push or pull, illustrating a signifier/affordance mismatch.

27
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Feedforward

Information given before an action that tells the user what actions are possible ("what can I do now?").

28
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Six principles of interaction (Ch1)

Affordances, Signifiers, Constraints, Mappings, Feedback, Conceptual model.

29
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What bridges the gulf of execution?

Signifiers, mappings, constraints, and conceptual models.

30
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What bridges the gulf of evaluation?

Feedback and conceptual models.

31
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Thermostat folk theory

Example showing users invent their own explanations when a system doesn't clearly explain itself.

32
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Why examine design first, not the user?

Because repeated user failure usually reveals bad design, not incapable users — the central lesson of Chapter 1.