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Item
HCI 26SS
(Q2943)
Revision as of 14:38, 6 May 2026 by
RaphaelWimmer
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Changed claim:
includes
(P14)
:
3D Displays (Stereoscopic, Autostereoscopic, Volumetric)
(Q2945)
)
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English
HCI 26SS
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Statements
includes
3D Displays (Stereoscopic, Autostereoscopic, Volumetric)
1 reference
certified by
Raphael Wimmer
Absolute vs. Relative input
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Accessibility
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ACM SIGCHI HCI Taxonomy
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Affordances in User Interfaces
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Analytic vs. Empirical evaluation
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Association for Computing Machinery (ACM)
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Associative activation error
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Attention (Human)
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Audio output
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Augmenting human intellect
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Ben Shneiderman
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Broadbent's Filter model
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Buxton's Axiom
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Capacitive touch
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Capture error
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Change blindness / Inattentional blindness
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Characteristics of pointing devices
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Chording keyboards
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Chunking
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Click Prototype
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Closure (Gestalt)
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Clutching (Input devices)
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Cognitive processor metrics
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Cognitive walkthrough
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Colemak
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Command (interaction style)
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Common fate (Gestalt)
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Common Heuristics in HCI
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Common parameters for Keystroke-Level Model (KLM)
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Common region (Gestalt)
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Conceptual model
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Conflicting user needs
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Consistency (syntactic, semantic, terminological, internal, external)
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Constraints (physical, logical, semantic, cultural)
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Context of Use
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Contextual inquiry
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Data-driven error
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Definition affordances
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Degrees of freedom
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Description error
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Design Rules / Design Principles
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Desirability / Viability / Feasibility
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Desktop metaphor
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Dialog (interaction style)
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Dialogue systems
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Diary studies
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Dichotic listening
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Direct control
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Direct manipulation (interaction style)
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Direct vs. Indirect input
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Discoverability
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Don Norman
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Doug Engelbart
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Dvorak
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Dynabook
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Earcons
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Early vs. late Selection
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Efficiency
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Eight golden rules (Shneiderman)
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Electric muscle stimulation
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Electric muscle stimulation as an output modality
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Entity-relation-based analysis
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EPD
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Ergonomics
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Error tolerance / error prevention
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Evaluation of user interfaces
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Event Handling in Interactive systems
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Examples of Affordances
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Examples of Interaction Techniques
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Experience sampling
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Explicit memory (Episodic, Semantic)
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Fitts' Law
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Five Usability Components (Nielsen)
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Focus groups
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Forcing Functions (Lock-ins, Lockouts, Interlocks)
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Form (interaction style)
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Formative vs. Summative evaluation
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Ghosting
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Gibson's Affordances
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Goal-driven vs. Event-driven actions
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GOMS (Goals, Operators, Methods, Selection Rules)
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Good Continuation (Gestalt)
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GRAIL
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Handwriting recognition approaches
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Haptic feedback
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Head-mounted displays / Virtual reality
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Heuristic evaluation
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Hick's Law
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Hierarchical task analysis / Task decomposition
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History of input devices
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History of keyboards
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History of pointing devices
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Horizontal vs. Vertical prototype
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How to Use Colors in User Interfaces
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HugShirt
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Human error
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Human processor model (Card, Moran, Newell)
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Human-centered ai
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Human-Centred Design vs. User-Centred Design
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Implicit interaction (interaction style)
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Implicit memory
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Index of difficulty
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Interaction design
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Interaction Techniques for Zooming
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Interactive systems
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Interactive tabletops
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Interface animation
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Interviews (Structured, Semi-Structured, Unstructured)
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ISO 9241 standard group
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Isotonic vs. Isometric vs. Elastic controllers
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Jakob Nielsen
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Keyboard
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Keyboard hardware
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Keyboard layouts
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Keystroke-Level Model
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Know your Users and their Tasks
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Knowledge-based analysis
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Latency of input devices
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Latency of interactive systems
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Latency of keyboards
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Latency of mice
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LCD
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Learnability
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LED
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Long-term memory
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Longitudinal studies
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Loss-of-Activation Error
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Low-Fidelity vs. High-Fidelity prototype
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Mappings
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Memex
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Memorability
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Memory (Human)
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Mental models (designer model, user model, system model)
0 references
Menu (interaction style)
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Metaphor (user interface)
0 references
Methods for providing haptic/tactile feedback
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Mistakes vs. Slips
0 references
Mockup
0 references
Mode error
0 references
Motor processor metrics
0 references
Multi-store model (Atkinson and Shiffrin)
0 references
Multiple Resource Theory (Wickens)
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Multitasking
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N-Key-Rollover
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Novel text input techniques
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Observations
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OLED
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Optical touch
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Overview keyboard types
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Overview of common display technologies
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Overview of common human interface guidelines
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Overview of common input devices
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Overview of interaction paradigms
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Overview of Interaction Techniques
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Overview of non-standard output modalities
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Pain as an output modality
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Paper Prototype
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ParcTab
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Perceptual processor metrics
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Personas
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Pointing and selection
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Pointing devices
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Position Control vs. Rate Control
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Power Law of Practice
0 references
Praegnanz / Good Gestalt / Simplicity
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Preattentive vs. Attentive processing / Pop-out effect
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Predictability
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Predictive text entry
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Proximity / Nearness (Gestalt)
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Quantitative vs. Qualitative evaluation
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QWERTY
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Recognition vs. Recall
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Resistive touch
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Reversibility of Actions / Undo
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Satisfaction
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Selective attention (Endogenous / Exogenous)
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Sensory memory (Iconic, Echoic)
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Seven Stages of Action (Norman)
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Short-term memory
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SIGCHI (ACM)
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Similarity (Gestalt)
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Smell as an output modality
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Sonification
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Steering Law (Accot-Zhai)
0 references
Style guides / UI Guidelines
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Swipe text entry
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Tactile feedback
0 references
Task analysis
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Task analysis workflow
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Task frequency analysis
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Task-Artifact Cycle (Carroll)
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Taste as an output modality
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Technical Properties of Display Technologies
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Temperature as an output modality
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Temporal synchrony (Gestalt)
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Ten Usability Heuristics (Nielsen)
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Text entry modalities
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Textual ui
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Think aloud protocol
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Throughput (Fitts)
0 references
Throw-Away vs. Evolutionary Prototype
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Touch Screen
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Touchpad
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Touchscreen keyboards
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Touchscreen technologies
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Trackball
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Trackpoint
0 references
Transfer functions
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Treisman's Attenuation theory
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Types of switches in keyboards
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Ubiquitous computing / pervasive computing / ambient intelligence
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Uniform connectedness (Gestalt)
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Usability testing
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User diversity
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User experience
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User experience design
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User interface design
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User needs
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User-Centered Design Process
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Using GOMS for modelling interactions
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Using KLM for estimating task completion times
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Using LLMs for prototyping
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Utility / Likeability
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Vannevar Bush
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VisiCalc
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Visual Output / Visual Displays
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Visual perception
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Visual search
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Volumetric displays
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WCAG / Web Content Accessibility Guidelines
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Wearable computing
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Wizard of Oz Prototyping
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Working memory metircs
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Xerox PARC
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