Human Computer Interaction: Chapters 4 to 8

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A comprehensive set of vocabulary flashcards covering interaction techniques, text entry input devices, pointing metrics (Fitts' Law), human memory and learning, and visual perception design principles from CIS1104.

Last updated 8:22 AM on 10/8/26
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22 Terms

1
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Interaction Techniques

The methods through which users input commands and systems provide feedback and output, serving as the communication bridge between humans and computers.

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Direct Manipulation

An interaction style where users interact with visible interface objects and receive immediate feedback, such as dragging and dropping or using touch gestures.

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Command-Line Interaction

An interaction style reliant on memorized text commands, offering high efficiency for expert users but demanding a steep learning curve.

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Haptic Feedback

An output modality that provides tactile sensations, such as vibrations in mobile phones or game controllers, to enhance realism and awareness of system state.

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QWERTY Keyboard

A dominant keyboard layout originally designed to reduce mechanical jams in typewriters; despite speed inefficiencies, users type fastest on it due to familiarity.

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Dvorak Keyboard

An alternative keyboard layout designed to maximize typing efficiency and reduce finger travel, which has seen limited adoption due to user transition costs.

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Words Per Minute (WPM)

A standard empirical text entry metric defined by the formula where 1 word=5 characters1\,\text{word} = 5\,\text{characters}, including spaces.

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Keystrokes Per Character (KSPC)

An empirical text entry metric that assesses typing efficiency by measuring the average number of physical key actions needed to output a single text character.

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Target Acquisition

The task process of reaching and selecting an on-screen target, whose performance depends on target size, target distance, and the pointing device used.

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Fitts' Law

A predictive model of human motor movement determining movement time to a target using the equation MT=a+blog⁡2(D/W+1)MT = a + b \log_{2}(D / W + 1), where DD is distance and WW is target width.

11
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Index of Difficulty (ID)

A Fitts' Law formulation calculated as ID=log⁡2(D/W+1)ID = \log_{2}(D / W + 1), quantifying the difficulty of a target acquisition task in units of bits.

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Throughput

A performance measure of a pointing device combining speed and accuracy into a single metric expressed in bits per second (bps\text{bps}).

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Sensory Memory

A human memory buffer with a very brief duration that preserves raw, unprocessed sensory input, such as visual afterimages or auditory echoes.

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Short-Term (Working) Memory

A temporary human memory system with a limited capacity of approximately 7±27 \pm 2 items and a duration measured in seconds, critical for decision making and active task execution.

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Long-Term Memory

A memory repository with large capacity and long retention that stores declarative knowledge (facts) and procedural knowledge (skills).

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Power Law of Practice

A learning principle stating that task performance time declines predictably as practice increases, yielding rapid initial improvement followed by smaller gains that never reach zero.

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Transfer of Learning

The influence of past experience on acquiring new system skills, manifesting positively through familiar design patterns or negatively when identical elements perform different functions.

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Visual Acuity

The capacity of the human visual system to discern fine detail, necessitating adequate font sizes, legible icon scaling, and ample interface spacing.

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Visual Search

The perceptual task of identifying a target element among visual distractors, which progresses faster when elements have high visual distinction and structured grouping.

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Gestalt Principles

A set of perceptual psychology laws detailing how humans perceive visual elements as unified groups, including proximity, similarity, continuity, closure, and common region.

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Visual Hierarchy

The arrangement of interface elements using size, contrast, position, and color to guide human visual attention deliberately toward the most critical components.

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Progressive Disclosure

An interface design method that conserves display real estate by presenting essential content first and revealing complex details or secondary controls on demand.