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.
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)".
User interface designUser interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicates to the user what's important. UI design refers to graphical user interfaces and other forms of interface design.
Interaction designInteraction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
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.
Recommender systemA recommender system, or a recommendation system (sometimes replacing 'system' with a synonym such as platform or engine), is a subclass of information filtering system that provide suggestions for items that are most pertinent to a particular user. Typically, the suggestions refer to various decision-making processes, such as what product to purchase, what music to listen to, or what online news to read. Recommender systems are particularly useful when an individual needs to choose an item from a potentially overwhelming number of items that a service may offer.
Interaction design patternInteraction design patterns are design patterns applied in the context human-computer interaction, describing common designs for graphical user interfaces. A design pattern is a formal way of documenting a solution to a common design problem. The idea was introduced by the architect Christopher Alexander for use in urban planning and building architecture and has been adapted for various other disciplines, including teaching and pedagogy, development organization and process, and software architecture and design.
User-centered designUser-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus.
User experienceThe user experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts; conversely, designing toward profitability often conflicts with ethical user experience objectives and even causes harm.
User-generated contentUser-generated content (UGC), alternatively known as user-created content (UCC), is any form of content, such as images, videos, text, testimonials, and audio, that has been posted by users on online platforms such as social media, discussion forums and wikis. It is a product consumers create to disseminate information about online products or the firms that market them. User-generated content is used for a wide range of applications, including problem processing, news, entertainment, customer engagement, advertising, gossip, research and many more.
Active usersActive users is a software performance metric that is commonly used to measure the level of engagement for a particular software product or object, by quantifying the number of active interactions from users or visitors within a relevant range of time (daily, weekly and monthly). The metric has many uses in software management such as in social networking services, online games, or mobile apps, in web analytics such as in web apps, in commerce such as in internet banking and in academia, such as in user behavior analytics and predictive analytics.
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.
Interpersonal attractionInterpersonal attraction, as a part of social psychology, is the study of the attraction between people which leads to the development of platonic or romantic relationships. It is distinct from perceptions such as physical attractiveness, and involves views of what is and what is not considered beautiful or attractive. Within the study of social psychology, interpersonal attraction is related to how much one likes or dislikes another person. It can be viewed as a force acting between two people that tends to draw them together and to resist their separation.
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.
Heuristic evaluationA heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the "heuristics"). These evaluation methods are now widely taught and practiced in the new media sector, where user interfaces are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.
EmotionEmotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades, with many fields contributing, including psychology, medicine, history, sociology of emotions, and computer science.
Social softwareSocial software, also known as social apps or social platform includes communications and interactive tools that are often based on the Internet. Communication tools typically handle capturing, storing and presenting communication, usually written but increasingly including audio and video as well. Interactive tools handle mediated interactions between a pair or group of users. They focus on establishing and maintaining a connection among users, facilitating the mechanics of conversation and talk.
Mobile interactionMobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s. Mobile devices are a pervasive part of people's everyday lives. People use mobile phones, PDAs, and portable media players almost everywhere. These devices are the first truly pervasive interaction devices that are currently used for a huge variety of services and applications.
User researchUser research focuses on understanding user behaviors, needs and motivations through interviews, surveys, usability evaluations and other forms of feedback methodologies. It is used to understand how people interact with products and evaluate whether design solutions meet their needs. This field of research aims at improving the user experience (UX) of products, services, or processes by incorporating experimental and observational research methods to guide the design, development, and refinement of a product.