The Knowledge Discovering in DataBases (KDD) brings us techniques that permit the non trivial extraction of a set of implicit information data, unknown and potentially useful. Its application into the IPO and the UCD areas is focused on the study of the users behavior and the measure of the usability of interactive systems already developed. This research line studies the potential of the KDD in the early stages of the development of interactive systems.
As a result of the proliferation of more and more powerful mobile devices, which are provided with wireless technology and communication mechanisms, today every place can become a potential scenario to support different tasks, even though collaborative activities. The technology offers freedom not only for keeping in contact on the move, but also for choosing among a great variety of devices and computing platforms. Mobile users require autonomous and flexible solutions, capable of adapting to different conditions and devices. The plasticity arises as the research area that is in charge of studying and providing effective solutions to the diversity of contexts of use in an economic and ergonomic way.
Ontology is a formal representation of knowledge models, that is to say, able to be processed by the computer. They make easy the management of information architectures and the integration of different data models by means of a common conceptual model. The semantic web combines the possibilities of ontology and a common data model with the open character of the web. This combination makes possible a global framework for the interchange of knowledge between users with the mediation of computers.
Interacting with a traditional computer –desktop computer- supposes only one of the different present paradigms by which people can make use of the technology. Thereby, under the name of interaction paradigms it is embraced the study, understanding and methodology related to the different ways for interacting with the diverse interactive systems, such as the desktop paradigm, the virtual reality, the augmented reality or the ubiquitous computing.
Art and science of organizing information aiming at helping people to efficiently satisfy their information needs. This goal requires research, analysis, design and implementation.
Methodology of development of interactive systems where target users take part in an active and constant way, during the whole life cycle. The standard ISO 13407 provides a theorical framework useful as a guide to achieve usable interactive systems by incorporating the UCD along the whole development life cycle.
Barriers that disabled and elderly people find in the use of interactive systems are mainly related with the user interface. They include some physical handicaps while handling the devices involved, as well as the cognitive barriers for procedures and navigation understanding. Accessibility tries to provide some flexibility in order to accommodate systems to users’ requirements, handicaps and preferences.
Measure in which a product can be used by certain users in order to achieve specific objectives in an effective, efficient and satisfactory manner, considering a specific context of use (ISO 9241-11).
Discipline devoted to the design, implementation and evaluation of interactive systems aimed to be used by human beings, including the study of the most important phenomena to which it is related (ACM SIGCHI curricula, 1992, p. 6).