Human-computer interaction Accessible computing covers ...more on Wikipedia about "Accessible computing"
The Accot-Zhai steering law, also known as Accot's law (Accot is pronounced ah-caught in English and ah-koh in French) or the steering law, is a model of human movement. It predicts the average time necessary to navigate, or steer, a pointing device (such as a mouse or stylus) through a 2D path or tunnel or trajectory, where the user must travel from one end of the path to the other as quickly as possible, while staying within the confines of the path. One potential practical application of this law is in modelling a user's performance in navigating a hierarchical cascading menu. ...more on Wikipedia about "Accot-Zhai steering law"
An affordance is a property of an object, or a feature of the immediate environment, that indicates how to interface with that object or feature. The empty space within an open doorway, for instance, affords movement across that threshold. A couch affords the possibility of sitting down on it. ...more on Wikipedia about "Affordance"
A cognitive tutor is a computer program which develops a cognitive model of a student as he or she interacts with the program, providing problems and individualized instruction based on this model. ...more on Wikipedia about "Cognitive tutor"
In human-computer interaction, computer accessibility refers to the usability of a computer system by people with disabilities or age-related limitations. It is largely a software concern. However, when hardware or software is used to customize a computer for a disabled person, that equipment is known as Assistive Technology. ...more on Wikipedia about "Computer accessibility"
Ecological interface design (EID) is an approach to interface design that was introduced specifically for complex sociotechnical, real-time, and dynamic systems. It has been applied in a variety of domains including process control (e.g. nuclear power plants, petrochemical plants), aviation, and medicine. EID differs from other interface design methodologies like User-Centered Design (UCD). EID is based on two key concepts from cognitive engineering research: the Abstraction Hierarchy (AH) and the Skills, Rules, Knowledge (SRK) framework. The goal of EID is to make the constraints and complex relationships of the work environment perceptually evident (e.g. visible, audible) to the user. In turn, this allows for more cognitive resources to be devoted to higher cognitive processes such as problem solving and decision making. Thus, EID aims to improve user performance and overall system reliability for both anticipated and unanticipated events in a complex system. ...more on Wikipedia about "Ecological interface design"
The feature integration theory, developed by Treisman and Gelade since the early 1980s has been one of the most influential models of human visual attention until recent years. According to Treisman, in a first step to visual processing, several primary visual features are processed and represented with separate feature maps that are later integrated in a saliency map that can be accessed in order to direct attention to the most conspicuous areas. ...more on Wikipedia about "Feature integration theory" Please visit again www.shortopedia.com
In ergonomics, Fitts' law is a model of human movement, predicting the time required to rapidly move from a starting position to a final target area, as a function of the distance to the target and the size of the target. Fitts' law is used to model the act of pointing, both in the real world, for example, with a hand or finger and on computers, for example, with a mouse. It was published by Paul Fitts in 1954. ...more on Wikipedia about "Fitts' law"
GOMS stands for Goals, Operators, Methods, and Selection rules, an approach to human computer interaction observation developed by Stuart Card, Thomas P. Moran & Allen Newell, and spelled out in their book The Psychology of Human Computer Interaction, 1983. (ISBN 0898598591) Following these intitial steps a whole family of engineering models for usability analysis evolved. ...more on Wikipedia about "GOMS"
A Gulf of execution is a term usually used in human computer interaction to describe the gap between a user's goal for action and the means to execute that goal. Usability has as one of its primary goals to reduce this gap by removing roadblocks and steps that cause extra thinking and actions that distract the user's attention from the task intended, thereby preventing the flow of his or her work, and decreasing the chance of successful completion of the task. Similarly, there is a gulf of evaluation that applies to the gap between an external stimulus and the time a person understands what it means. Both phrases are mentioned in Donald Norman's 1986 book User Centered System Design: New Perspectives on Human-Computer Interaction. ...more on Wikipedia about "Gulf of execution"
Hick's law, or the Hick-Hyman law, is a human-computer interaction model that describes the time it takes for a user to make a decision as a function of the possible choices he or she has. Given n equally probable choices, the average reaction time T required to choose among them is approximately ...more on Wikipedia about "Hick's law"
The human action cycle is a psychological model which describes the steps humans take when they interact with computer systems. The model was proposed by Donald A. Norman, a scholar in the discipline of human-computer interaction. The model can be used to help evaluate the efficiency of a user interface (UI). Understanding the cycle requires an understanding of the user interface design principles of affordance, feedback, visibility and tolerance. ...more on Wikipedia about "Human action cycle"
Human Interface Guidelines (HIG) are software development documents which offer application developers a set of recommendations. Their aim is to improve the experience for the users by making application interfaces more intuitive, learnable, and consistent. Most guides limit themselves to defining a common look and feel for applications in a particular desktop environment. The guides enumerate specific policies. Policies are sometimes based on studies of human-computer interaction (so called usability studies), but most are based on arbitrary conventions chosen by the platform developers. ...more on Wikipedia about "Human Interface Guidelines"
In evolutionary computation, a human-based genetic algorithm (HBGA) is a genetic algorithm that allows humans to contribute their innovative solutions to the evolutionary process. For this purpose HBGA uses human-based innovation interfaces for initialization, mutation, and crossover operators. Often HBGA uses human evaluation as well (see Interactive genetic algorithm). Actually, the first HBGA implementation ** uses both human innovation and evaluation, and in addition, human users are free to choose the next genetic operation to perform. ...more on Wikipedia about "Human-based genetic algorithm"
The field of human-centered computing (HCC) has emerged from the convergence of multiple disciplines and research areas that are concerned both with understanding human beings and with the design of computational artifacts. Researchers and designers of human-centered computing include individuals from computer science, sociology, psychology, cognitive science, engineering, graphic design, and industrial design. ...more on Wikipedia about "Human-centered computing"
Human-computer interaction (HCI) or, alternatively, computer-human interaction (symbolized as Χ χ Chi, the 22nd letter of the Greek alphabet) is the study of interaction between people ( users) and computers. It is an interdisciplinary subject, relating computer science with many other fields of study and research. Interaction between users and computers occurs at the user interface (or simply interface), which includes both hardware (e.g., general purpose computer peripherals and major devices such as the Boeing B777) and software, which together present a an environment in which humans (from pilots to surgeons) are provided a wide extension of their native abilities. ...more on Wikipedia about "Human-computer interaction"
Human-machine system is a system in which the functions of a human operator (or a group of operators) and a machine are integrated. This term can also be used to emphasize the view of such a system as a single entity that interacts with external environment. ...more on Wikipedia about "Human-machine system"
Information foraging is a theory that applies the ideas from optimal foraging theory to understand how human users search for information. The theory is based on the assumption that, when searching, humans utilize "built-in" foraging mechanisms that evolved to help our animal ancestors find food. Better understanding of human search behaviour can improve the usability of websites or any other user interface layout. ...more on Wikipedia about "Information foraging"
KLM stands for Keystroke-Level Model, a hard science approach to human computer interaction, based on GOMS, developed by Card, Moran & Newell, and spelled out in their book The Psychology of Human Computer Interaction, 1983. ...more on Wikipedia about "KLM (human computer interaction)"
(List of human-computer interaction topics) * SRI International (formerly Stanford Research Institute) ...more on Wikipedia about "List of human-computer interaction topics"
In human-computer interaction, low-key feedback is a type of output that takes a background role by being very subtle, sometimes nearly inperceivable. Physical machines often provide rich low-key feedback as a byproduct of their design. In computer software, the low-key feedback usually needs to be designed in. ...more on Wikipedia about "Low-key feedback" This article is made for http://www.shortopedia.com
A mode is a state of the interface which influences the perceived effect of actions. A mode error occurs when a user of something performs an action that is appropriate to a different mode and gets an unexpected and undesired response. A mode error can be quite startling and disorienting as the user copes with the sudden violation of his or her user expectations. ...more on Wikipedia about "Mode error"
An out-of-box experience (OOBE) is the experience a user has directly after a software program is installed. This term is used by Microsoft for what people see right after installing a Microsoft Windows product. For people who have installed Windows XP, this experience was the initial setup featuring background music and a small helper agent, which appears as a small bouncing blue ball with a white edge, and a question mark in the center. ...more on Wikipedia about "Out-of-box experience"
In user interface design, programming language design, and ergonomics, the principle (or rule) of least astonishment (or surprise) states that, when two elements of an interface conflict or are ambiguous, the behaviour should be that which will least surprise the human user or programmer at the time the conflict arises, because the least surprising behavior will usually be the correct one. ...more on Wikipedia about "Principle of least astonishment"
A reflexive user interface is one in which commands and perhaps other controls are defined in the interface itself. In other words, it permits its own command verbs and sometimes underlying code to implement these to be edited via the same user interface as the rest of its functions. ...more on Wikipedia about "Reflexive user interface"
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