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Human-Computer Interaction (HCI)
A cross-disciplinary area that deals with the theory, design, implementation, and evaluation of how humans use and interact with computing devices.
High Usability
Interactive design and operations based on correctness, efficiency, safety, utility, learning, and retention.
User Experience
The overall satisfaction and involvement of users including enjoyment, usefulness, motivation, and aesthetics.
User Interface
The means through which humans interact with computing devices using software and hardware.
Interaction
An abstract model describing how humans interact with computers to complete tasks.
Interface
The boundary where two independent systems meet and communicate.
Importance of HCI
Usable and efficient interaction leads to higher productivity and better user satisfaction.
User-Centered Design
A design principle that focuses on the needs, abilities, and limitations of target users.
Universal Usability
A concept that promotes interfaces usable by a wide range of users.
Task
The job a user wants to accomplish using an interactive system.
Reduce Memory Load
A principle that minimizes short-term and long-term memory demands on users.
Strive for Consistency
Maintaining uniform interaction and interface design to reduce confusion and errors.
Feedback
System responses that inform users about the results of their actions.
Prevent Errors
Designing systems to avoid mistakes and allow easy recovery such as undo actions.
Natural Interaction and Interface
Designing interfaces that reflect real-world actions and behaviors.
HCI Guidelines
A set of recommended information used to guide human-computer interaction design and development.
Guidelines
Specific and detailed advice on how interfaces should be designed and implemented.
Guideline Categories
Classification of guidelines based on criteria such as user type, platform, and task context.
General HCI Design
Guidelines related to layout, information structure, user input, output visualization, and aesthetics.
User Type
Guidelines based on user characteristics such as age, disability, occupation, culture, and gender.
Platform/System Setup
Guidelines dependent on the computing platform such as mobile or desktop systems.
Vendor/Organization
Guidelines influenced by organizational identity or design style.
Interface Style/Modality
Guidelines based on interaction styles such as WIMP or multimodal interfaces.
Task/Operational Context
Guidelines considering environment, location, time, and physical constraints.
Applications
Guidelines specific to application types such as games, media, and e-commerce.
Display Layout
The organization of relevant information and interface elements on a screen.
Avoid Cluttered Display
Reducing unnecessary elements to keep the interface organized.
Optimize Display Density
Balancing information quantity to avoid overwhelming users.
Taking User Input
Designing efficient ways for users to enter data and system commands.
Graphical User Interface (GUI)
An interface that uses visual elements such as buttons, icons, menus, and forms.
Consistency of Data Entry
Ensuring uniform data-entry actions across the system.
Minimal Input Action
Reducing the number of actions required from the user.
Minimal Memory Load
Reducing the need for users to remember information during data entry.
Clear and Effective Labeling
Using understandable labels for buttons and fields.
User with Disability
Guidelines ensuring accessibility for users with impairments.
Web Content Accessibility Guidelines (WCAG) 2.1
Guidelines for making web content accessible to people with disabilities.
Perceivable
Information must be presented in ways users can perceive.
Operable
User interface components must be usable through different input methods.
Understandable
Information and interface operations must be easy to understand.
Robust
Content must work with current and future assistive technologies.
Mobile Device
Guidelines focused on improving smartphone usability.
Minimize Typing
Reducing user input effort on mobile devices.
Large Hit Targets
Designing large touch targets for accurate selection.
Efficient Use of Screen Space
Maximizing limited mobile display space.
Human Factors
The study of how humans interact with technology considering cognitive, sensory, and physical capabilities.
Human Information Processing
How humans receive, interpret, store, and act on information.
Human Problem-Solving Model
A framework viewing interaction as problem solving through actions on objects.
Sensation
The sensing of external information through visual, aural, or haptic means.
Perception
The interpretation of sensed information.
Memory
The storage of short-term and long-term information.
Decision/Executor
The process of deciding and executing actions.
Mental Model
The internal understanding users form about how a system works.
Gulf of Execution
The gap between user intentions and system-supported actions.
Gulf of Evaluation
The gap between system output and user interpretation.
GOMS Model
A model predicting user behavior using goals, operators, methods, and selection rules.
Goals
Tasks users want to achieve.
Operators
Basic perceptual, cognitive, or motor actions.
Methods
Sequences of actions used to achieve goals.
Selection Rules
Rules for choosing among methods.
Visual Modality
Information processing through vision.
Field of View (FOV)
The visible area seen by the human eye.
Viewing Distance
The distance between the eyes and the display.
Display Resolution
The number of pixels in a display.
Visual Acuity
The level of detail perceived by the eye.
Brightness
The amount of light emitted or perceived.
Color
Human response to different wavelengths of light.
Contrast
Difference in brightness or color between objects.
Aural Modality
Use of sound as feedback or input.
Intensity
The volume of sound.
Phase
Timing differences between sound waves.
Speech Recognition
System ability to recognize spoken language.
Natural Language Understanding
AI capability to understand human language.
Haptic Modality
Interaction using touch sensations.
Multimodal Interaction
Interaction using multiple input and output methods.
Human Body Ergonomics
Designing interfaces based on physical comfort and efficiency.
Motor Capabilities
Human physical movement abilities during interaction.
Fitts’ Law
A law predicting movement time based on distance and target size.
Motor Control
Initiation and execution of voluntary movements.