HCI Prelim

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/173

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 2:10 PM on 8/26/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

174 Terms

1
New cards
Human-Computer Interaction (HCI)
A cross-disciplinary area focused on the theory
2
New cards
High Usability
Interactive design evaluated through correctness
3
New cards
Correctness
A usability criterion measuring whether users can accomplish tasks accurately.
4
New cards
Efficiency
A usability criterion measuring how quickly and easily users can accomplish tasks.
5
New cards
Safety
A usability criterion focused on preventing harmful or dangerous outcomes.
6
New cards
Utility
A usability criterion measuring whether a system provides the functions users need.
7
New cards
Learning
A usability criterion measuring how easily users can learn to use a system.
8
New cards
Retention
A usability criterion measuring how well users remember how to use a system over time.
9
New cards
User Experience (UX)
The overall personal experience a user has when interacting with a system.
10
New cards
UX Goal
To create systems that are satisfying enjoyable entertaining helpful motivating aesthetically pleasing and fun.
11
New cards
User Interface (UI)
The software and hardware through which humans interact with computers.
12
New cards
Software UI
Visual displays on monitors computers tablets and mobile screens.
13
New cards
Hardware UI
Keyboards mice and other external devices used to interact with computers.
14
New cards
Interaction
An abstract model through which humans interact with a device to complete a task.
15
New cards
Interface
The boundary where two independent systems meet and communicate or act on each other.
16
New cards
Interaction vs Interface
Interaction describes how humans interact with a system while an interface is the boundary through which communication occurs.
17
New cards
Business Impact of HCI
Usable interfaces increase productivity across industries.
18
New cards
Effect of Poor Interfaces
Poor interfaces can prevent users from benefiting from otherwise simple systems.
19
New cards
Commercial Success and HCI
Simple attractive and usable interfaces can give companies a competitive advantage and increase sales.
20
New cards
Spreadsheet Interface
An interface milestone that helped make business computing successful.
21
New cards
Web-Browser Interface
An interface milestone that enabled the growth of the Internet.
22
New cards
Smartphone and Mobile Interfaces
Interfaces that have become common in modern daily routines.
23
New cards
Body-Based Interfaces
Interfaces that use body movements as part of interaction.
24
New cards
Action-Oriented Interfaces
Interfaces that use physical actions and movements to control systems especially in gaming.
25
New cards
Know the User
The primary HCI principle emphasizing understanding the people who will use a system.
26
New cards
User-Centered Design
A design approach focused on users' needs characteristics abilities preferences and skill levels.
27
New cards
User Information
Information such as gender age education level computing experience physical capabilities mental capabilities and skill levels.
28
New cards
Universal Usability
Designing interfaces that can be used by a broad range of users rather than one specific group.
29
New cards
Universal Usability Difficulty
It is difficult to create one interface that satisfies the diverse abilities needs cultures and requirements of users worldwide.
30
New cards
Understand the Task
Identifying the sequence and structure of subtasks to match the user's workflow.
31
New cards
Subtask
An individual step or activity that forms part of a larger task.
32
New cards
Reduce Memory Load
Designing systems so users do not have to remember excessive amounts of information.
33
New cards
Short-Term Memory Capacity
About five to nine pieces of specific information according to the reviewer.
34
New cards
Strive for Consistency
Designing similar elements and actions to behave consistently.
35
New cards
Benefit of Consistency
Consistency improves familiarity accuracy satisfaction and reduces memory load.
36
New cards
Effect of Inconsistency
Inconsistent steps can cause confusion and errors.
37
New cards
Remind Users
Providing reminders or cues that refresh important information in the user's memory.
38
New cards
Provide Feedback
Giving users information about system actions results and current status.
39
New cards
System Feedback
Information produced by the system that helps users understand what happened after an action.
40
New cards
Prevent Errors
Designing systems to reduce incorrect actions confusion and unnecessary work.
41
New cards
Reversal of Action
Allowing users to undo or reverse an action they performed.
42
New cards
Confirmation Dialog
A pop-up that asks users to confirm an important or potentially irreversible action.
43
New cards
Selection Over Recall
Allowing users to select options instead of requiring them to remember and manually enter information.
44
New cards
Undo Button
An example of a feature that allows reversal of an action.
45
New cards
Natural Interaction
Interaction that reflects familiar real-world actions and processes.
46
New cards
Natural Interaction Examples
Nintendo Wii and Pokémon GO.
47
New cards
Principle
A broad high-level rule applicable across many areas of interaction design.
48
New cards
Guideline
A specific advisory rule used to direct actual design and development.
49
New cards
Principles vs Guidelines
Principles are broad and general while guidelines are specific and directly applicable.
50
New cards
Why Guidelines Can Conflict
Complex systems have many requirements that may compete with one another.
51
New cards
Jennifer Tidwell
A researcher associated with categories for organizing HCI design guidelines.
52
New cards
General HCI Design
A guideline category covering display layout information structure input output visualization and aesthetic design.
53
New cards
General HCI Design Examples
Icon sizing and color combinations.
54
New cards
User Type
A guideline category based on demographics target age accessibility requirements and user context.
55
New cards
User Type Examples
Students children older adults and visually challenged users.
56
New cards
Platform/System Setup
A guideline category based on hardware operating systems and system environments.
57
New cards
Platform/System Setup Examples
Kiosks desktops mobile devices cloud-based systems and embedded operating systems.
58
New cards
Vendor/Organization
A guideline category based on corporate identity branding and organizational requirements.
59
New cards
Vendor/Organization Examples
iOS Android Windows XP and NASA.
60
New cards
Interface Style/Modality
A guideline category based on interaction styles and modalities.
61
New cards
Interface Style/Modality Examples
WIMP non-WIMP 3D multitouch voice commands gestures and GUI widgets.
62
New cards
Task/Operational Context
A guideline category based on environmental conditions and operational constraints.
63
New cards
Task/Operational Context Examples
Office subway automobile hands-free and outdoor environments.
64
New cards
Applications
A guideline category addressing the needs of a specific application domain.
65
New cards
Application Examples
E-commerce games social networks and editing tools.
66
New cards
Visual Display Layout
The organization and arrangement of information and interface elements on a screen.
67
New cards
Visual Display Layout Guidelines
Avoid clutter consistently place key items align page elements optimize display density control line and page lengths and use frames for persistent functions.
68
New cards
Display Clutter
An excessive amount of information or interface elements that makes a screen difficult to understand.
69
New cards
Key Display Items
Important items should be placed consistently such as at the top center when appropriate.
70
New cards
Page Element Alignment
Aligning interface elements to improve organization and readability.
71
New cards
Display Density
The amount of information presented within a display area.
72
New cards
Line/Page Length
The length of lines and pages should be optimized for readability.
73
New cards
Frames
Interface areas used to keep persistent functions consistently available.
74
New cards
Data Entry and User Input
Designing input processes to be consistent efficient understandable and easy to perform.
75
New cards
Consistent Data Entry
Similar input tasks should be performed using similar actions.
76
New cards
Minimal Input Steps
Data entry should require as few unnecessary steps as possible.
77
New cards
Low Memory Load in Data Entry
Input should minimize what users need to remember.
78
New cards
Clearly Labeled Buttons
Buttons should have understandable labels describing their actions.
79
New cards
Natural Scanning Direction
Input sequences should follow the direction users naturally scan information.
80
New cards
Semantically Opposing Selections
Choices with opposite meanings should not be placed too close together.
81
New cards
Mobile Device Guidelines
Recommendations for designing interfaces specifically for mobile devices.
82
New cards
Rapid Status Updates
Mobile systems should quickly communicate information such as network connectivity.
83
New cards
Mixed Input Modes
Using multiple input methods can reduce typing and improve interaction.
84
New cards
Large Hit Targets
Touch targets should be large enough for accurate interaction.
85
New cards
Task Focus
Mobile interfaces should keep users focused on the current task.
86
New cards
Screen Efficiency
Mobile interfaces should make effective use of limited screen space.
87
New cards
WCAG
Web Content Accessibility Guidelines.
88
New cards
W3C
World Wide Web Consortium.
89
New cards
WCAG 2.1
A version of the Web Content Accessibility Guidelines used to promote accessible web content.
90
New cards
Four WCAG Principles
Perceivable Operable Understandable and Robust.
91
New cards
Perceivable
Content and interface components must be presented in ways users can perceive.
92
New cards
Text Alternatives
Text descriptions provided for non-text content such as images.
93
New cards
Adaptable Content
Content that can be presented in different ways without losing meaning or structure.
94
New cards
Visible and Audible Content
Text images audio and other content should be easy to see or hear when applicable.
95
New cards
Operable
Interface features must be usable by users.
96
New cards
Keyboard Accessibility
Interface functionality should be available through a keyboard when appropriate.
97
New cards
Sufficient Time
Users should be given enough time to read and use content.
98
New cards
Seizure Prevention
Content should avoid designs that can trigger seizures.
99
New cards
Easy Navigation
Interfaces should provide ways for users to navigate easily.
100
New cards
Understandable
Information and interface operation should be understandable.