Logo
Pattern

Discover published sets by community

Explore tens of thousands of sets crafted by our community.

HCI Theories

15

Flashcards

0/15

Still learning
StarStarStarStar

Sticky Tools

StarStarStarStar

Sticky Tools is a theory in HCI that facilitates the navigation and organization of workspace in graphical user interfaces. It suggests use of tools or panels that can be docked, grouped, or attached in a consistent location, thus improving workflow by positioning frequently accessed tools predictably and conveniently.

StarStarStarStar

Hick's Law

StarStarStarStar

Hick's Law describes the time it takes for a person to make a decision as a result of the possible choices he or she has: increasing the number of choices will increase the decision time logarithmically. It is often summed up as 'more choices, longer decision time', which has implications for the design of menus and control systems.

StarStarStarStar

Distributed Cognition

StarStarStarStar

Distributed Cognition is a theory that looks at human knowledge and cognitive processes as distributed across objects, individuals, artifacts, and time. It's useful for understanding collaborative work and the use of technology, as it requires considering how information is shared and processed across the various elements of the system.

StarStarStarStar

Dual-Coding Theory

StarStarStarStar

Dual-Coding Theory proposes that both visual and verbal information are processed differently and along distinct channels in the human mind, creating separate representations for information processed in each channel. In HCI, this theory supports the use of both text and imagery for effective information delivery and improved user understanding.

StarStarStarStar

Consistency Theory

StarStarStarStar

Consistency Theory in HCI asserts that users prefer interfaces where similar actions are followed by similar results, and benefits from consistent design include reduced learning time, fewer errors, and increased user satisfaction. It underscores the importance of maintaining visual and functional consistency throughout a user interface.

StarStarStarStar

Affordance Theory

StarStarStarStar

Affordance Theory, introduced by James Gibson in the context of ecological psychology, refers to the properties of objects that show the possible actions users can take with them, suggesting that their design should suggest their use. In HCI, this means that interface elements should suggest their functionality to users.

StarStarStarStar

Norman's Action Theory

StarStarStarStar

Norman's Action Theory, also known as the Seven Stages of Action, outlines a framework for understanding user interactions with objects. It decomposes actions into seven stages - form the goal, form the intention, specify the action, execute the action, perceive the state, interpret the state, and compare the outcome with the goal - and has had a profound impact on user interface design.

StarStarStarStar

Activity Theory

StarStarStarStar

Activity Theory is a framework that examines human activity in context, emphasizing the cultural and social aspects of human use of technology. It looks at how tools mediate human activity and the broader implications for design considering entire activity systems including the community, rules, and division of labor.

StarStarStarStar

Parasocial Interaction Theory

StarStarStarStar

Parasocial Interaction Theory originates from the field of social psychology and has been applied to HCI in the context of users' relationships with avatars and virtual agents. It refers to a kind of psychological relationship experienced by an audience in their mediated encounters with performers in the mass media, where they feel a sense of interaction despite it being one-sided.

StarStarStarStar

Technology Acceptance Model (TAM)

StarStarStarStar

Technology Acceptance Model (TAM) predicts user acceptance of technology, and it identifies perceived usefulness and perceived ease of use as the primary factors influencing this acceptance. It's utilized to forecast the likelihood of technology adoption and to design more user-friendly systems that fit the users' needs.

StarStarStarStar

Fitts' Law

StarStarStarStar

Fitts' Law predicts the time required to rapidly move to a target area, such as a button or control. It's modeled by the equation T = a + b log2(1 + D/W), where T is the average time taken to complete the movement, a and b are constants, D is the distance to the target, and W is the width of the target. The law highlights the importance of design for different input methods.

StarStarStarStar

Cognitive Load Theory

StarStarStarStar

Cognitive Load Theory suggests that human cognitive processing capacity is limited, so instructional methods should avoid overloading it. The theory divides cognitive load into intrinsic, extraneous, and germane loads, and has significant implications for the design of user interfaces and educational materials.

StarStarStarStar

Situated Action Theory

StarStarStarStar

Situated Action Theory argues that human actions are often spontaneous and are determined by the interactions with the environment. It emphasizes that cognition is not just in the head but also in the activity, suggesting that designing HCI systems should take into account the dynamic nature of human behavior in different contexts.

StarStarStarStar

Information Foraging Theory

StarStarStarStar

Information Foraging Theory posits that human searching behavior on the web and in other interfaces can be likened to animals foraging for food. Users are modeled as informavores who decide where to 'forage' based on the expected payoff, leading to design implications for the structure and accessibility of information on websites.

StarStarStarStar

GOMS Model

StarStarStarStar

GOMS (Goals, Operators, Methods, and Selection rules) Model is a methodological framework for analyzing the knowledge and actions required for a user to accomplish tasks in a system. It's used for predicting user performance and informing the design of user interfaces by breaking down the tasks they will perform.

Know
0
Still learning
Click to flip
Know
0
Logo

© Hypatia.Tech. 2024 All rights reserved.