Glossary Flashcards
(153 cards)
accessibility
The degree to which an interactive product is usable by people with a
disability.
aesthetically pleasing
One of the user experience goals of interaction design, meaning the
device is visually appealing. Aesthetics may also relate to other senses
such as the quality of sound or the tactile feel of the device
affinity diagrams
Diagrams which cluster individual statements into hierarchies showing
common themes.
affordance
An attribute of an object that allows people to know how to use it. For
example, a button should invite being pressed and a knob invite being
turned. See also perceived affordance
analytical evaluation
An approach to evaluation that does not involve users. This approach
includes various inspection methods and predictive models.
assistive technologies
Technologies (hardware and software) which enable disabled users to
interact with a device (usually a computer) in a way that is independent
of the software application being used. Examples include screen readers,
head-mounted pointing devices and voice recognition products.
bias
A factor which can affect or distort the results of an evaluation study.
Potential sources of bias include: participants that don’t match your user
profile; overly specified tasks which direct participants; an unrealistic
environment for an evaluation study; evaluator/observer bias;
methodological biases; and reporting/analysis biases, where the evaluator
reviews the data subjectively rather than objectively.
card-based prototype
A kind of low-fidelity prototype that consists of a set of index cards ea
of which represents one screen or one element of a task.
Chinese value survey
A value survey inspired by Hofstede’s but based on inputs by Chinese
social scientists.
closed questions
Questions with a pre-specified set of responses.
cognition
What goes on inside our heads when we are carrying out our everyday
activities. Cognitive processes relevant to interaction design are: attention,
perception and recognition, memory, learning, reading, speaking and
listening, problem-solving, planning, reasoning and decision-making.
cognitive walkthrough
A technique for exploring a user’s mental processes while he or she
performs particular task(s) with an interactive product. For evaluation, a
cognitive walkthrough may be used to assess the usability of a user
interface design by examining whether a user can select the appropriate
action at the interface for each step in the task.
collectivism
A society in which people from birth onwards are integrated into strong,
cohesive in-groups, which throughout people’s lifetimes continue to
protect them in exchange for unquestioning loyalty. Collectivism is at the
opposite end of a cultural dimension from individualism
conceptual design
Conceptual design involves producing the conceptual model for the
product. The conceptual model is a high level description of how a
system is organised and operates.
conceptual model
A high level description of how a system is organised and operates. A
conceptual model is an abstraction that outlines what people can do with
a product and what concepts are needed to understand how to interact
with it. Conceptual models are comprised of four components: metaphors
and analogies; concepts the users are exposed to through the product;
relationships between those concepts; and mappings between concepts
and the user experience
consistency
A consistent interface is one that follows rules, such as always clicking
the left mouse button to select graphical objects on the user interface.
constraints
Ways of restricting the kind of interaction that can take place at a given
moment; for example, deactivating menu items.
contextual inquiry
An approach to establishing requirements which emphasises the
importance of context.
continuous input devices
Devices designed to handle tasks that cannot be split easily into a number
of discrete steps, such as dragging icons across the screen or drawing
informal sketches. A mouse is an example of a continuous input device.
counterbalancing
A strategy used in the design of experiments to control for order effects
such as practice effects or fatigue effects. An example of
counterbalancing would be: group A completes condition 1 followed by
condition 2, and group B completes condition 2 followed by condition 1.
cultural dimensions
Measurable attributes of a culture by which a culture can be
characterised.
culture
The system of shared beliefs, values, customs, behaviours, symbols and
language of a particular group of people.
data requirements
Requirements concerned with the characteristics (type, volatility,
accuracy, etc.) of the data needed by the interactive product.
descriptive statistics
A way of summarising quantitative data using techniques such as the
mean, median and mode