hci prelims

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Last updated 12:25 PM on 2/14/26
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78 Terms

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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.

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High Usability

Interactive design and operations based on correctness, efficiency, safety, utility, learning, and retention.

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User Experience

The overall satisfaction and involvement of users including enjoyment, usefulness, motivation, and aesthetics.

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User Interface

The means through which humans interact with computing devices using software and hardware.

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Interaction

An abstract model describing how humans interact with computers to complete tasks.

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Interface

The boundary where two independent systems meet and communicate.

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Importance of HCI

Usable and efficient interaction leads to higher productivity and better user satisfaction.

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User-Centered Design

A design principle that focuses on the needs, abilities, and limitations of target users.

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Universal Usability

A concept that promotes interfaces usable by a wide range of users.

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Task

The job a user wants to accomplish using an interactive system.

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Reduce Memory Load

A principle that minimizes short-term and long-term memory demands on users.

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Strive for Consistency

Maintaining uniform interaction and interface design to reduce confusion and errors.

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Feedback

System responses that inform users about the results of their actions.

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Prevent Errors

Designing systems to avoid mistakes and allow easy recovery such as undo actions.

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Natural Interaction and Interface

Designing interfaces that reflect real-world actions and behaviors.

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HCI Guidelines

A set of recommended information used to guide human-computer interaction design and development.

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Guidelines

Specific and detailed advice on how interfaces should be designed and implemented.

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Guideline Categories

Classification of guidelines based on criteria such as user type, platform, and task context.

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General HCI Design

Guidelines related to layout, information structure, user input, output visualization, and aesthetics.

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User Type

Guidelines based on user characteristics such as age, disability, occupation, culture, and gender.

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Platform/System Setup

Guidelines dependent on the computing platform such as mobile or desktop systems.

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Vendor/Organization

Guidelines influenced by organizational identity or design style.

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Interface Style/Modality

Guidelines based on interaction styles such as WIMP or multimodal interfaces.

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Task/Operational Context

Guidelines considering environment, location, time, and physical constraints.

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Applications

Guidelines specific to application types such as games, media, and e-commerce.

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Display Layout

The organization of relevant information and interface elements on a screen.

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Avoid Cluttered Display

Reducing unnecessary elements to keep the interface organized.

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Optimize Display Density

Balancing information quantity to avoid overwhelming users.

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Taking User Input

Designing efficient ways for users to enter data and system commands.

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Graphical User Interface (GUI)

An interface that uses visual elements such as buttons, icons, menus, and forms.

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Consistency of Data Entry

Ensuring uniform data-entry actions across the system.

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Minimal Input Action

Reducing the number of actions required from the user.

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Minimal Memory Load

Reducing the need for users to remember information during data entry.

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Clear and Effective Labeling

Using understandable labels for buttons and fields.

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User with Disability

Guidelines ensuring accessibility for users with impairments.

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Web Content Accessibility Guidelines (WCAG) 2.1

Guidelines for making web content accessible to people with disabilities.

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Perceivable

Information must be presented in ways users can perceive.

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Operable

User interface components must be usable through different input methods.

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Understandable

Information and interface operations must be easy to understand.

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Robust

Content must work with current and future assistive technologies.

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Mobile Device

Guidelines focused on improving smartphone usability.

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Minimize Typing

Reducing user input effort on mobile devices.

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Large Hit Targets

Designing large touch targets for accurate selection.

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Efficient Use of Screen Space

Maximizing limited mobile display space.

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Human Factors

The study of how humans interact with technology considering cognitive, sensory, and physical capabilities.

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Human Information Processing

How humans receive, interpret, store, and act on information.

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Human Problem-Solving Model

A framework viewing interaction as problem solving through actions on objects.

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Sensation

The sensing of external information through visual, aural, or haptic means.

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Perception

The interpretation of sensed information.

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Memory

The storage of short-term and long-term information.

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Decision/Executor

The process of deciding and executing actions.

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Mental Model

The internal understanding users form about how a system works.

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Gulf of Execution

The gap between user intentions and system-supported actions.

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Gulf of Evaluation

The gap between system output and user interpretation.

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GOMS Model

A model predicting user behavior using goals, operators, methods, and selection rules.

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Goals

Tasks users want to achieve.

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Operators

Basic perceptual, cognitive, or motor actions.

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Methods

Sequences of actions used to achieve goals.

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Selection Rules

Rules for choosing among methods.

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Visual Modality

Information processing through vision.

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Field of View (FOV)

The visible area seen by the human eye.

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Viewing Distance

The distance between the eyes and the display.

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Display Resolution

The number of pixels in a display.

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Visual Acuity

The level of detail perceived by the eye.

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Brightness

The amount of light emitted or perceived.

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Color

Human response to different wavelengths of light.

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Contrast

Difference in brightness or color between objects.

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Aural Modality

Use of sound as feedback or input.

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Intensity

The volume of sound.

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Phase

Timing differences between sound waves.

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Speech Recognition

System ability to recognize spoken language.

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Natural Language Understanding

AI capability to understand human language.

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Haptic Modality

Interaction using touch sensations.

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Multimodal Interaction

Interaction using multiple input and output methods.

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Human Body Ergonomics

Designing interfaces based on physical comfort and efficiency.

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Motor Capabilities

Human physical movement abilities during interaction.

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Fitts’ Law

A law predicting movement time based on distance and target size.

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Motor Control

Initiation and execution of voluntary movements.