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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