Fitts's law
Predictive model of human movement
general/human-computer-interaction
Persona (user experience)
Personalized fictional characters representing a consumer or user category
general/human-computer-interaction
Implicit data collection
general/human-computer-interaction
BioWall
Touch display running a cellular automaton
general/human-computer-interaction
Contextual inquiry
Design research method
general/human-computer-interaction
GOMS
Specialized model for human-computer interaction observation
general/human-computer-interaction
CMN-GOMS
Human-computer interaction template
general/human-computer-interaction
3Dconnexion
German manufacturer of human interface devices
general/human-computer-interaction
First-time user experience
Initial stages of using a software program
general/human-computer-interaction
Cognitive infocommunications
general/human-computer-interaction
Confederate effect
Human error of identifying a human as machine
general/human-computer-interaction
Dialog manager
general/human-computer-interaction
ELMER guidelines
general/human-computer-interaction
End-user computing
Systems in which users can make apps
general/human-computer-interaction
Exploratory search
Method of information retrieval
general/human-computer-interaction
Hands-on computing
general/human-computer-interaction
Mobile interaction
general/human-computer-interaction
Human–machine system
general/human-computer-interaction
Information foraging
general/human-computer-interaction
Interactive computing
Software which accepts input from humans as it runs
general/human-computer-interaction
Object–action interface
general/human-computer-interaction
Multiseat desktop virtualization
general/human-computer-interaction
Notification system
general/human-computer-interaction
NGOMSL
general/human-computer-interaction
Wizard of Oz experiment
Copenhagen
general/human-computer-interaction
Reading path
general/human-computer-interaction
Smart products
general/human-computer-interaction
Social affordance
general/human-computer-interaction
Steering law
general/human-computer-interaction
Secondary notation
Visual cues improving the readability of a formal notation
general/human-computer-interaction
User-subjective approach
general/human-computer-interaction
Role-based collaboration
Academic area of social research
general/human-computer-interaction
User experience evaluation
Methods, skills and tools utilized to uncover how a person perceives a system
general/human-computer-interaction
User virtualization
Independent management of all aspects of the user on the desktop environment
general/human-computer-interaction
Virtual touch screen
general/human-computer-interaction
Humanistic intelligence
general/human-computer-interaction
Human interface guidelines
Software development documents
general/human-computer-interaction
Computer user satisfaction
How satisfied a user is with a computer program
general/human-computer-interaction
Keystroke-level model
Form of human–computer interaction
general/human-computer-interaction
Mode (user interface)
Distinct setting within a computer interface
general/human-computer-interaction
Computer processing of body language
none
general/human-computer-interaction
Human processor model
Cognitive modeling method
general/human-computer-interaction
Personalization
Using technology to accommodate the differences between individuals
general/human-computer-interaction
ELIZA effect
Cognitive bias in which computers are anthropomorphised
general/human-computer-interaction
User experience
Human interaction with a particular product, system or service
general/human-computer-interaction
Human interface device
Computer device that takes input from humans and gives output to humans
general/human-computer-interaction
3D human–computer interaction
Form of human-machine interaction
general/human-computer-interaction
Human–computer interaction
none
general/human-computer-interaction
Gender HCI
Subfield of human-computer interaction
general/human-computer-interaction