What is the person trying to accomplish?
Outcome before interface.
Tasks should be understood in the user’s context rather than as screen operations alone.
Side 59
A study of the boundary between people and computational systems. HCI asks how goals become actions through interfaces, and how feedback, constraints and representation shape usability and understanding.
Users form goals, choose actions, observe feedback and update their mental model.
Outcome before interface.
Tasks should be understood in the user’s context rather than as screen operations alone.
Affordance + signifier.
Visible cues reduce guessing.
Control mapping.
Interaction should make the relationship between action and effect understandable.
Visible state change.
Fast feedback closes the loop and reduces uncertainty.
Mental model.
Good interfaces help users predict what will happen next.
Visual grouping, recognition and external representation can reduce cognitive work.
Salience should direct attention toward what matters, not decorative noise.
Visible choices reduce memory burden compared with memorized commands.
Structure helps users process many elements as fewer meaningful units.
Consistent interaction reduces relearning and prediction error.
Natural mappings reduce interpretation burden.
Design should prevent, detect and recover rather than merely blame.
Hierarchy, feedback and constraints help users understand what can happen and what has happened.
Layout and typography should reflect task priority.
Disable or remove impossible options when the system already knows they cannot work.
Loading, saved and error states should be explicit.
Reversible operations encourage exploration and reduce fear.
Advanced options need not burden first-time use.
A system can be easy to learn yet inefficient for experts, or fast yet error-prone.
| Dimension | Question | Signal |
|---|---|---|
| Learnability | How quickly can a new user begin? | Time to first successful task |
| Efficiency | How much effort after learning? | Time / actions per task |
| Errors | How often and how severe? | Error rate + recovery success |
| Memorability | Can occasional users return? | Relearning burden |
| Satisfaction | How does interaction feel? | Reported confidence / frustration |
Accessibility is a design constraint across perception, motor control, cognition and assistive technologies.
Semantic structure, contrast and text alternatives support diverse vision.
Captions and visual equivalents preserve information.
Keyboard access and sufficiently large targets reduce motor demands.
Clear language and predictable structure support comprehension.
Screen readers and alternative input need structured interfaces.
Glare, noise, injury or divided attention can create temporary access barriers.
Evaluation combines observation, measurement and user explanation.
Watch representative users attempt realistic tasks.
Ask users to verbalize interpretation while interacting.
Inspect the interface against established interaction principles.
Measure completion, abandonment, latency and repeated failure at scale.
Compare interface variants when the outcome can be measured reliably.