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Side 59

Human–Computer
Interaction

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.

user→goal→interface→action→feedback
06interaction lenses
05usability dimensions
05evaluation methods
59Side

Interaction is a loop between intention and system response.

Users form goals, choose actions, observe feedback and update their mental model.

01 · Goal

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.

02 · Discover

Can the user see what actions are possible?

Affordance + signifier.

Visible cues reduce guessing.

03 · Act

Can intention be translated into input?

Control mapping.

Interaction should make the relationship between action and effect understandable.

04 · Feedback

What did the system do?

Visible state change.

Fast feedback closes the loop and reduces uncertainty.

05 · Interpret

Can the user explain the result?

Mental model.

Good interfaces help users predict what will happen next.

Interfaces compete for finite attention and memory.

Visual grouping, recognition and external representation can reduce cognitive work.

Attention

Selective processing.

Salience should direct attention toward what matters, not decorative noise.

Recognition

Easier than recall.

Visible choices reduce memory burden compared with memorized commands.

Chunking

Group related information.

Structure helps users process many elements as fewer meaningful units.

Consistency

Reuse learned patterns.

Consistent interaction reduces relearning and prediction error.

Mapping

Controls should correspond to effects.

Natural mappings reduce interpretation burden.

Error

People will make mistakes.

Design should prevent, detect and recover rather than merely blame.

Interface design makes system state legible.

Hierarchy, feedback and constraints help users understand what can happen and what has happened.

Hierarchy

Make importance visible.

Layout and typography should reflect task priority.

Constraint

Prevent invalid action.

Disable or remove impossible options when the system already knows they cannot work.

Feedback

Show state change immediately.

Loading, saved and error states should be explicit.

Reversibility

Let users undo risky actions.

Reversible operations encourage exploration and reduce fear.

Progressive disclosure

Reveal complexity when needed.

Advanced options need not burden first-time use.

Usability is multidimensional.

A system can be easy to learn yet inefficient for experts, or fast yet error-prone.

DimensionQuestionSignal
LearnabilityHow quickly can a new user begin?Time to first successful task
EfficiencyHow much effort after learning?Time / actions per task
ErrorsHow often and how severe?Error rate + recovery success
MemorabilityCan occasional users return?Relearning burden
SatisfactionHow does interaction feel?Reported confidence / frustration

Accessible interaction broadens who can use the system.

Accessibility is a design constraint across perception, motor control, cognition and assistive technologies.

Vision

Do not rely on sight alone.

Semantic structure, contrast and text alternatives support diverse vision.

Hearing

Do not rely on audio alone.

Captions and visual equivalents preserve information.

Motor

Support varied input precision.

Keyboard access and sufficiently large targets reduce motor demands.

Cognitive

Reduce unnecessary complexity.

Clear language and predictable structure support comprehension.

Assistive tech

Expose semantics, not only pixels.

Screen readers and alternative input need structured interfaces.

Context

Disability can be situational.

Glare, noise, injury or divided attention can create temporary access barriers.

Interfaces should be tested with behavior, not only taste.

Evaluation combines observation, measurement and user explanation.

Usability test

Watch representative users attempt realistic tasks.

Think aloud

Ask users to verbalize interpretation while interacting.

Heuristic review

Inspect the interface against established interaction principles.

Analytics

Measure completion, abandonment, latency and repeated failure at scale.

Experiment

Compare interface variants when the outcome can be measured reliably.

The Design of Everyday ThingsDon Norman · action and feedback
Human–Computer InteractionDix et al. · broad foundation
About FaceCooper et al. · interaction design
Designing with the Mind in MindJeff Johnson · cognition and interface design