263 HCI Terms

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Flashcards for HCI Key Terms

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113 Terms

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Affordance

Display attributes that allow people to know how something should be used. Can be Real (physical world) or Perceived (digital interfaces, learned conventions).

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Agent-Based Computing

A paradigm where the computer acts with added intelligence based on user commands or actions, functioning as an intelligent and proactive avatar.

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Alignment

A visual design principle where related elements are lined up to create a sense of unity and organization.

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Attention

The cognitive process of selecting specific stimuli from the environment on which to concentrate, aided in UI by visual and audio cues.

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Batch-Processing

The earliest interaction paradigm characterized by no interactivity and non-simultaneous execution of tasks, where computers were seen as impersonal machines.

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Cognition

The process of how knowledge and understanding are developed in our minds, involving thinking, remembering, learning, decision-making, reasoning, communication, etc.

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Cognitive System

In Distributed Cognition, the interconnected network of individuals, artifacts, internal and external representations, interactions, and the environment.

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Cognitive Tracing

Modifying external representations to reflect changes or establish structure, a form of External Cognition.

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Command Line Interface (CLI)

A computer interface where input is primarily via keyboard commands, and output is typically text-based on a screen.

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Consistency

A design principle where interfaces use similar elements for like tasks, maintaining internal and external standards.

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Constraints

A design principle that restricts the possible actions that can be performed by the user, reducing errors and complexity.

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Contrast

A design principle that makes things stand out from each other using differences in color, size, weight, shape, etc., to communicate importance.

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Cross Device

An interaction paradigm involving inter-connected computers of various sizes, shapes, and capabilities, supporting multiple users and smooth transitions between devices.

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Cultural Conventions

Learned understanding of norms used by people to make sense of new things.

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Design Principles

General guidelines used by UI/UX designers to aid thinking and improve usability.

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Direct Manipulation

An interaction paradigm providing the user with the feeling of directly affecting virtual objects through continuous representation, physical actions, and rapid, reversible operations.

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Distributed Cognition

A theoretical framework suggesting that cognition is not limited to the brain but is distributed across individuals, artifacts, and representations within an environment.

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Efficiency

A usability quality component that measures how quickly users can perform tasks once they have learned the design.

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Embodied Interaction

The concept that the way we use our bodies to interact with a system affects how we perceive and understand it, and that actions themselves carry meaning.

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Encoding

The process of paying attention to information and interpreting it, a stage in Memory.

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Errors

A usability quality component that assesses the number and severity of mistakes users make and how easily they can recover from them.

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Error Prevention

A Nielsen heuristic focused on eliminating error-prone conditions or confirming actions with users before commitment.

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Evaluation

The process of judging the quality or value of a design, conducted to discover flaws before launch.

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Experiential Cognition

A state of mind characterized by instinctiveness, reflexiveness, and effortlessness.

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Expectation Transfer

Using expectations from familiar objects onto similar new ones.

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External Cognition

Using external representations or tools to aid cognitive processes, reducing memory load and offloading mental activities.

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Feedback

A design principle that provides visual, sound, or other cues to inform the user that their action has caused something to happen and shows what has been done.

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Fidelity

The amount of functionality details and performance relative to the final product.

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Fitts’ Law

A UX law stating that the time to acquire a target is a function of its distance and size.

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Flexibility and Efficiency of Use

A Nielsen heuristic that provides multiple ways to perform the same task with different levels of efficiency, including accelerators for experienced users.

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Fluid Layout

A type of responsive layout grid where column sizes change as the screen/window size changes.

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Focal Points

Visual elements placed at specific points to draw attention.

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Fixed Layout

A type of responsive layout grid where only the margin size changes as the screen/window size changes.

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Gestalt Principles

A group of visual perception principles explaining how people organize visual elements into unified wholes.

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Grouping

A visual design principle where things close to one another are perceived as related, improving learnability and searching.

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GUIs (Graphical User Interfaces)

Interfaces that use graphical displays and a pointing device, allowing for WIMP elements.

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Gulf of Execution

The difference between the user's intentions/goals and what the system allows them to do or how well it supports those actions.

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Gulf of Evaluation

The effort required for the user to interpret the system's state and determine if their expectations and intentions have been met.

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Help and Documentation

A Nielsen heuristic that provides user assistance at appropriate times with easily searchable content in concrete steps.

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Help Users with Errors

A Nielsen heuristic focused on indicating errors clearly, helping users recognize, diagnose, and recover from them.

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Heuristic Evaluation

An analytical evaluation method where experts inspect a UI relative to established usability guidelines (heuristics) to identify usability problems.

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Heuristics

Usability guidelines or principles used by experts to evaluate interfaces, based on design principles, human factors, and common sense.

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Hick’s Law

A UX law stating that the time it takes to make a decision increases with the number and complexity of choices.

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Human-Centered Programming (HCC)

A discipline focused on understanding humans and designing computational artifacts that adapt to individual needs and circumstances, manifesting in UIs.

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Human-Computer Interaction (HCI)

A discipline focused on understanding human beings and designing computational artifacts to adapt around individuals, manifesting in UIs.

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Icons

Graphical representations of apps, objects, commands, or tools used in WIMP/GUIs.

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Interactive Computing

An interaction paradigm introduced in the 1970s allowing real-time interaction between users and systems through input/output hardware.

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Interpret

Trying to make sense of observations, a stage in the Evaluation phase of the Action Cycle.

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Jakob’s Law

A UX law stating that users spend most of their time on other sites, suggesting interfaces should work similarly to others.

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Kinesthesia

The awareness of the position and movement of body parts through internal sensory organs.

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Learnability

A usability quality component that measures how easy it is for users to accomplish basic tasks the first time they encounter a design.

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Low-Fidelity Prototype

Prototypes with minimal detail and functionality, used early in the design process for ideation.

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Match Between System and the Real World

A Nielsen heuristic advocating for using language and metaphors familiar to the user, following real-world conventions.

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Medium-Fidelity Prototype

Prototypes with more detail and some interactive elements, used for exploring user flows and feedback.

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Memorability

A usability quality component that measures how easily users can reestablish proficiency after a period of not using the design.

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Memory

The cognitive process of encoding and later retrieving knowledge, influenced by attention, usage, and external aids.

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Mental Models

Explanations users form about how things work, helping predict outcomes when using new systems, often based on metaphors.

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Menus

Graphical representations of available options or commands in WIMP/GUIs.

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Metaphor

An association or mapping between a novel or complex system and a familiar concept or system to help users understand how it works.

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Micro White Space

Space within content elements, such as line-spacing, that helps readability.

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Miller’s Law

A UX law stating that the average person can only keep a limited number of items in their working memory.

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Minimalistic Design

A Nielsen heuristic advocating for focusing content on the essentials to increase the signal-to-noise ratio and direct user attention.

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Mixed Reality (MR)

An interaction paradigm combining elements of both augmented and virtual reality.

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Mobile

An interaction paradigm characterized by touch, movement, voice, and other inputs, with screen displays, audio, and haptics as outputs, often on small screens.

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Multi-Modality

An interaction paradigm using multiple input and output channels simultaneously to provide richer interaction and experiences.

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Norman's Action Cycle

A simplified framework for understanding human action and guiding design.

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Observing Others

Learning by watching others perform tasks.

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Padding

Space between components (negative/white space), which should be consistent and logical.

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Paradigms

Frameworks containing basic assumptions, ways of thinking, and methodology, influencing the perception of the human-computer relationship.

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Perceive

Observing what happened in the world, a stage in the Evaluation phase of the Action Cycle.

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Perception

The cognitive process of acquiring information from the environment via senses and transforming it into experiences.

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Perform

Carrying out the specified steps, a stage in the Execution phase of the Action Cycle.

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Planning

Intending to act, thinking of options, and determining one, a stage in the Execution phase of the Action Cycle.

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Pointing Device

A device used to physically control a cursor as a point of entry in WIMP/GUIs.

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Proximity

A visual design principle where related elements are placed together and unrelated elements are separated to create a sense of organization.

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Prototype

The original or model on which something is based, used for ideation, communication, testing, and managing the design process.

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Prototyping

The process of creating a prototype.

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Reading or Listening to Instruction Manuals

Learning by receiving explicit instructions.

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Recognition Rather Than Recall

A Nielsen heuristic that minimizes user memory load by making objects, actions, and options visible rather than requiring users to remember them.

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Reflective Cognition

A state of mind characterized by mental effort and attention, used for comparing, contrasting, making decisions, learning, and problem-solving.

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Repetition

A visual design principle that repeats conventions throughout a design to tie elements together and maintain consistency.

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Responsive Layout Grid

A grid system that adjusts the layout of components based on screen or window size.

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Retrieving

Recalling encoded memory, a stage in Memory.

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Salience

A property of elements that makes them visually pop out and noticeable at first glance.

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Satisfaction

A usability quality component that measures how pleasant it is to use the design.

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Scale/Size

A technique in Visual Hierarchy where larger elements draw more attention and appear more important than smaller ones.

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Sensation

The process by which sensory receptors gather information and send it to the brain.

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Simplicity

A visual design principle focused on not overwhelming users with visual clutter.

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Spatial Interaction

An interaction paradigm where the user's location relative to the computer becomes part of the input.

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Specify

Thinking of the sequence of actions or steps to carry out a plan and achieve a goal, a stage in the Execution phase of the Action Cycle.

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Speech/Voice Interface

A computer interface where input is primarily via voice, and output is typically voice and sometimes visuals.

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Storyboard

A sequence of frames illustrating the interplay between the user and UI within a specific context, used for prototyping.

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Ubiquitous Computing

An interaction paradigm where computers are integrated into the fabric of everyday life, becoming indistinguishable.

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User-Centered Design (UCD)

An iterative design process that systematically involves the end user at every step to understand their needs and design for them.

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User Control and Freedom

A Nielsen heuristic that provides users with 'emergency exits,' supporting undo and redo to allow for flexibility and confidence.

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User Interface (UI)

Anything the user encounters when interacting with a digital product, acting as the medium between the user and digital information.

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User Testing

Observing real users performing tasks with a design to identify usability problems, a key method for improving usability.

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Useful

A quality attribute that is the sum of usability and utility.

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Usability

A quality attribute assessing how easy a UI is to use.

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Utility

A quality attribute referring to the design's functionality – whether it does what the user wants.