HCI - Key terms and Nielsen Heuristics

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This is for the NCEA level 1 HCI external for DTP.

Last updated 7:40 AM on 9/12/26
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20 Terms

1
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Visibility of system status

The design should always keep users informed of what is happening, with appropriate feedback within a reasonable time.

2
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Match between system and the real world

The system should be able to speak the users' language, using words, phrases, and concepts familiar to the user rather than system oriented terms.

3
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User control and freedom

If users often perform actions on accident. Then they would need a clearly marked button or something to leave the state that they don’t want to be in without needing to have to go through an extended process.

4
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Consistency and standards

The users shouldn’t have to wonder whether different actions or words mean the same thing or not.

5
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Internal consistency

Maintaining the same-ish design rules, layouts, terminology, and visual cues within the same application or product family.

6
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External consistency

Following standard rules across major computer systems and programs to make it similar for users to figure out things.

7
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Error prevention

A careful design that makes sure everything is valid and prevents a problem from occurring in the first place is better than good error messages. Remove risky setups entirely, or ask users for confirmation before finalising their action.

8
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Recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the interface to another.

9
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Flexibility and efficiency of use

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the interface to another.

10
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Aesthetic and minimalist design

Interface should not contain useless and irrelevant information. Every extra unit of information in an interface competes with the relevant units of information and diminishes their relative visibility.

11
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Helps users recognize, diagnose, and recover from errors

Any error messages should be shown in plain language that is easy for users to understand and it should suggest users ways to recover from that error.

12
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Help and documentation

Though it is generally better if the system can be used without documentation, it could be necessary to provide help in the documentation. For example, information should be easy to find to help users focus on their task(s).

13
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Capture errors

Happens when a frequently performed sequence of actions takes over a less frequent, intended sequence because they share the same initial steps.

14
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Spatial memory

The part of memory that is responsible for recording information about one's environment and structural orientation.

15
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Response time

The time it takes by system to react to a user input.

16
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Usability

Usability is a measure of how easy, effective, efficient, and enjoyable a user interface is to interact with.

17
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Short term memory

Holding a small amount of information in an active, readily available state.

18
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Users and tasks

Users mean knowing their skill levels and goals and tasks involve breaking down the step-by-step goals users need to accomplish within the system or programme.

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Fitt’s Law

Projects human movements showing that the time needed to move to a target area is a function of the ratio between the distance to the target and the width of the target.

20
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Commensurate effort

The amount of effort needed from a user to perform an action should be proportional to the value or impact of that action.