CS213: Human-Computer Interaction Fundamentals

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Comprehensive vocabulary flashcards reviewing the concepts, principles, history, metrics, and accessibility standards of Human-Computer Interaction based on CS213 lecture slides.

46 Terms

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Human-Computer Interaction (HCI)

A multidisciplinary field focused on the design, evaluation, and implementation of interactive computing systems for human use, plus the study of major phenomena surrounding them.

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Human Factors

The HCI component focused on understanding users' capabilities, limitations, and needs, including cognitive psychology, physiological aspects, and social factors.

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Computer Factors

The HCI component addressing technological aspects of interactive systems, including input/output devices, system architecture, and graphics capabilities.

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Interaction Factors

The HCI component focusing on the bridge between humans and computers, including design methodologies, evaluation techniques, and implementation approaches.

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Automaticity

A cognitive phenomenon where an interface becomes seemingly invisible through use as users develop automated behaviors and focus solely on their tasks.

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Mainframe Era (1940s–1970s)

A computing era characterized by room-sized machines operated via command-line interfaces by technical specialists, where functionality and efficiency were prioritized over usability.

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Personal Computing Revolution (1970s–1990s)

A computing era enabled by microprocessors and graphical user interfaces (GUIs) from Xerox PARC, Apple, and Microsoft, marking the birth of modern HCI as a discipline.

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Internet and Web Era (1990s–2000s)

A computing era where the World Wide Web transformed computers into communication tools, establishing web usability as a critical field and popularizing Jakob Nielsen's heuristics.

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Mobile and Ubiquitous Computing (2000s–Present)

A computing era where touch, voice, and gesture interfaces shifted computing from a dedicated activity to an ambient, continuous experience requiring context-aware design.

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Safety (HCI Goal)

The foundational HCI goal of protecting users from dangerous conditions and undesirable situations, including physical harm, data loss, privacy breaches, and psychological stress.

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Utility (HCI Goal)

The extent to which an interactive system provides the right kind of functionality so that users can accomplish their tasks and fulfill their needs.

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Feature Bloat

The practice of adding excessive features that overwhelm users, increase complexity and maintenance costs, and obscure essential functions.

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Progressive Disclosure

An interaction design technique that presents only essential information initially and reveals advanced functionality gradually as the user requires it.

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Efficiency (HCI Goal)

A measure of how quickly users can accomplish their goals or complete tasks using a system, minimizing required time, effort, and resources while maximizing productivity.

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Usability (HCI Goal)

A measure of how easy and pleasant an interface is to use, comprising five primary components: learnability, memorability, efficiency, error prevention & recovery, and satisfaction.

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System Usability Scale (SUS)

A standardized questionnaire used to collect subjective user assessments and evaluate the overall usability of an interactive system.

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Appeal (HCI Goal)

The aesthetic and emotional qualities of an interface that make it attractive, engaging, and enjoyable, fostering trust and emotional attachment.

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Emotional Design Levels

Don Norman's framework dividing emotional reaction into three levels: visceral (immediate visual appearance), behavioral (satisfaction during use), and reflective (long-term relationship and meaning).

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WIMP Paradigm

An interface model based on Windows, Icons, Menus, and Pointer, first introduced on the Xerox Alto in 1973.

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Direct Manipulation

An interaction style where users perform actions directly on visible representations of data or system objects rather than executing command syntax.

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Desktop Metaphor

An interface organizational concept that structures the screen like a physical office desk using digital counterparts of files, folders, and a trash can.

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WYSIWYG

An acronym standing for 'What You See Is What You Get,' describing systems where content displayed on screen closely matches the final printed or rendered output.

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Zero-UI Design

Interfaces that operate without traditional graphical screens or visual elements, relying instead on spoken language, audio, or automated sensing.

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Brain-Computer Interfaces (BCIs)

Direct communication pathways established between the brain and external devices using non-invasive methods like EEG or invasive implants like Neuralink.

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Ambient and Calm Computing

Systems that operate seamlessly in the background to provide context-aware information and services without demanding the user's explicit attention.

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Compatibility Principle

The interface design principle stating that controls and displays should align with users' expectations derived from real-world knowledge, conventions, and mental models.

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Physical Compatibility

A form of compatibility where the movement and direction of an interface control align directly with its physical real-world effect.

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Conceptual Compatibility

A form of compatibility where interface elements match the user's mental model of how an item or process works (such as using a trash can icon for deletion).

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Cultural Compatibility

The alignment of interface elements with regional cultural conventions, symbols, and expectations, such as differing cultural meanings of colors.

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Movement Compatibility

The alignment between how a control moves and how its corresponding indicator or system state changes (such as sliding upward to increase value).

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Learnability

An aspect of usability measuring how quickly and easily first-time users can understand an interface and accomplish basic tasks.

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Memorability

An aspect of usability measuring how easily users can reestablish proficiency with an interface after an extended period of non-use.

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Recognition over Recall

A design heuristic emphasizing that interface elements, options, and actions should be made visible so users do not need to retrieve them from memory.

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Predictability

The quality of an interface that allows users to accurately anticipate what will happen before executing an interaction.

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Flexibility

The capacity of an interface to accommodate diverse user preferences, skills, and contexts via customization, adaptability, and multiple interaction paths.

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0.1-Second Response Threshold

The system response time threshold (0.1 s0.1\,\text{s}) at which an interaction is perceived by the user as instantaneous.

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1.0-Second Response Threshold

The system response time threshold (1.0 s1.0\,\text{s}) where a user notices a slight delay but their uninterrupted train of thought and flow are maintained.

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10-Second Response Threshold

The system delay limit (≥10 s\ge 10\,\text{s}) beyond which the user's attention is lost and they switch to secondary tasks.

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Visibility (Norman's Principle)

The design principle stating that the more visible available functions are, the more readily users know what action to take next.

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Feedback (Norman's Principle)

The design principle of returning immediate, perceptible information (audio, tactile, or visual) to confirm what action has been taken and accomplished.

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Constraints (Norman's Principle)

The design technique of restricting possible user actions at a given moment to prevent errors and guide proper usage.

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Mapping (Norman's Principle)

The structural and spatial relationship between interface controls and their corresponding effects in the system or real world.

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Consistency (Norman's Principle)

The design principle of applying similar operations and visual elements across tasks and screens to reinforce predictable rules.

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Affordance

The relationship between the physical or visual properties of an object and the capabilities of an agent that suggests how the object can be used.

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Web Content Accessibility Guidelines (WCAG)

A standardized set of guidelines for digital accessibility structured around four foundational principles: Perceivable, Operable, Understandable, and Robust (POUR).

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WCAG Conformance Levels

The three tiers of WCAG compliance: Level A (minimum accessibility addressing major barriers), Level AA (the common standard addressing significant barriers), and Level AAA (the highest accessibility tier).