Human-Computer Interaction (HCI) and UX Design Fundamentals

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Vocabulary practice flashcards covering Human-Computer Interaction (HCI) fundamentals, Human-Centered Design principles, UX research models, Information Architecture systems, wireframing, and usability testing metrics.

38 Terms

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Human-Computer Interaction (HCI)

A field that addresses how humans interact with technology across three core dimensions: computer aspects, development aspects, and human and social aspects.

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Computer Aspects of HCI

The dimension of HCI covering input and output hardware, interaction techniques, and graphics/data visualization.

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Development Aspects of HCI

Methodologies for creating interactive systems, including User-Centered Design (UCD), iterative prototyping, and usability evaluations.

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Human & Social Aspects of HCI

The dimension of HCI focused on cognitive psychology, social impact, and context of use.

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HCI Goals Hierarchy

A framework stating that effective systems must satisfy foundational functional needs before higher-level emotional goals, ordered as Safety, Utility, Efficiency, Usability, and Appeal / Enjoyment.

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Safety (HCI Goal)

Protecting users from errors and physical or data harm.

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Utility (HCI Goal)

Providing the required functionality to fulfill tasks.

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Efficiency (HCI Goal)

Accelerating task completion times.

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Usability (HCI Goal)

Ensuring ease of learning and ease of use.

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Appeal / Enjoyment (HCI Goal)

Delivering an engaging, satisfying user experience.

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Human-Centered Design (HCD)

A broad design approach that builds solutions based on deep empathy for human needs, behaviors, and values.

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Iterative Interaction Cycle

A cyclical process in interaction design that progresses through Research → Ideate & Design → Prototype & Test → Implement & Iterate.

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Mental Models

User interface designs that mirror how users expect systems to work, thereby reducing cognitive load.

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Predictive Features

Smart defaults, autocomplete, and contextual suggestions used to streamline user interactions.

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Progressive Disclosure

An interaction design technique of revealing advanced options gradually as needed rather than overwhelming users all at once.

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UX Strategy Documents

Artifacts that bridge user requirements with business objectives by defining problem statements, testable hypotheses, user goals, and success metrics.

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Empathy Maps

A tool that categorizes qualitative research into four quadrants—What the user HEARS, THINKS & FEELS, SAYS & DO, and SEES—alongside explicit Pains and Gains.

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Personas

Research-backed user archetypes that synthesize goals, motivations, and pain points across user segments.

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Storyboards

"Comic-book" visual narratives placing the user in real-world contexts to illustrate product usage scenarios.

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Task Flows

Linear representations detailing sequential steps required to achieve a specific goal.

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User Flowcharts

Diagrams illustrating decision logic and multi-pathway user interactions.

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Wireflows

Hybrid diagrams connecting wireframe UI visuals with flow arrows.

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User Journey Maps

Comprehensive visualizations capturing touchpoints, actions, thoughts, and emotional states across interaction phases: Awareness, Consideration, Purchase, and Retention.

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Information Architecture (IA)

The structural arrangement of information spaces to ensure content is intuitive, discoverable, and manageable.

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Organization Systems (IA)

An information architecture system responsible for structuring content logically, such as hierarchically, sequentially, or via a matrix.

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Labeling Systems (IA)

An information architecture system that establishes clear terminology, titles, and headings for quick identification.

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Navigation Systems (IA)

An information architecture system providing menus, breadcrumbs, and sitemaps to guide user movement.

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Search Systems (IA)

An information architecture system encompassing interfaces, result presentation engines, and refinement tools such as filters, facets, and sorting.

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Card Sorting Method

A research technique where participants sort labeled content cards into categories matching their mental models.

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Open Card Sort

A card sorting method where participants group cards and generate their own category labels; ideal for discovery.

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Closed Card Sort

A card sorting method where participants organize cards into predetermined categories; ideal for validation.

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Dendrograms

Hierarchical tree diagrams derived from card sort data that show cluster closeness.

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Wireframes

Static representations of interface layouts and content structure that strip away visual styling to concentrate strictly on structural hierarchy, spatial allocation, and functionality.

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Prototypes

Interactive, clickable simulations demonstrating functional flows and state transitions.

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Moderated Usability Testing

A testing method where a facilitator actively guides participants through tasks and asks clarifying questions.

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Unmoderated Usability Testing

A testing method where participants independently complete tasks remotely using automated tools.

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Four-Step Usability Testing Cycle

The cyclical process of Plan (define goals) → Prepare (create tasks) → Conduct (observe behavior) → Report & Iterate (recommend fixes).

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Key Usability Metrics

Evaluative criteria measured across Task Success Rate, Time on Task, Error Rate, and User Satisfaction.