Usability, Accessibility & Discoverability¶
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Abstractions about accessible and user-centered design, interface discoverability, target acquisition, cognitive walkthroughs, maintainability, and usability failures.
13 abstractions in this family — domain-specific abstractions that sit near one another in structural-signature space (k-means over structural-signature embeddings). Each is shown with its short description.
- Accessibility — The design commitment to keep a system perceivable, operable, understandable, and robust for the full distribution of intended users including the sensory, motor, cognitive, and infrastructural tails — by designing to those tails rather than to the median.
- Attribute Substitution — The dual-process mechanism behind a whole family of judgment biases: when a target attribute is hard to assess, the mind unconsciously swaps in an easier, correlated attribute and reports its value — producing a confident but directionally biased answer.
- Bus Factor — The minimum number of team members whose sudden simultaneous loss would halt a project — a per-capability count of how many people could take a subsystem, credential, or relationship over tomorrow, exposing where tacit human knowledge is dangerously concentrated.
- Cognitive Walkthrough — A usability-evaluation method in which an expert evaluator steps through a bounded task as a first-time user, asking four action-cycle questions at each step, so learnability breakdowns are localized to a specific step and broken link rather than yielding a holistic rating.
- Discoverability — Measure the degree to which a system's actions and features can be located through perception and exploration alone — a property of the artifact, not the user — separating capability from findable capability and locating unfound features as a design defect.
- Discoverability Failure — Diagnose why a working feature goes unused: the capability exists and functions perfectly, but no signal on any surface the user samples announces it, so the user's option set is bounded by the visible interface and the feature is operationally nonexistent.
- Distinction Bias — Overweight attribute differences between options evaluated side by side relative to the weight those differences carry when each option is met alone, so preferences formed at the point of choice (joint mode) overpredict the utility actually experienced in use (separate mode).
- Fitts's Law — Predict how long an aimed reach takes as a logarithmic function of target distance over target width — MT = a + b·log₂(2D/W) — treating the movement as transmission across a finite-throughput motor channel.
- Linus's Law — Given enough eyeballs, all bugs are shallow: defect discovery scales with the size and diversity of the pool of independent inspectors examining code — provided they are skilled, motivated, and actually reading it, not merely granted access.
- Operable Design — The commitment that every action an artefact requires must have at least one operationally-equivalent alternative path across input modalities and motor envelopes, so users are not gated out by assumptions about how actions are performed.
- Touch Target Size — The HCI rule that interactive elements be large and well-spaced enough for the operating population's worst-case input precision to hit reliably — grounded in Fitts's Law and codified as platform minimums like 44pt or 48dp.
- Touch-Target Miss — Reclassify a mistyped tap from operator error to interface defect by reading the miss rate off the mismatch between a control's target geometry and the operator population's motor precision — a geometric scan Fitts's Law makes quantitative.
- User-Centered Design — Focus on user needs.