0% found this document useful (0 votes)
12 views2 pages

HCI (1)

The document outlines key concepts in Human-Computer Interaction (HCI), including usability, user-centered design, and various design principles such as Fitts' Law and Hick's Law. It emphasizes the importance of accessibility, iterative design, and understanding cultural differences in interface design. Additionally, it covers research methods like usability testing and the creation of personas to enhance user experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views2 pages

HCI (1)

The document outlines key concepts in Human-Computer Interaction (HCI), including usability, user-centered design, and various design principles such as Fitts' Law and Hick's Law. It emphasizes the importance of accessibility, iterative design, and understanding cultural differences in interface design. Additionally, it covers research methods like usability testing and the creation of personas to enhance user experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 2

HCI

• Usability - The ease of use and learnability of a system.


• User-Centered Design (UCD) - A design approach prioritizing user needs and feedback.
• Wireframes & Mockups - Visual guides representing the skeletal framework of a
system.
• Consistency and Standards - The principle that similar elements should behave
predictably.
• Fitts' Law - A model predicting movement time based on target size and distance.
• Direct Interaction - Direct manipulation of interface elements (e.g., swiping, clicking).
• Immersive Interaction - Interaction that fully engages users in virtual environments.
• Cognitive Load - The mental effort required to process information.
• Interviews - One-on-one conversations used for qualitative user research.
• Personas - Fictional characters representing user groups.
• Low-Fidelity Wireframes - Basic sketches for early-stage design concepts.
• Feedback Loops - Continuous cycles of gathering and implementing user feedback.
• Accessible Web Design - Design ensuring usability for people with disabilities.
• Uncertainty Avoidance - A cultural dimension describing preference for clear,
predictable interfaces.
• Iterative Design - A cyclical process of design, testing, and improvement.
• WCAG - Guidelines for making web content accessible.
• High-Fidelity Wireframe - Detailed, interactive representations of final designs.
• Universal Design - Creating inclusive and accessible interfaces.
• Usability Testing - Evaluating a system by observing users in real scenarios.
• Indirect Interaction - Interaction through an intermediary device (e.g., voice
commands).
• Hick’s Law - Predicts that decision time increases with more choices.
• Cognitive Task Analysis - Analyzing thought processes in task completion.
• Button Labeling - Using clear and actionable labels for navigation.
• Observations & Field Studies - Watching users in their natural environment.
• Decision-Making Speed - The time users take to process and act on information.
• Usability Testing - Observing users to identify usability issues.
• Persona - A fictional character representing user demographics and behaviors.
• Consistency Principle - Using familiar language and interactions in design.
• Model Human Processor - A cognitive model explaining human information
processing.

• Surveys & Questionnaires - Research methods for gathering quantitative data.


• Visibility of System Status - Keeping users informed about system state.
• Hierarchical Task Analysis - Breaking tasks into smaller steps.
• High-Fidelity Wireframe - A detailed prototype with realistic UI elements.
• Testing & Evaluation - The phase where user testing occurs.
• Undo & Redo Principle - Allowing users to reverse actions.
• Cognitive Load Limitation - Users can only retain limited information at a time.
• Power Distance - Cultural hierarchy affecting user expectations.
• Field Studies - Observing users in real-world environments.
• Simplicity Principle - Removing unnecessary design elements.
• Iterative Design - Improving systems based on continuous feedback.
• Usability Testing - Can be conducted in various environments, not just labs.
• Personas - Should be based on research, not assumptions.
• Cognitive Load - Refers to how much information users can process.
• Uncertainty Avoidance - Prefers clear, structured interfaces, not ambiguity.
• Wireframes - Aid in planning a system’s structure and layout.
• UI Consistency - Reduces cognitive effort for users.
• Iterative Design - A cycle of designing, testing, and refining.
• Accessibility - Involves more than just visual aspects.
• Fitts' Law - Predicts movement time to a target, not decision time.
• Hick’s Law - More choices increase decision time, not decrease it.

• Usability in HCI - Ensures efficiency, effectiveness, and user satisfaction.


• Accessibility in HCI - Making systems usable for people with disabilities is essential for
inclusivity.
• Cultural Differences in HCI - Hofstede’s dimensions affect interface design and user
preferences.

You might also like