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

  • 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

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