Encyclopedia/Glossary

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A
Adaptive Interfaces 
Affection And Interaction Design 
C
Card Sorting 
Cognitive Psychology 
Cognitive Walkthrough 
Collective Intelligence 
Colour Theory 
Constructionism 
Conversation Theory 
CSCW (Computer-Supported Cooperative Work) 
Cyborg Research 
D
Declarative knowledge 
Design Standards 
E
End-User Programming 
Episodic memory 
Ergonomics 
Ethnography (Ethnographic studies) 
Experimental design and experimental research methods 
Extreme Characters and Interaction Relabelling 
F
Fundamental Attribution Error 
Future Workshops 
G
GOMS (Goals, Operators, Methods and Selection Rules) 
H
I
Information Architecture 
Information Processing Theory 
Information Visualization 
P
Patterns, Alexandrian 
Pervasive or Ubiquitous Computing 
Psychology of Aesthetics 
Psychology of Programming 
Q
Qualitative Interviews 
R
Rapid Prototyping 
Recall Versus Recognition Memory Tasks 
ROI - Return On Investment and Interation Design 
S
SIGCHI 
Storyboards and Storyboarding 
T
TableTop Interaction 
Tactiliy and Interaction Design 
Tagging and/or Folksonomy 
Task analysis 
Think Aloud Protocol 
U
Usability 
Usability Testing 
Use Case and Use Case Analysis 
W
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.

A
Activity Theory 
Artifact analysis 
Augmentation of Human Intelligence 
Automatic versus Controlled Cognitive Processes 
B
Bilingual memory and internationalisation (I18N) 
Boundary objects 
C
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) 
D
Distributed Cognition 
E
Ecological validity 
Effectiveness 
Efficiency 
Eight Golden Rules of Interface Design 
Ethnomethodology 
G
Generation effect 
H
HCI (Human Computer Interaction) 
Hoffding function, the 
Horisontal prototype 
Human error (slips and mistakes) 
I
Incremental prototyping 
J
Joy of use - hedonics and software design 
M
Methods in Cognitive Ergonomics 
P
Participatory Design 
Perception 
Phenomenology 
Pluralistic ignorance 
Proactive memory interference 
Psychometry 
R
Representational and Non-Representational Appraoches 
S
Self-reference effect 
Semiotics 
Social Communication 
Social software 
Spacing Effect, The 
Symmetry of ignorance 
T
Thomas Theorem 
U
Usage indicators 
Utility 
W
Walking skeleton 
 

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