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HCI - Key Terms Definitions - Spring 24-25 - Saleh

The document outlines key terms in Human-Computer Interaction (HCI), which studies how people interact with computers and digital systems. It includes concepts such as accessibility, cognitive load, feedback, and usability, each accompanied by examples to illustrate their application. These terms are essential for designing efficient, user-friendly, and accessible digital experiences.

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0% found this document useful (0 votes)
4 views3 pages

HCI - Key Terms Definitions - Spring 24-25 - Saleh

The document outlines key terms in Human-Computer Interaction (HCI), which studies how people interact with computers and digital systems. It includes concepts such as accessibility, cognitive load, feedback, and usability, each accompanied by examples to illustrate their application. These terms are essential for designing efficient, user-friendly, and accessible digital experiences.

Uploaded by

mennaadelomar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Key Terms in Human-Computer Interaction (HCI)

• Human-Computer Interaction (HCI) is the study of how people interact with computers
and digital systems.
• The following are some essential key terms in HCI.

• Accessibility: Accessibility ensures that all users, including those with disabilities, can
interact with a system effectively.
• Affordance: Affordance refers to the perceived function of an object or interface element,
based on its design and appearance.
• Cognitive Load: Cognitive load refers to the mental effort required to use a system. Good
UI design minimizes unnecessary cognitive load.
• Feedback: Feedback is the response a system gives to user actions, confirming that the
action has been recognized.
• Fitts’s Law: A principle stating that the larger and closer a target is, the easier it is to
interact with.
• Heuristic Evaluation: A usability testing method where experts evaluate a system based on
established usability principles (e.g., Nielsen’s 10 heuristics).
• Hick’s Law: The more options a user has, the longer it takes to make a decision.
• Interaction Design (IxD): Interaction Design focuses on how users engage with a system,
ensuring smooth, intuitive interactions.
• Learnability: Learnability measures how quickly a new user can understand and use a
system.
• Mental Model: A mental model is a user’s assumed understanding of how a system works
based on past experiences.
• Multimodal Interaction: A system that supports multiple input methods, such as touch,
voice, and gestures.
• Responsive Design: Designing interfaces that adapt to different screen sizes and devices.
• Usability: Usability measures how easy and efficient a system is to use, ensuring that users
can complete tasks quickly, accurately, and with satisfaction.
• User Experience (UX): User Experience (UX) is the overall feeling a user has when
interacting with a system, including ease of use, efficiency, and satisfaction.
• User Interface (UI): User Interface (UI) refers to the visual elements of a system, including
buttons, menus, and layouts.

• These key HCI concepts shape how digital systems are designed for efficiency, usability,
and accessibility.
• By applying them, designers create intuitive, user-friendly experiences that align with
users' expectations.

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Key Terms in Human-Computer Interaction (HCI) with Examples
• Human-Computer Interaction (HCI) is the study of how people interact with computers
and digital systems.
• The following are some essential key terms in HCI, along with examples to illustrate
their application.

• Accessibility: Accessibility ensures that all users, including those with disabilities, can
interact with a system effectively. Example: Screen readers for visually impaired users in
web browsers. Keyboard shortcuts for users who cannot use a mouse.
• Affordance: Affordance refers to the perceived function of an object or interface element,
based on its design and appearance. Example: A button in a UI looks clickable because it
resembles a physical button with shading and borders. A door handle suggests pulling, while
a flat plate suggests pushing.
• Cognitive Load: Cognitive load refers to the mental effort required to use a system. Good
UI design minimizes unnecessary cognitive load. Example: Minimalist UI (like Apple’s
iOS) reduces distractions and makes navigation easy. Overcrowded dashboards (with too
many buttons and options) increase cognitive load.
• Feedback: Feedback is the response a system gives to user actions, confirming that the
action has been recognized. Example: A “ding” sound when a message is sent in
WhatsApp. A loading spinner appears while a webpage is processing a request.
• Fitts’s Law: A principle stating that the larger and closer a target is, the easier it is to
interact with. Example: Making call-to-action buttons large and easy to tap on mobile
screens. Placing frequently used icons (Home, Back) in reachable areas.
• Heuristic Evaluation: A usability testing method where experts evaluate a system based on
established usability principles (e.g., Nielsen’s 10 heuristics). Example: Checking if a form
provides clear error messages when a user enters incorrect data. Evaluating if a website
maintains consistency in navigation.
• Hick’s Law: The more options a user has, the longer it takes to make a decision. Example:
Reducing menu items on a website for faster navigation. Amazon’s "Recommended for
You" helps narrow choices.
• Interaction Design (IxD): Interaction Design focuses on how users engage with a system,
ensuring smooth, intuitive interactions. Example: Swiping gestures in Tinder for easy
interaction. Auto-saving in Google Docs to reduce friction in workflows.
• Learnability: Learnability measures how quickly a new user can understand and use a
system. Example: Drag-and-drop interfaces make file organization intuitive. Onboarding
tutorials in mobile apps improve learnability.
• Mental Model: A mental model is a user’s assumed understanding of how a system works
based on past experiences. Example: Users expect files to be stored in folders because of
their experience with physical filing cabinets. Users assume clicking a paperclip icon in an
email means attaching a file.

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• Multimodal Interaction: A system that supports multiple input methods, such as touch,
voice, and gestures. Example: Voice assistants (Alexa, Siri) allow users to interact using
speech. Touchscreens with stylus support provide alternative input methods.
• Responsive Design: Designing interfaces that adapt to different screen sizes and devices.
Example: Websites that adjust layout automatically for mobile, tablet, and desktop views.
• Usability: Usability measures how easy and efficient a system is to use, ensuring that users
can complete tasks quickly, accurately, and with satisfaction. Example: Google Search’s
simple interface allows users to search efficiently with minimal effort. Amazon’s one-click
checkout reduces friction in online shopping.
• User Experience (UX): User Experience (UX) is the overall feeling a user has when
interacting with a system, including ease of use, efficiency, and satisfaction. Example: A
fast-loading website with easy navigation creates a positive UX. A poorly designed app
that crashes frequently creates a negative UX.
• User Interface (UI): User Interface (UI) refers to the visual elements of a system, including
buttons, menus, and layouts. Example: Material Design by Google provides standardized
UI elements for consistency. Dark mode in apps improves visibility in low-light
environments.

• These key HCI concepts shape how digital systems are designed for efficiency, usability,
and accessibility.
• By applying them, designers create intuitive, user-friendly experiences that align with
users' expectations.

Page 3 of 3

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