Concepts inTap, swipe, or move: attentional demands for distracted smartphone input
Smartphone
A smartphone is a mobile phone built on a mobile computing platform, with more advanced computing ability and connectivity than a feature phone. The first smartphones mainly combined the functions of a personal digital assistant (PDA) and a mobile phone or camera phone. Today's models also serve to combine the functions of portable media players, low-end compact digital cameras, pocket video cameras, and GPS navigation units.
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Multi-touch
In computing, multi-touch refers to a touch sensing surface's ability to recognize the presence of two or more points of contact with the surface. This plural-point awareness is often used to implement advanced functionality such as pinch to zoom or activating predefined programs. In an effort of disambiguation or marketing classification some companies further breakdown the various definitions of multi-touch.
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Gesture
A gesture is a form of non-verbal communication in which visible bodily actions communicate particular messages, either in place of speech or together and in parallel with spoken words. Gestures include movement of the hands, face, or other parts of the body. Gestures differ from physical non-verbal communication that does not communicate specific messages, such as purely expressive displays, proxemics, or displays of joint attention.
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Mental chronometry
Mental chronometry is the use of response time in perceptual-motor tasks to infer the content, duration, and temporal sequencing of cognitive operations. Mental chronometry is one of the core paradigms of experimental and cognitive psychology, and has found application in various disciplines including cognitive psychophysiology/cognitive neuroscience and behavioral neuroscience to elucidate mechanisms underlying cognitive processing.
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User interface
The user interface, in the industrial design field of human¿machine interaction, is the space where interaction between humans and machines occurs. The goal of interaction between a human and a machine at the user interface is effective operation and control of the machine, and feedback from the machine which aids the operator in making operational decisions.
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Cognitive load
The term cognitive load is used in cognitive psychology to illustrate the load related to the executive control of working memory (WM). Theories contend that during complex learning activities the amount of information and interactions that must be processed simultaneously can either under-load, or overload the finite amount of working memory one possesses. All elements must be processed before meaningful learning can continue.
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Scenario
A scenario is a synoptical collage of an event or series of actions and events. In the Commedia dell'arte it was an outline of entrances, exits, and action describing the plot of a play that was literally pinned to the back of the scenery. It is also known as canovaccio or "that which is pinned to the canvas" of which the scenery was constructed.
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