114 terms
Glossary
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
- Card Sorting : Research method for validating information architecture
- Change Blindness : Failure to notice visual changes that coincide with disruption
- Chartjunk : Visual elements in a chart that don't represent data
- Checklist : External memory aid that prompts required steps
- Choice Architecture : Deliberate design of how choices are presented
- Choice Overload : Paralysis and dissatisfaction from too many options
- Chunking : Grouping information into meaningful units to extend memory capacity
- Cleveland-McGill Hierarchy : Ranking of visual encodings by perceptual accuracy
- Clinical Decision Support : Software systems that assist clinical decision-making
- Cognitive Bias : Systematic deviation from rational decision-making
- Cognitive Load : The amount of working memory resources used
- Cognitive Load Theory : Framework for understanding working memory demands in learning and interaction
- Cognitive Walkthrough : Expert review method focused on learnability
- Cogulator : Free tool that automates GOMS and cognitive modelling analysis
- Colour Vision Deficiency : Impaired ability to distinguish certain colours
- Contrast : Difference in luminance or colour between an object and its background
- CPM-GOMS : GOMS variant modelling parallel perceptual, cognitive, and motor operations
- Crew Resource Management : Training for team-based safety performance
D
- Dark Cockpit Principle : Normal state shows nothing; only anomalies attract attention
- Dark Patterns : Interface designs that manipulate users against their interests
- Dashboard Design : Aggregating multiple data displays for monitoring and decision support
- Data-Ink Ratio : Proportion of graphic ink devoted to actual data
- Default Effect : Users disproportionately accept default options
- Divided Attention : Attempting to process multiple tasks simultaneously
- Doherty Threshold : Response times under 400 ms keep users engaged
E
- Effect Size : Magnitude of a difference or relationship, independent of sample size
- Electronic Health Record : Digital system for recording and managing patient clinical data
- Evidence Hierarchy for Design : Levels of evidence supporting design decisions
- Evidence-Based Design : Applying research evidence to architectural decisions
- Evolved Design Practice : Design knowledge accumulated through centuries of cultural selection
- Explainability : An AI system's ability to communicate its reasoning to users
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
- Heuristic Evaluation : Expert inspection method using usability heuristics as criteria
- Hick's Law : Predicts decision time based on the number of choices
- Human Error : Predictable failure modes in human performance
- Human Factors Engineering : Discipline applying human capabilities knowledge to system design
- Human-Centred Design : Design approach that puts users at the centre
I
- IEC 62366 : International standard for medical device usability engineering
- Inattentional Blindness : Failure to perceive visible but unexpected objects
- Information Architecture : The organisation and labelling of content for findability
- ISO 9241 : International standard for ergonomics of human-system interaction
J
- Jakob's Law : Users spend most time on other sites and expect yours to work the same
K
- Keystroke-Level Model : Simplest GOMS variant: sum operator times to predict task time
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
- Nielsen's 10 Heuristics : Jakob Nielsen's 10 usability principles for evaluation
- Norman's Design Principles : Don Norman's principles linking psychology to design
P
- Palladio's Proportions : Andrea Palladio's classical system of room proportions
- Peak-End Rule : People judge experiences by their peak and end, not the average
- Post-Occupancy Evaluation : Systematic assessment of a building's performance after occupancy
- Postel's Law : Be conservative in what you do, liberal in what you accept
- Power Law of Practice : Performance improves as a power function of practice trials
- Pre-Attentive Processing : Visual features detected in parallel within ~250 ms
- Predictive Modelling : Predicting usability outcomes without human testing
- Progressive Disclosure : Revealing information in stages as users need it
R
- Reason's Swiss Cheese Model : Safety as multiple imperfect layers of defence
- Recognition over Recall : Showing options is easier than requiring users to remember them
- Redundancy Effect : Presenting the same information in multiple formats can increase load
S
- Satisficing : Choosing the first option that meets a minimum threshold
- Selective Attention : Focusing on one source of information while ignoring others
- Sensory Memory : Brief, high-capacity buffer for incoming sensory information
- Serial Position Effect : Items at the start and end of a list are remembered best
- Severity Rating : Prioritising usability problems by impact and frequency
- Shneiderman's 8 Golden Rules : Ben Shneiderman's principles of interface design
- Signifier : A perceivable cue that communicates an affordance
- Slip : An execution error where intention is correct but action fails
- Small Multiples : Series of similar charts for cross-comparison
- Sparklines : Word-sized data graphics embedded in text or tables
- Split-Attention Effect : Cognitive burden when related information is spatially separated
- Statistical Power : Probability of detecting a real effect if one exists
- Steering Law : Predicts time to move through a constrained path
- System Usability Scale : 10-item standardised usability questionnaire
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
- Vigilance Decrement : Decline in detection performance during sustained monitoring
- Visual Hierarchy : Arrangement of elements to signal relative importance
- Visual Search : The process of locating a target among distractors
- Vitruvian Triad : Firmitas, utilitas, venustas, the three qualities of good design
- Von Restorff Effect : Distinctive items are remembered better than similar ones
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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