Human Computer Interaction Study Cards

Enhance Your Learning with Human-Computer Interaction Flash Cards for quick learning



Human-Computer Interaction

The study of how people interact with computers and how to design and create effective and user-friendly computer systems.

User Interface

The visual and interactive part of a computer system that allows users to interact with and control the system.

Interaction Design

The practice of designing interactive digital products, systems, and services to support user goals and needs.

Usability

The extent to which a product or system can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction.

User Research

The systematic investigation of users and their requirements, in order to inform the design and development of user-centered products and systems.

Cognitive Psychology

The study of mental processes such as perception, attention, memory, and problem-solving, and how they relate to human-computer interaction.

Information Visualization

The use of visual representations to explore, analyze, and present complex data and information.

Mobile Design

The design of user interfaces and experiences for mobile devices such as smartphones and tablets.

Web Design

The design of user interfaces and experiences for websites and web applications.

Accessibility

The design and development of products and services that can be used by people with disabilities or impairments.

User Experience

The overall experience and satisfaction a user has when interacting with a product or system.

Human Factors

The study of how humans interact with systems and the environment, and how to design systems that optimize human performance and well-being.

Ethics

The moral principles and values that govern the behavior and decisions of individuals and organizations in the field of human-computer interaction.

Future Trends

Emerging technologies and advancements that are shaping the future of human-computer interaction, such as virtual reality, augmented reality, and artificial intelligence.

Affordance

A property of an object or interface that suggests how it can be used or what actions are possible.

Feedback

Information provided to the user about the outcome or status of their actions, to support understanding and control.

Gestalt Principles

Principles of visual perception that describe how humans perceive and organize visual elements into meaningful patterns and structures.

Heuristic Evaluation

A method of usability evaluation where experts evaluate an interface based on a set of usability principles or heuristics.

Persona

A fictional character created to represent a specific user group, used to inform design decisions and empathize with users.

Prototyping

The process of creating low-fidelity or high-fidelity representations of a design concept to gather feedback and test ideas.

User-Centered Design

An approach to design that involves understanding and addressing the needs, goals, and preferences of the end users throughout the design process.

Visual Hierarchy

The arrangement and prioritization of visual elements in a design to guide the user's attention and understanding.

Wireframing

The creation of a basic visual layout or blueprint of a user interface, showing the structure and organization of content and functionality.

Contextual Inquiry

A user research method where researchers observe and interview users in their natural environment to understand their goals, tasks, and challenges.

Error Prevention

Designing interfaces and systems to minimize the occurrence and impact of errors, and to help users recover from errors when they do occur.

Fitts' Law

A mathematical model that predicts the time it takes to move to a target based on the distance to the target and the size of the target.

Gamification

The use of game design elements and principles in non-game contexts to engage and motivate users.

Hick's Law

A psychological principle that states that the time it takes to make a decision increases with the number of alternatives.

Mental Model

An individual's internal representation and understanding of how a system or product works, based on their knowledge and past experiences.

Progressive Disclosure

A design technique where information and functionality is presented gradually, based on the user's needs and level of expertise.

Skeuomorphism

A design approach that uses visual cues and elements from the physical world to represent digital objects and actions.

Task Analysis

The process of breaking down a complex task into smaller, more manageable sub-tasks to understand the steps and requirements involved.

User Flow

The path or sequence of steps that a user takes to complete a task or achieve a goal within a system or interface.

Visual Design

The aesthetic and artistic aspects of a design, including the use of color, typography, imagery, and layout.

Aesthetic-Usability Effect

The tendency for users to perceive aesthetically pleasing designs as more usable and effective, even if they are not.

Card Sorting

A user research method where participants organize and categorize information or items into groups, to inform the design of information architecture.

Error Message

A message displayed to the user when an error or problem occurs, providing information and guidance on how to resolve the issue.

Gestural Interaction

A form of interaction where users perform gestures or movements to control and interact with digital devices or interfaces.

Inclusive Design

The design of products and services that are accessible and usable by people with a wide range of abilities, disabilities, and characteristics.

Microinteractions

Small, contained interactions or moments within a larger user experience, often focused on a single task or action.

Natural User Interface

An interface that allows users to interact with digital systems using natural gestures, movements, and behaviors, such as touch, voice, and motion.

Perceptual Speed

The speed at which a user can perceive and process visual information, such as recognizing and interpreting icons or symbols.

Responsive Design

The design and development approach that ensures a website or application can adapt and provide an optimal user experience across different devices and screen sizes.

Simplicity

The principle of keeping designs and interactions simple and intuitive, to minimize cognitive load and enhance usability.

User Feedback

Information provided by users about their experiences, opinions, and suggestions regarding a product or system, to inform design improvements.

Visual Perception

The process by which the brain interprets and makes sense of visual stimuli, such as shapes, colors, and patterns.

Wireless Interaction

A form of interaction where users can interact with digital devices or interfaces without the need for physical wired connections.

Zero UI

A design concept where the user interface is invisible or seamless, relying on natural interactions and automation to provide a frictionless user experience.