


Full glossary of terms used in alphabetical order.
Conscientious design seeks to question the role of design in contemporary society, where consumption and personal gain are understood to predominate. Conscientious design goes in search of alternative approaches. It focuses its energies on sustainability, quality and innovation, as well as doing business in a socially involved way.
http://www.pingmag.jp/category/conscientious-design/
In a HCI context, a constraint is a reduction in freedom. In positive terms, it means the reduction of the number of ways to perform a task and the amount of knowledge necessary to perform the task, resulting in the task being easier to comprehend and carry out. In negative terms, a constraint means a reduction in freedom as something caused by poorly designed tools, something not fully accommodating the work practices of the user - Mads Soegaard - http://www.interaction-design.org/encyclopedia/constraint.html
A conceptual model is a high level description of: "the proposed system in terms of a set of integrated ideas and concepts about what it should do, behave and look like, that will be understandable by the users in the manner intended." - Interaction Design, Sharp, Reece, Rogers. (2007)
Contextual inquiry is a user-centered design method and is part of the contextual design methodology. It calls for one-on-one observations of work practice in its naturally occurring context. During or after the observations, discussion ensues wherein users daily routines or processes are discovered so that a product or website can be best designed to either work with the processes or help to shorten or eliminate them altogether. Contextual inquiry comprises preparation, evaluation, analysis, and design phases. - http://en.wikipedia.org/wiki/Contextual_inquiry
The Cognitive Walkthrough method is a usability inspection method used to identify usability issues in a piece of software or web site, focusing on how easy it is for new users to accomplish tasks with the system. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to usability testing, as well as the ability to apply the method early in the design phases, before coding has even begun. - http://en.wikipedia.org/wiki/Cognitive_Walkthrough
The term Computer Supported Cooperative Work (CSCW) was first coined by Irene Greif and Paul M. Cashman in 1984, at a workshop attended by individuals interested in using technology to support people in their work . However, the definition is not definitive. On the one hand, many authors consider that CSCW and groupware are synonyms. On the other hand, different authors claim that while groupware refers to real computer-based systems, CSCW focuses on the study of tools and techniques of groupware as well as their psychological, social, and organizational effects. The definition of Wilson (1991) expresses the difference between these two concepts: CSCW [is] a generic term, which combines the understanding of the way people work in groups with the enabling technologies of computer networking, and associated hardware, software, services and techniques. - http://en.wikipedia.org/wiki/CSCW