INFO3315Human-Computer Interaction

    Glossary

    Every term and acronym the unit uses, in one alphabetical list.

    86 of 86 terms

    A/B testing

    An online method to choose between two design alternatives, where users are unaware they are part of an evaluation.

    • evaluation
    Affinity diagram

    A bottom-up tool for identifying themes: data is written on Post-it notes and grouped by the team as groupings emerge.

    • analysis
    Between-subjects designdifferent-participants design

    Participants are randomly allocated to one condition each. Needs many participants to minimise individual differences.

    • experiments
    Blooming

    Light colours on dark backgrounds appear larger, so light text on dark seems larger than dark text on light.

    • accessibility
    Brain-computer interfaceBCI

    A communication pathway between a person's brain waves and an external device, working by detecting changes in neural functioning.

    • interfaces
    Co-presence

    Technology that supports people interacting in the same physical space, such as tabletops, whiteboards and public displays.

    • social-interaction
    Cognitive walkthrough

    An inspection focused on ease of learning, where experts step through a scenario asking whether the correct action is obvious, instructions are understood and the machine response is interpreted correctly.

    • evaluation
    Colour contrast

    The difference in luminance or brightness between two colours, typically foreground and background. Higher contrast makes content easier to read.

    • accessibility
    Command-line interfaceCLI

    A text-based interface driven by typed commands. Granular and scriptable, but needs expertise and has a steep learning curve.

    • interfaces
    Conceptual model

    A high-level description of how a system is organised and operates (Johnson and Henderson, 2002). Lets designers straighten out their thinking before laying out widgets.

    • conceptual-design
    Contextual inquiry

    A combination of interview and observation guided by four principles: context, partnership, interpretation and focus.

    • data-gathering
    Counter-balancing

    Varying the order of conditions across participants to reduce ordering effects in a within-subjects design.

    • experiments
    Dark pattern

    A design that tricks people, championing stakeholder value over user value.

    • design-rules
    Dependent variable

    The variable influenced by the independent variable, such as task completion time or error rate.

    • experiments
    Design guideline

    Recommendations and best practices, often technology-oriented, that promote consistency among similar products. Examples: iOS Human Interface Guidelines, Material Design, Nielsen heuristics.

    • design-rules
    Design pattern

    A generative collection of common practice describing a problem, a solution and where the solution has been found to work. Not necessarily good practice.

    • design-rules
    Design principle

    An abstract rule derived from theory, experience and common sense, applicable to many design situations, with low authority. Examples: visibility, consistency, affordances, feedback, constraints, mapping.

    • design-rules
    Design standard

    A design rule that governs large communities. Low generality and high authority. Example: ISO 9241-11:2018.

    • design-rules
    Direct manipulationDM

    Interaction style introduced by Ben Shneiderman: continuous representation of objects, rapid reversible incremental actions with immediate feedback, and physical actions instead of complex commands.

    • conceptual-design
    Distributed cognition

    An external framework that visualises how information propagates across representational states, for example a drive-through order passing between staff.

    • cognition
    Double Diamond

    A UX design process with four phases: Discover, Define, Develop and Deliver.

    • process
    Effectiveness

    A usability goal: the product must be able to do what it is designed to do.

    • usability
    Efficiency

    A usability goal: the product supports users in carrying out their tasks, so that once learned they can sustain a high level of productivity.

    • usability
    Envisionment

    Making design ideas visible and externalising thoughts, to represent design work to ourselves and others.

    • prototyping
    Ethnography

    Interview and observation in which the researcher immerses in the culture studied, with participation ranging from full participant to full observer.

    • data-gathering
    Field study

    An evaluation carried out in natural settings to see how people use technology in the real world. An "in the wild" study has a prototype used freely in those settings.

    • evaluation
    • field-studies
    Fitts Law

    Predicts movement time to a target as a function of its distance D and width W, plus device-specific constants a and b: T = a + b log2(D/W + 1).

    • movement
    Gestalt laws

    Seven laws of perceptual grouping in Lecture 2: proximity, similarity, common fate, continuity, closure, symmetry and figure/ground.

    • perception
    GOMSGoals, Operators, Methods, Selection rules

    A cognitive task analysis model: goals the user wants, operators (basic actions), methods (sequences of subtasks and operators) and selection rules for choosing between methods.

    • analysis
    Groupwareshareable interfaces

    Technology supporting collaboration, classified in a time/space matrix by when and where interaction takes place.

    • social-interaction
    Gulf of evaluation

    The amount of effort required to determine the system state and whether the goal has been met.

    • cognition
    Gulf of execution

    The distance between the user's goals and the means of achieving them through the system.

    • cognition
    Haptics

    Sensory and/or motor activity based in the skin, muscles, joints and tendons (ISO 9241-910:2011), covering tactile sensing and kinaesthesis.

    • perception
    Heuristic evaluation

    An inspection where a small set of evaluators judge an interface against recognised usability principles such as Nielsen's ten heuristics.

    • evaluation
    Hi-fi prototype

    A prototype close in look and feel to the final product, used for detailed evaluation of content, visuals, interactivity and functionality.

    • prototyping
    Hierarchical task analysisHTA

    A graphical task structure chart with the goal at the top and subtasks beneath, left to right, annotated with plans.

    • analysis
    Horizontal prototype

    A prototype offering a wide range of functions with little detail (Hartson and Pyla, 2019).

    • prototyping
    Hotspot

    An area of a screen the user can interact with. Hotspots link screens together in a clickthrough prototype.

    • prototyping
    Human-Computer InteractionHCI

    A discipline concerned with the design, evaluation and implementation of interactive computing systems for human use, and with the study of major phenomena surrounding them (ACM SIGCHI, 1992).

    • foundations
    Independent variable

    The variable the researcher manipulates in an experiment, for example the test conditions.

    • experiments
    Informed consent

    Formal, signed permission from a participant to use the data gathered within stipulated limits, built on a PIS and a signed PCF.

    • ethics
    • evaluation
    Interaction type

    What the user is doing when interacting with a system: instructing, conversing, manipulating, exploring or responding.

    • conceptual-design
    Interface metaphor

    An interface designed to resemble a physical entity while having its own properties, based on an activity, an object or both. Example: the desktop metaphor.

    • conceptual-design
    Interface type

    The interface used to support an interaction, such as command, menu-based, gesture or voice. Not the same as interaction type.

    • conceptual-design
    • interfaces
    Learnability

    A usability goal: users can learn the system through self-exploration of the interface.

    • usability
    Lo-fi prototype

    A quick, low-commitment prototype capturing early design thinking, such as sketches, index cards or Wizard of Oz.

    • prototyping
    Matched-participant designpair-wise design

    Participants are matched in pairs on characteristics such as expertise and gender, then each pair is randomly allocated to conditions.

    • experiments
    Memorability

    A usability goal: users can remember how to use the system once learned, especially for infrequent tasks.

    • usability
    MoSCoW

    Prioritisation into Must have, Should have, Could have, and Want to have but will not have this time round.

    • requirements
    MSQ scoring rule

    With k correct options, each correct tick is +1/k and each wrong tick is -1/k, with the question score floored at 0.

    • exam
    Object/operation analysis

    A list of user-visible object types (nouns from a scenario), their attributes, and the operations users perform on them (verbs). Excludes buttons, menus and buffers.

    • conceptual-design
    PACT frameworkPeople, Activities, Contexts, Technologies

    A series of questions to analyse a design problem: people use technologies to undertake activities in certain contexts.

    • process
    • analysis
    Peripheral awareness

    Keeping an eye on things in the periphery of vision, and overhearing and overseeing, to track what others do without explicit cues.

    • social-interaction
    Persona

    A rich description of a typical user synthesised from user research, with a name, goals and background. Not a specific person and not idealised.

    • analysis
    PIS and PCFParticipant Information Statement, Participant Consent Form

    The two parts of informed consent. The participant reads both and signs the PCF before the session.

    • ethics
    • evaluation
    Post-WIMP interface

    An interface with at least one interaction technique not dependent on classical 2D widgets such as menus and icons (van Dam, 1997).

    • interfaces
    Probabilistic sampling

    Sampling with a known probability of selection: census, random and stratified sampling.

    • data-gathering
    Reality-based interaction

    A framework (Jacob et al., 2008) with four themes: naive physics, body awareness and skills, environmental awareness and skills, social awareness and skills.

    • interfaces
    Recognition versus recall

    Two retrieval routes from long-term memory. Recognition (identify what you see) is easy and recall (retrieve with no cue) is hard, so interfaces should promote recognition.

    • memory
    Redundant coding

    Conveying information with colour plus another cue such as a label, pattern, icon or outline, so colour-blind users are not excluded.

    • accessibility
    Safety

    A usability goal: the product protects users from dangerous conditions, limits possible errors and lets users recover from them easily.

    • usability
    Scenario

    A narrative describing the tasks a persona performs, answering who, what triggers it, what happens and the outcome.

    • analysis
    Seven stages of action

    Norman's model: form a goal, form the intention, specify an action, execute it (execution); perceive, interpret and evaluate the outcome (evaluation).

    • cognition
    Situational awareness

    Awareness of what is happening around you so you understand how information and your actions will affect ongoing and future events.

    • social-interaction
    Situationally-induced impairment

    A temporary limit on interaction caused by the situation, such as cold, noise, stress or ambient light (Sears and Young, 2003).

    • accessibility
    Social presence

    The degree of awareness, feeling and reaction to other people who are virtually present in an online environment.

    • social-interaction
    Storyboard

    A sequence of sketched scenes of the actions or events the user and product go through to reach a goal. A user journey uses 3 to 7 scenes from a scenario.

    • prototyping
    System Usability ScaleSUS

    A ten-item usability questionnaire. Odd items score rating minus 1, even items 5 minus rating, sum multiplied by 2.5 for a score out of 100. 68 is average.

    • evaluation
    • questionnaires
    Tangible interface

    An interface where physical objects both control and represent digital information.

    • interfaces
    Telepresence

    Attending a remote location through technology, for example by controlling a robot there.

    • social-interaction
    Triangulation

    Looking at data from more than one perspective, using more than one data type or method, for example quantitative experiments plus qualitative interviews.

    • data-gathering
    Turn-taking rules (Sacks et al., 1978)

    Rule 1: the current speaker chooses the next. Rule 2: another person starts speaking. Rule 3: the current speaker continues.

    • social-interaction
    Usability

    The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.

    • foundations
    • usability
    Usefulness

    Requires both sufficient usability and sufficient utility. An easy product lacking the needed functions, or a powerful but hard-to-use one, is not fully useful.

    • usability
    User experienceUX

    The quality of experience a person has when interacting with a specific design. ISO 9241-210: a person's perceptions and responses that result from the use of a product, system or service.

    • foundations
    • usability
    User story

    A short requirement in the form: as a role, I want a behaviour so that I get a benefit. Common in agile development.

    • requirements
    User-centred designUCD

    Design built on Gould and Lewis (1985) principles: early focus on users and tasks, empirical measurement, and iterative design.

    • process
    Utility

    The extent to which a product provides the right kind of functionality, so users can carry out all their tasks in the way they want to.

    • usability
    Vertical prototype

    A prototype offering a lot of detail for only a few functions (Hartson and Pyla, 2019).

    • prototyping
    Web analytics

    Interaction logging that analyses user activity on a website: number of visitors, length of stay, content visited.

    • evaluation
    WIMPWindows, Icons, Menus, Pointing device

    The classical GUI paradigm. Intuitive for everyday tasks but reduces interaction to the visual channel.

    • interfaces
    Wireflow

    A series of wireframes combined with a flowchart showing the pages, logic and actions needed to complete a goal.

    • prototyping
    Wireframe

    A view of a single screen outlining its structure and layout. A lo-fi wireframe has no images, colours or typography.

    • prototyping
    Within-subjects designsame-participants design

    All participants perform in all conditions. Needs counter-balancing to reduce ordering effects.

    • experiments
    Wizard of Oz

    A technique where the user believes they interact with a computer but a human is generating the responses.

    • prototyping
    Working memory

    Short-term store with three elements: central executive (decision making), visuo-spatial sketchpad (visual) and articulatory loop (auditory). Contents decay without rehearsal.

    • memory