COMP3511 HCI Final Exam Vocabulary Flashcards

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Comprehensive vocabulary flashcards generated from COMP3511 HCI final exam study notes, covering usability goals, design principles, Nielsen heuristics, cognitive load theory, accessibility, interaction patterns, and evaluation models.

Last updated 5:12 AM on 8/23/26
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85 Terms

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Usability Goals

Six core objectives in HCI comprising effectiveness, efficiency, utility, safety, learnability, and memorability.

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Effectiveness

The extent to which users can achieve their goals accurately and completely.

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Efficiency

The amount of effort required to complete a task, minimizing unnecessary steps in the user's workflow.

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Utility

Whether the system contains the functions users actually need to accomplish their goals.

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Safety

Whether the system prevents harm and helps users avoid mistakes through measures such as undo functions and confirmation dialogs.

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Learnability

How easily a new user can begin using a system and become productive with minimal confusion.

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Memorability

Whether a user can remember how to use a system effectively after not using it for some time.

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User Experience (UX)

How a system feels to the user and the emotional connection created by interacting with it.

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Structure Design Principle

Organizing an interface purposefully and meaningfully by placing related information and controls together.

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Affordance

The perceived and actual properties of an object that suggest how it can be used.

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Visibility Design Principle

Keeping important functions, information, and available actions visible so users understand what to do next.

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Feedback Design Principle

System responses to user actions that inform the user that their action was received.

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Internal Consistency

Consistency in design style, wording, and action meanings across different pages within the same system.

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External Consistency

Consistency in design style and interaction behaviors with established conventions used in similar outside systems.

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Physical Constraint

A restriction based on the physical properties of an object, such as a key fitting only into its matching lock.

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Semantic Constraint

A restriction that relies on real-world knowledge and the inherent meaning of a domain situation.

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Logical Constraint

A restriction based on logical reasoning, such as preventing a user from choosing a check-in date after a checkout date.

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Cultural Constraint

A restriction that relies on conventions learned through culture, such as red warning symbols.

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Natural Mapping

A relationship between a control and its result that makes spatial, logical, or conceptual sense.

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Nielsen's Usability Heuristics

A framework of ten general rules used for evaluating the usability of interactive systems.

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Recognition Rather Than Recall

A heuristic stating that interfaces should display visible options rather than forcing users to retrieve information from memory.

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Error Prevention

A design practice aimed at stopping an error before it occurs.

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Error Recovery

Design features that help users recognize, diagnose, and fix mistakes after an error has occurred.

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Clutter

Excessive information on an interface that increases visual noise and makes searching more difficult.

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White Space

The space between elements that reduces visual noise, separates information, and supports balance and clarity.

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Proximity Gestalt Principle

The visual perception principle stating that objects located close to each other are perceived as related.

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Similarity Gestalt Principle

The visual perception principle stating that objects sharing appearance traits like color, shape, size, or style are perceived as belonging together.

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Focal Point

A visual element designed using contrast, size, or position to stand out and capture viewer attention first.

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Closure Gestalt Principle

The tendency of human visual perception to mentally complete incomplete shapes or objects.

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Menu Ellipsis

A visual indicator after a menu item signaling that additional user input will be required before the action completes.

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Card Sorting

A user research method for establishing information architecture where users organize topics into categories.

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Universal Access

Providing equal opportunity for people to access a product or service regardless of disability, background, ethnicity, or social class.

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Accessibility

Designing interfaces to be perceivable, operable, and understandable for users with diverse abilities and compatible with assistive technologies.

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Screen Reader

An assistive technology that converts visual screen content into speech output or refreshable Braille.

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Colour Contrast

The relative brightness difference between foreground and background colors, reaching a maximum ratio of 21:121:1 for black and white.

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Cross-Screen Design

Designing software experiences that maintain usability, consistency, and task continuity across multiple devices.

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Layout Adaptation

Rearranging interface components to fit different screens, such as changing a desktop sidebar into a mobile bottom navigation bar.

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Content Adaptation

Hiding or summarizing information based on device parameters and constraints.

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Interaction Adaptation

Modifying interaction techniques across platforms, such as changing a desktop hover action into a mobile tap-to-reveal gesture.

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Contextual Adaptation

Dynamically altering an interface according to environmental conditions, such as simplifying navigation while driving.

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Thumb Zone

The area on a touch screen reachable comfortably by the thumb, where primary interactive actions should be placed.

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User-Centred Design (UCD)

An iterative design process where user research informs design, designs are evaluated with users, and testing results refine the system.

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Product Description Statement

A high-level document that explains what a product will do to satisfy specific user goals.

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Ethnography

A direct observation technique where researchers submerge themselves into the natural environment and culture of the users.

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Think-Aloud Protocol

An observation method where users continuously express their thoughts and actions verbally while performing tasks.

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Persona

A fictional profile based on user research that represents a specific user archetype and their associated needs.

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Context Scenario

A narrative focusing on user goals, needs, and environment created during the design stage that avoids technology-specific details.

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Task Scenario

A specific action or set of tasks given to a evaluation participant during a usability testing session.

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Functional Requirement

A requirement detailing specific functions, capabilities, and behaviors that a system must perform.

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Non-Functional Requirement

A requirement specifying operational qualities and constraints of a system, such as usability and accessibility.

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Low-Fidelity Prototype

A simple, low-cost, and easily editable early representation of an interface, such as a paper sketch or wireframe.

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High-Fidelity Prototype

A detailed prototype that closely resembles the appearance, visual design, and interactive behavior of the final system.

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Accordion Pattern

A UI design pattern containing collapsible panels, used to present multiple options or links within limited screen real estate.

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Wizard Pattern

A navigational design pattern that leads users step-by-step through a multi-stage task.

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Keystroke Level Model (KLM)

A predictive model for task completion time calculated using standard operators: K=0.2sK=0.2\,s, P=1.1sP=1.1\,s, H=0.4sH=0.4\,s, M=1.35sM=1.35\,s, and B=0.1sB=0.1\,s.

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Fitts' Law

A mathematical model predicting movement time to a target given by MT=A+B×log2(D/W+1)MT = A + B \times \log_2(D/W + 1), indicating larger and closer targets are faster to select.

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Informed Consent

An ethical process ensuring participants understand the study purpose, risks, and procedures, and voluntarily agree to participate.

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Cognitive Load Theory

An instructional and interface framework premised on working memory having a limited capacity of approximately 4±14 \pm 1 elements.

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Intrinsic Cognitive Load

The baseline cognitive load caused by the inherent difficulty and inter-element interactivity of the material.

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Extraneous Cognitive Load

Unnecessary mental effort caused by poor presentation, redundant elements, or disorganized interface layout.

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Germane Cognitive Load

Productive mental effort devoted to constructing schemas and processing instructional content.

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Split-Attention Effect

Cognitive load created when related sources of information are physically or temporally separated and must be integrated mentally.

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Redundancy Effect

Mental overload caused by requiring users to process duplicate or unnecessary non-informative presentation material.

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Modality Effect

A technique to increase effective working memory capacity by dividing information across visual and auditory channels.

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Transient Information Effect

Mental strain caused when information disappears before the user can fully process it.

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Signalling

Directing visual focus toward essential elements using cues like arrows, highlighting, or distinct colors.

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Training Wheels

Hiding or disabling advanced options for novice users to prevent unnecessary information from overwhelming working memory.

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Worked Example Effect

A principle showing novice users learn better when presented with full problem solutions step-by-step rather than using trial-and-error.

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Schema

A domain-specific mental structure that allows multiple details to be categorized and processed as a single cognitive unit.

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Declarative Knowledge

Knowledge regarding factual information, concepts, and static things.

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Procedural Knowledge

Knowledge regarding how to perform actions, sequences, or cognitive routines.

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Expertise Reversal Effect

The phenomenon where instructional support or guidance that aids novices becomes redundant and counterproductive for experts.

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Internationalisation

The engineering process of designing software architecture early so it can be easily adapted to various local languages and regions.

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Localisation

The process of modifying an internationalized system to fit specific regional, cultural, and linguistic contexts.

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Gamification

Integrating game mechanics and design elements into non-game contexts to heighten user engagement.

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Structural Gamification

Engaging users by integrating reward structures around core content without changing the primary content itself.

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Content Gamification

Altering the primary subject matter or content to make it inherently game-like.

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Virtual Reality (VR)

An immersive technology that completely replaces the user's view of the physical world with a digitally simulated environment.

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Augmented Reality (AR)

An interactive system that overlays simulated digital graphics or details onto a real-world live view.

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Metaverse

A persistent network of interactive three-dimensional virtual environments designed around immersive social connection.

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Social Computing

Interactive technologies designed to facilitate social interaction, group communication, and community collaboration.

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Crowdsourcing

Distributing problem-solving tasks among large groups of people to blend human judgment with computational systems.

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Human-Centred AI

An approach to artificial intelligence focused on creating systems that support, augment, and adapt to human activities and context.

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Narrow AI

An artificial intelligence system engineered to address explicit and defined problems within a restricted domain.

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General AI

Artificial intelligence designed to mirror broad human intellectual capabilities across varied domain spaces.