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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.
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.
Computer Aspects of HCI
The dimension of HCI covering input and output hardware, interaction techniques, and graphics/data visualization.
Development Aspects of HCI
Methodologies for creating interactive systems, including User-Centered Design (UCD), iterative prototyping, and usability evaluations.
Human & Social Aspects of HCI
The dimension of HCI focused on cognitive psychology, social impact, and context of use.
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.
Safety (HCI Goal)
Protecting users from errors and physical or data harm.
Utility (HCI Goal)
Providing the required functionality to fulfill tasks.
Efficiency (HCI Goal)
Accelerating task completion times.
Usability (HCI Goal)
Ensuring ease of learning and ease of use.
Appeal / Enjoyment (HCI Goal)
Delivering an engaging, satisfying user experience.
Human-Centered Design (HCD)
A broad design approach that builds solutions based on deep empathy for human needs, behaviors, and values.
Iterative Interaction Cycle
A cyclical process in interaction design that progresses through Research → Ideate & Design → Prototype & Test → Implement & Iterate.
Mental Models
User interface designs that mirror how users expect systems to work, thereby reducing cognitive load.
Predictive Features
Smart defaults, autocomplete, and contextual suggestions used to streamline user interactions.
Progressive Disclosure
An interaction design technique of revealing advanced options gradually as needed rather than overwhelming users all at once.
UX Strategy Documents
Artifacts that bridge user requirements with business objectives by defining problem statements, testable hypotheses, user goals, and success metrics.
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.
Personas
Research-backed user archetypes that synthesize goals, motivations, and pain points across user segments.
Storyboards
"Comic-book" visual narratives placing the user in real-world contexts to illustrate product usage scenarios.
Task Flows
Linear representations detailing sequential steps required to achieve a specific goal.
User Flowcharts
Diagrams illustrating decision logic and multi-pathway user interactions.
Wireflows
Hybrid diagrams connecting wireframe UI visuals with flow arrows.
User Journey Maps
Comprehensive visualizations capturing touchpoints, actions, thoughts, and emotional states across interaction phases: Awareness, Consideration, Purchase, and Retention.
Information Architecture (IA)
The structural arrangement of information spaces to ensure content is intuitive, discoverable, and manageable.
Organization Systems (IA)
An information architecture system responsible for structuring content logically, such as hierarchically, sequentially, or via a matrix.
Labeling Systems (IA)
An information architecture system that establishes clear terminology, titles, and headings for quick identification.
Navigation Systems (IA)
An information architecture system providing menus, breadcrumbs, and sitemaps to guide user movement.
Search Systems (IA)
An information architecture system encompassing interfaces, result presentation engines, and refinement tools such as filters, facets, and sorting.
Card Sorting Method
A research technique where participants sort labeled content cards into categories matching their mental models.
Open Card Sort
A card sorting method where participants group cards and generate their own category labels; ideal for discovery.
Closed Card Sort
A card sorting method where participants organize cards into predetermined categories; ideal for validation.
Dendrograms
Hierarchical tree diagrams derived from card sort data that show cluster closeness.
Wireframes
Static representations of interface layouts and content structure that strip away visual styling to concentrate strictly on structural hierarchy, spatial allocation, and functionality.
Prototypes
Interactive, clickable simulations demonstrating functional flows and state transitions.
Moderated Usability Testing
A testing method where a facilitator actively guides participants through tasks and asks clarifying questions.
Unmoderated Usability Testing
A testing method where participants independently complete tasks remotely using automated tools.
Four-Step Usability Testing Cycle
The cyclical process of Plan (define goals) → Prepare (create tasks) → Conduct (observe behavior) → Report & Iterate (recommend fixes).
Key Usability Metrics
Evaluative criteria measured across Task Success Rate, Time on Task, Error Rate, and User Satisfaction.