Encyclopedia/Glossary
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Adaptive Interfaces
Affection And Interaction Design
Card Sorting
Cognitive Psychology
Cognitive Walkthrough
Collective Intelligence
Colour Theory
Constructionism
Conversation Theory
CSCW (Computer-Supported Cooperative Work)
Cyborg Research
Declarative knowledge
Design Standards
End-User Programming
Episodic memory
Ergonomics
Ethnography (Ethnographic studies)
Experimental design and experimental research methods
Extreme Characters and Interaction Relabelling
Fundamental Attribution Error
Future Workshops
GOMS (Goals, Operators,
Methods and Selection Rules)
Information Architecture
Information Processing Theory
Information Visualization
Patterns, Alexandrian
Pervasive or Ubiquitous Computing
Psychology of Aesthetics
Psychology of Programming
Qualitative Interviews
Rapid Prototyping
Recall Versus Recognition Memory Tasks
ROI - Return On Investment and Interation Design
SIGCHI
Storyboards and Storyboarding
TableTop Interaction
Tactiliy and Interaction Design
Tagging and/or Folksonomy
Task analysis
Think Aloud Protocol
Usability
Usability Testing
Use Case and Use Case Analysis
Wireframes
Workflows and Workflow Analysis
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Under preparation...
The following encyclopedia terms are under preparation and will be made available as soon as possible.
Activity Theory
Artifact analysis
Augmentation of Human Intelligence
Automatic versus Controlled Cognitive Processes
Bilingual memory and internationalisation (I18N)
Boundary objects
Capture error
Chunking
Cognitive complexity
Cognitive overload
Cognitive system
Computational linguistics
Computer-Supported Collaborative Learning
Conceptual, semantic, syntactic, and lexical levels
Constraint
Context effects (in memory encoding and retrieval)
Contextual Inquiry
Correspondence theory of truth
COTS Application (Commercial Off-The-Shelf Application)
Distributed Cognition
Ecological validity
Effectiveness
Efficiency
Eight Golden Rules of Interface Design
Ethnomethodology
Generation effect
HCI (Human Computer Interaction)
Hoffding function, the
Horisontal prototype
Human error (slips and mistakes)
Incremental prototyping
Joy of use - hedonics and software design
Methods in Cognitive Ergonomics
Participatory Design
Perception
Phenomenology
Pluralistic ignorance
Proactive memory interference
Psychometry
Representational and Non-Representational Appraoches
Self-reference effect
Semiotics
Social Communication
Social software
Spacing Effect, The
Symmetry of ignorance
Thomas Theorem
Usage indicators
Utility
Walking skeleton