Tangible user interfaceA tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.
User interfaceIn the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
Organic user interfaceIn human–computer interaction, an organic user interface (OUI) is defined as a user interface with a non-flat display. After Engelbart and Sutherland's graphical user interface (GUI), which was based on the cathode ray tube (CRT), and Kay and Weiser's ubiquitous computing, which is based on the flat panel liquid-crystal display (LCD), OUI represents one possible third wave of display interaction paradigms, pertaining to multi-shaped and flexible displays.
AffordanceIn psychology, affordance is what the environment offers the individual. In design, affordance has a narrower meaning, it refers to possible actions that an actor can readily perceive. American psychologist James J. Gibson coined the term in his 1966 book, The Senses Considered as Perceptual Systems, and it occurs in many of his earlier essays. His best-known definition is from his 1979 book, The Ecological Approach to Visual Perception:The affordances of the environment are what it offers the animal, what it provides or furnishes, either for good or ill.
Paper prototypingIn human–computer interaction, paper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs – in this case, especially for designing and testing user interfaces. It is throwaway prototyping and involves creating rough, even hand-sketched, drawings of an interface to use as prototypes, or models, of a design. While paper prototyping seems simple, this method of usability testing can provide useful feedback to aid the design of easier-to-use products.
Natural user interfaceIn computing, a natural user interface (NUI) or natural interface is a user interface that is effectively invisible, and remains invisible as the user continuously learns increasingly complex interactions. The word "natural" is used because most computer interfaces use artificial control devices whose operation has to be learned. Examples include voice assistants, such as Alexa and Siri, touch and multitouch interactions on today's mobile phones and tablets, but also touch interfaces invisibly integrated into the textiles furnitures.
Design researchDesign research was originally constituted as primarily research into the process of design, developing from work in design methods, but the concept has been expanded to include research embedded within the process of design, including work concerned with the context of designing and research-based design practice. The concept retains a sense of generality, aimed at understanding and improving design processes and practices quite broadly, rather than developing domain-specific knowledge within any professional field of design.
UsabilityUsability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with.
Natural-language user interfaceNatural-language user interface (LUI or NLUI) is a type of computer human interface where linguistic phenomena such as verbs, phrases and clauses act as UI controls for creating, selecting and modifying data in software applications. In interface design, natural-language interfaces are sought after for their speed and ease of use, but most suffer the challenges to understanding wide varieties of ambiguous input. Natural-language interfaces are an active area of study in the field of natural-language processing and computational linguistics.
PedagogyPedagogy (ˈpɛdəɡɒdʒi,-ɡoʊdʒi,-ɡɒɡi), from Ancient Greek παιδαγωγία (paidagōgía), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political and psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning.
Human–computer interactionHuman–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
Direct manipulation interfaceIn computer science, human–computer interaction, and interaction design, direct manipulation is an approach to interfaces which involves continuous representation of objects of interest together with rapid, reversible, and incremental actions and feedback. As opposed to other interaction styles, for example, the command language, the intention of direct manipulation is to allow a user to manipulate objects presented to them, using actions that correspond at least loosely to manipulation of physical objects.
History of the graphical user interfaceThe history of the graphical user interface, understood as the use of graphic icons and a pointing device to control a computer, covers a five-decade span of incremental refinements, built on some constant core principles. Several vendors have created their own windowing systems based on independent code, but with basic elements in common that define the WIMP "window, icon, menu and pointing device" paradigm. There have been important technological achievements, and enhancements to the general interaction in small steps over previous systems.
Interaction techniqueAn interaction technique, user interface technique or input technique is a combination of hardware and software elements that provides a way for computer users to accomplish a single task. For example, one can go back to the previously visited page on a Web browser by either clicking a button, pressing a key, performing a mouse gesture or uttering a speech command. It is a widely used term in human-computer interaction. In particular, the term "new interaction technique" is frequently used to introduce a novel user interface design idea.
Graphical user interfaceThe graphical user interface, or GUI (ˌdʒi:juːˈaɪ or ˈɡu:i ), is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements.
Human interface guidelinesHuman interface guidelines (HIG) are software development documents which offer application developers a set of recommendations. Their aim is to improve the experience for the users by making application interfaces more intuitive, learnable, and consistent. Most guides limit themselves to defining a common look and feel for applications in a particular desktop environment. The guides enumerate specific policies. Policies are sometimes based on studies of human–computer interaction (so called usability studies), but most are based on conventions chosen by the platform developers preferences.
ExperimentAn experiment is a procedure carried out to support or refute a hypothesis, or determine the efficacy or likelihood of something previously untried. Experiments provide insight into cause-and-effect by demonstrating what outcome occurs when a particular factor is manipulated. Experiments vary greatly in goal and scale but always rely on repeatable procedure and logical analysis of the results. There also exist natural experimental studies.
Graphical widgetA graphical widget (also graphical control element or control) in a graphical user interface is an element of interaction, such as a button or a scroll bar. Controls are software components that a computer user interacts with through direct manipulation to read or edit information about an application. User interface libraries such as Windows Presentation Foundation, Qt, GTK, and Cocoa, contain a collection of controls and the logic to render these.
User experience designUser experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a company, its services, and its products. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance.
Design of experimentsThe design of experiments (DOE or DOX), also known as experiment design or experimental design, is the design of any task that aims to describe and explain the variation of information under conditions that are hypothesized to reflect the variation. The term is generally associated with experiments in which the design introduces conditions that directly affect the variation, but may also refer to the design of quasi-experiments, in which natural conditions that influence the variation are selected for observation.