The form of distributed cognition developed by Hutchins in the early 1990s. It is distinguished from other uses of the term distributed cognition by its explicitly computational perspective on goal-based activity systems.
A model that describes how a system or person behaves and that provides a framework or context for thinking about or describing a problem or situation. Usually based on data gained through empirical observation, it is often little more than a verbal or graphic articulation of categories or identifiable features in an interface.
Encompasses activities and actions directed at producing new artifacts. Design work is collective and multidisciplinary. It often includes professional designers, technologists, and future users of the artifacts.
Arguments for why (or why not) a feature or set of features should be incorporated into a design.
a user interface style in which system objects are represented visually and can be manipulated in ways analogous to how objects are manipulated in the real world (e.g., pointing, grabbing, dragging)
The theory of James J. Gibson that claims that the visual environment is perceived “directly,” as opposed to being indirectly inferred from sense data.