Human-Computer Interaction
How people interact with computers — UI, UX, accessibility, input devices, and design.
Human-Computer Interaction studies the boundary between people and machines: interface design, usability, accessibility, and the input/output channels that make computers usable.
Core
The essentials. Start here.-
Accessibility
Designing software that people with diverse abilities — visual, auditory, motor, cognitive — can use effectively.
core beginner concept -
Command-Line Interface
A text-based user interface where you type commands and read text output — small, fast, scriptable, and the default for system administration and development.
core beginner concept -
GUI
A user interface built from visual elements you point at and manipulate — windows, icons, menus, pointers — as opposed to typing commands.
core beginner concept -
User Interface
The surface where a person and a computer meet — what users see, touch, hear, and act on.
core beginner concept -
UX
The discipline of shaping how a person feels and what they can do when using a product, system, or service.
core beginner field
Important
What you'll meet next.-
Keyboard Shortcut
A key combination that triggers a command directly, letting experienced users work faster than navigating menus — a classic trade-off between discoverability and efficiency.
beginner concept -
Touch Interface
An interface operated by touching the screen directly with fingers — using taps, swipes, and gestures instead of a mouse and keyboard — the dominant way people interact with phones and tablets.
beginner concept -
Usability Testing
Watching real people attempt real tasks with a product to discover where they struggle — the most direct way to find out whether a design actually works.
beginner concept -
Design System
A shared, documented set of reusable UI components, patterns, and guidelines that keeps a product's interface consistent and lets teams build faster.
intermediate concept
Supplemental
Niche, historical, or specialized.-
Dark Pattern
User interface designs that trick, confuse, or coerce users into unintended actions — subscribing to services, sharing data, or making purchases they did not intend — through deliberate manipulation of attention and decision-making.
supplemental beginner concept -
Gestalt Principles
A set of perceptual principles from 1920s psychology describing how humans group visual elements — proximity, similarity, closure, continuity, and figure-ground — foundational to visual UI design.
supplemental beginner concept -
Fitts's Law
A predictive model of human pointing performance — time to acquire a target depends on the distance to the target and its size, expressed as T = a + b·log₂(2D/W) — guiding the design of interactive UI elements.
supplemental intermediate concept