Category
page 1Human–computer interaction
World Wide Web
global system of interlinked hypertext documents accessed via the Internet
Turing test
test of a machine's ability to exhibit intelligent behaviour equivalent to, or indistinguishable from, that of a human

smartwatch
thumb|A Samsung Galaxy Watch
A smartwatch is a portable wearable computer that resembles a wristwatch. Most modern smartwatches are operated via a touchscreen, and rely on mobile apps that run on a connected device (such as a smartphone) in order to provide core functions.
human–computer interaction
academic discipline
usability
Usability or user-friendliness can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
brain–computer interface
connection between brain and computer
internet use disorder
excessive internet use that causes psychological disorders
user experience
discipline focused on improving a person’s interaction and experience with a product, system or service
responsive web design
approach to web design for making web pages render well on a variety of devices
focus group
small group of people whose reactions are studied in market research or political analysis
wearable computer
small computing devices (nowadays usually electronic) that are worn under, with, or on top of clothing
interaction design
specialization of design focused on the experience users have of a product or service

smartglasses
thumb|upright=1.2|The touch pad built on the side of the 2013 [[Google Glass can communicate with the user's phone via Bluetooth]]
thumb|Man wearing a 1998 EyeTap Digital Eye Glass
Fitts's law
predictive model of human movement
ubiquitous computing
concept in software engineering and computer science
personalization
Personalization (broadly known as customization) consists of tailoring a service or product to accommodate specific individuals. It is sometimes tied to groups or segments of individuals. Personalization involves collecting data on individuals, including web browsing history, web cookies, and location. Various organizations use personalization (along with the opposite mechanism of popularization) to improve customer satisfaction, digital sales conversion, marketing results, branding, and improved website metrics as well as for advertising. Personalization acts as a key element in social media

Memex
thumb|Interpretation of the MEMEX at German Museum of Technology
thumb|Vannevar Bush
wearable technology
clothing and accessories incorporating computer and advanced electronic technologies
user experience design
field of design focusing on the creation of user centered products and services
user-centered design
framework of processes
Miller's law
1956 thesis by George Miller on working memory capacity
Office Assistant
intelligent user interface for Microsoft Office that assisted users by way of an interactive animated character
error message
message displayed on a monitor screen or printout indicating that an incorrect instruction has been given or that there is an error resulting from faulty software or hardware
computer-supported cooperative work
field studying how people work in groups with the support of computing systems

As We May Think
influential 1945 essay anticipating information society
voice user interface
makes spoken human interaction with computers possible, using speech recognition to understand spoken commands and answer questions
Bonzi Buddy
BonziBuddy ( or , stylized as BonziBUDDY) is a discontinued freeware desktop virtual assistant created by Joe and Jay Bonzi. Upon a user's choice, it would share jokes and facts, manage downloads, sing songs and talk, among other functions.
Hick's law
Ben Shneiderman
American computer scientist
human interface device
any computer device used for interaction with a user
persona
fictional character created to represent the different user types within a targeted demographic
principle of least astonishment
principle in computer system design
iDrive
computer system which is used to control most secondary vehicle systems in many current BMW cars
feature integration theory
theory of human visual attention
Query by Example
devised by Moshé M. Zloof at IBM Research during the mid-1970s
ELIZA effect
tendency to assume computer behaviors are analogous to human behaviors
Fernanda Viégas
Brazilian-American computer scientist
CSS framework
Web framework
Eugene Goostman
chatbot
smart ring
wearable electronics device with advanced mobile components that combine features of mobile devices with innovative features useful for mobile or handheld use
automatic identification and data capture
methods of automatically identifying objects by computer system
interactive computing
software which accepts input from humans as it runs
HAL
software subsystem for UNIX-like operating systems providing hardware abstraction
human interface guidelines
standard defining conventions for how user interfaces behave on some platform
end-user development
computer programming by people who are not professional software developers
living lab
user-centered, open innovation ecosystem integrating research and innovation in real life communities
human–machine system
system in which the separate functions of the human and the machine are interrelated and both necessary for its operation
out-of-box experience
computer software term
personal information management
set of tools and systems for managing one's own data
spatial computing
term regarding augmented reality

interactive machine translation
sub-field of computer-aided translation
IBM Common User Access
user interface standard
virtual environment
networked application that permits interaction with both the computing environment and the work of other users
Human processor model
cognitive modeling method
transparency
term in human–computer interaction
SIGCHI
thumb|Logo of the SIGCHI
DeviceKit
DeviceKit is a modular hardware abstraction layer designed for use in Linux systems that is designed to simplify device management and replace the current monolithic Linux HAL. DeviceKit includes the ability to enumerate system devices and send notifications when hardware is added or removed from the computer system.

cognitive dimensions of notations
design principles
cognitive ergonomics
scientific discipline
Presentation–abstraction–control
400px|thumb|right|The structure of an application with PAC.
Presentation–abstraction–control (PAC) is a software architectural pattern. It is an interaction-oriented software architecture, and is somewhat similar to model–view–controller (MVC) in that it separates an interactive system into three types of components responsible for specific aspects of the application's functionality. The abstraction component retrieves and processes the data, the presentation component formats the visual and audio presentation of data, and the control component handles things such as the flow of control and co