Human-Computer Interaction Concepts

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A comprehensive set of vocabulary flashcards focusing on Human-Computer Interaction principles and concepts.

Last updated 11:39 PM on 4/27/26
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130 Terms

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Human Action Cycle

Sequence: goal → intention → specify actions → execute → perceive → interpret → evaluate. separates execution vs evaluation; design should minimize gaps.

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Purpose of Controls

Allow user to perform actions to achieve goals. Good design: actions are visible, easy, and safe.

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Purpose of Displays

Provide information about system state. Good design: relevant, legible, understandable.

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Information Theory

Information reduces uncertainty (measured in bits). In HCI, displays reduce uncertainty about system state.

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Hick-Hyman Law

More choices increase decision time due to cognitive processing load. Design should reduce options and group logically.

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Hick-Hyman Implication

Fewer, clearer options improve speed and reduce errors.

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Fitts’ Law

Movement time increases with distance and decreases with target size.

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Fitts’ Law Implication

Make buttons large and close to reduce movement time and errors.

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Working Memory

Limited capacity system for temporary information processing.

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Long-Term Memory

Stores knowledge and experience for later use.

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Display Categories

Alerting, monitoring, integrating, navigation, data visualization.

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Control Categories

Discrete (buttons), continuous (tracking), input (keyboard).

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Alert Levels

Advisory (low), caution (medium), warning (high urgency).

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Advisory Alerts

Low urgency; typically visual to indicate status.

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Caution Alerts

Moderate urgency; often include auditory signals.

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Warning Alerts

High urgency; high salience to demand attention.

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Legibility

Ease of reading; affected by contrast and size.

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Discriminability

Ability to distinguish between items.

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Meaningfulness

Match between symbol and user understanding.

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Proximity Principle

Place labels near associated items.

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Icons

Visual symbols best for persistent system states.

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Earcons

Auditory signals best for time-based events.

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Monitoring Displays

Used to track changing system states.

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Set Task

User sets a value (e.g., thermostat).

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Watch Task

User observes system (e.g., monitor).

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Track Task

User follows changing values (e.g., aircraft display).

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Analog Display

Continuous representation; good for trends.

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Digital Display

Discrete numeric values; good for precision.

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Analog Advantage

Shows rate of change and supports mental models.

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Digital Advantage

Precise and quick to read exact values.

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When Analog is Better

When detecting trends or changes over time.

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When Digital is Better

When exact values are required.

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Key Design Factors

Rate of change, precision, and range.

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Primary Visual Area (PVA)

Area where user focuses most attention.

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PVA Rule

Place important and frequent info near PVA.

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Clutter Avoidance

Separate unrelated info to reduce overload.

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Grouping Principle

Group related elements to aid attention.

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Control-Display Compatibility

Controls should match display layout and function.

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Configural Displays

Combine multiple variables into one visual pattern.

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Benefit of Configural Displays

Reduce mental workload through pattern recognition.

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Ecological Interface Design

Visualize system constraints to aid decisions.

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Phase-Related Displays

Change based on task stage.

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Risk of Phase Displays

Too many modes cause confusion.

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Head-Up Displays (HUD)

Overlay info in user’s view to reduce attention shifts.

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HUD Risk

Clutter and distraction.

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Head-Mounted Displays (HMD)

VR/AR displays attached to head.

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HMD Issues

Lag, discomfort, misalignment.

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Pursuit Display

Shows both input and system output.

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Pursuit Advantage

Allows prediction of disturbances.

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Compensatory Display

Shows only error relative to target.

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Compensatory Advantage

Simpler when prediction is not possible.

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Navigation Tasks

Direct, plan, reorient, track.

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Route Lists

Static directions that do not update.

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Command Displays

Dynamic navigation instructions.

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Map Legibility

Requires good contrast and readable labels.

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You Are Here

Helps orientation on maps.

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Map Orientation

Should minimize need for mental rotation.

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Map Scale

Allows zooming for detail or overview.

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2D Maps

Best for precision tasks like driving.

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3D Maps

Best for terrain understanding.

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Tables

Provide precise numerical values.

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Graphs

Show trends and relationships.

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Scatterplot

Shows relationships between variables.

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Histogram

Shows distribution of data.

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Timeline

Shows change over time.

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Box Plot

Compares distributions.

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Network Diagram

Shows connections.

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Dendrogram

Shows hierarchy.

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Interval Data

Numeric values with meaningful differences.

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Ordinal Data

Ranked categories.

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Nominal Data

Categories without order.

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Position Encoding

Most accurate visual representation.

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Color Encoding

Best for categorical (nominal) data.

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Color Rule

Use fewer than 7 colors.

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Feedback

Confirms system response to action.

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Feedback Importance

Prevents user uncertainty and errors.

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Button Size

Small buttons increase errors (Fitts’ Law).

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Redundancy Gain

Use multiple cues to improve recognition.

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Labeling

Reduces confusion and training needs.

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Blind Operation

Allows control without vision via touch.

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Numeric Keypad

3x3 layout reduces movement time.

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QWERTY

Historical design from typewriters.

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Dvorak

More efficient key placement.

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Chording Keyboard

Multiple keys pressed simultaneously.

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Chording Advantage

Faster with practice, less movement.

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Voice Benefit

Hands-free, natural interaction.

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Voice Limitation

Affected by noise and variability.

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Vocabulary Issue

Limited commands reduce flexibility.

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Best Use

When hands/eyes are occupied.

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Poor Use

Continuous precise control.

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Open-Loop Control

No feedback; fast but error-prone.

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Closed-Loop Control

Uses feedback; slower but accurate.

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Bandwidth

Frequency of required corrections.

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High Bandwidth

Harder task, more workload.

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Zero-Order Control

Position directly controls output.

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First-Order Control

Controls velocity.

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Second-Order Control

Controls acceleration; hardest due to lag.

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Gain

Output produced per input.

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High Gain

Fast but causes overcorrection.

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Low Gain

Accurate but slow.