Usability Engineering: Scenario-Based Development of Human-Computer Interaction
By John M. Carroll
Glossary
A-B
action plan
a sequence of actions selected to achieve a goal
activities
the collective ventures that provide context and meaning for people's interactions with computers and other tools
activity design
the first phase of reasoning about a new software system, in which the problems and opportunities of current practice are transformed into new ways of behaving
affective computing
the study and design ofuser interfaces that explicitly engage and respond to people's emotions or affective experiences
affordance
perceptual characteristics of an object that make it obvious what the object can do and how it can be manipulated
analytic method
usability evaluation based on a careful analysis or theoretical modeling of user interface features, usually carried out by usability experts
anthropomorphism
considering machines (especially computers) as if they have human capabilities or responsibilities
area
a gestalt perceptual principle stating that visual elements are likely to be grouped so as to create larger structures with the smallest possible areas
articulation work
the collaborative effort required to document, exchange, schedule, refine, and otherwise coordinate shared activities
articulatory directness
the extent to which the physical behaviors carried out with a user interface map to the goals and intentions of the user's current task
artifact
a designed object or tool used in support of an activity
assistance policy
a predetemined set of rules that usability evaluators develop and apply to decide when and how to intervene during a usability test
asynchronous collaboration
computer-mediated shared activity that does not take place in real time
Copyright Academic Press 2002 under license agreement with Books24x7