114 terms

Glossary

A B C D E F G H I J K L M N P R S T U V W

A

  • A/B Testing : Randomised comparison of design variants on live users
  • Accessibility : Design that works for users with disabilities
  • Aesthetic-Usability Effect : Aesthetically pleasing designs are perceived as more usable
  • Affordance : Action possibilities a design communicates to users
  • AI Usability : Usability principles specific to AI-powered interfaces
  • Alert Fatigue : Habitual dismissal of alerts due to excessive volume
  • Anchoring : Cognitive bias where initial information disproportionately influences judgement
  • Automation Bias : Tendency to accept automated recommendations without sufficient scrutiny

B

  • Between-Subjects Design : Experimental design where each participant experiences only one condition
  • Biophilic Design : Architecture that incorporates natural elements to promote wellbeing
  • Bounded Rationality : Rational decision-making constrained by limited time, information, and cognition

C

D

E

F

  • Fail-Safe Design : Design that defaults to a safe state when failure occurs
  • Fitts's Law : Predicts the time to point at a target based on size and distance
  • Five-User Rule : Five participants find ~85% of major usability problems
  • Foveal Vision : High-acuity vision limited to ~2 degrees of visual angle
  • Framing Effect : The way options are described influences choice

G

  • Gestalt Principles : Laws describing how the visual system groups elements
  • Golden Ratio : Proportion (~1.618) used in classical architecture and design
  • GOMS : Framework for analysing expert task performance: Goals, Operators, Methods, Selection rules

H

I

J

  • Jakob's Law : Users spend most time on other sites and expect yours to work the same

K

L

  • Lapse : A memory failure, forgetting a step or losing track of progress
  • Long-Term Memory : The permanent store of knowledge and experience
  • Lynch's Five Elements : Paths, edges, districts, nodes, and landmarks for navigable environments

M

  • Mental Model : A user's internal representation of how a system works
  • Miller's Law : The magical number seven, plus or minus two
  • Mistake : A planning error, the intention itself was wrong
  • Model Human Processor : Engineering model of human information processing
  • Motor Control : Neural and muscular system that executes planned movement

N

P

R

S

T

  • Tesler's Law : Every application has an irreducible amount of complexity
  • Think-Aloud Protocol : Asking participants to verbalise their thoughts during tasks
  • Throughput : Measure of pointing device performance combining speed and accuracy
  • Trust Calibration : Matching user trust to the actual reliability of an automated system

U

  • Universal Design : Design usable by all people without adaptation or specialised design
  • Usability : How easy and pleasant a system is to use
  • Usability Testing : Empirical evaluation by observing users performing tasks
  • User Experience : All aspects of a person's interaction with a product

V

W

  • Wayfinding : The process of navigating through an environment to a destination
  • WCAG : Web Content Accessibility Guidelines
  • Weber's Law : Just-noticeable difference is a constant proportion of stimulus intensity
  • Within-Subjects Design : Experimental design where each participant experiences all conditions
  • Working Memory : The cognitive workspace that holds information in active use

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