1. HCCD CH 2. Vocab - Brittany Smith Flashcards

1
Q

The Gulf of Execution

A

When people use something, they face two gulfs, (execution and evaluation.) Execution is where they try to figure out how it operates.

-Bridge the Gulf of Execution through the use of signifiers, constraints, mappings, and a conceptual model.

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2
Q

The Gulf of Evaluation

A

The Gulf of Evaluation reflects the amount of effort that the person must make to interpret the physical state of the device and determine how well the expectations and inventions have been met.

-Bridge the Gulf of Evaluation through the use of feedback and a conceptual model.

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3
Q

The 7 Stages of Action

A
  1. Goal - form the goal.
  2. Plan - the action.
  3. Specify - an action sequence.
  4. Perform - the action sequence.
  5. Perceive - the state of the world.
  6. Interpret - the outcome with the goal.
  7. Compare - the outcome with the goal.
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4
Q

Event-Driven Behavior

A

The sequence starts with the world, causing evaluation of the state and the formulation of a goal.

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5
Q

Root Cause Analysis

A

Asking “Why?” Until the ultimate, fundamental cause of the activity is reached.

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6
Q

Opportunistic Actions

A

Are those in which the behavior takes advantage of circumstances. Are less precise and certain than specified goals and intentions, but they result in less mental effort, less inconvenience, and perhaps more interest.

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7
Q

Theodore Levitt

A

Harvard Business School Marketing Professor: Pointed out that “People don’t want to buy a quarter-inch drill. They want a quarter-inch hole.”

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8
Q

Reflective

A

Most of the brain’s operations are subconscious, hidden beneath our awareness. It is only the highest level, the reflective that is conscious.

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9
Q

Over Learning

A

Conscious attention is necessary to learn most things but after the initial learning, continued practice, and study, sometimes for thousands of hours over a period of years, produces what psychologists call “overlearning.”

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10
Q

Declarative Memory

A

Memory for factual information.

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11
Q

Procedural Memory

A

Recalling the activities you performed to do a certain task such as which side of the door was the doorknob of your 3rd prior home.

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12
Q

Cognition

A

Attempts to make sense of the world. Provides understanding.

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13
Q

Emotional System

A

Determines whether a situation is safe or threatening.

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14
Q

Conscious

A

Slow, controlled, limited resources, invoked for novel situations when learning, when in danger, and when things go wrong.

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15
Q

Subconscious

A

Fast, Automatic, Multiple Resources, Controls Skilled Behavior.

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16
Q

3 Levels of Processing

A

Visceral, Behavioral, and Reflective

17
Q

Visceral Level of Processing

A

“The lizard brain.” The most basic level of processing. Stand at the edge of a cliff and you will experience a visceral response.

18
Q

Behavioral Level of Processing

A

Is the home of learning skills, triggered by situations that match the appropriate patterns.
Example: When we speak we often do not know what we are about to say until our conscious mind (the reflective part of the mind) hears ourselves uttering the words.

19
Q

Feedforward

A

Is accomplished through the appropriate use of signifiers, constraints, and mappings. The information that helps answer questions of execution (doing) is feedforward.

20
Q

Conceptual Models

A

Are stories that someone makes up to help them understand what they observed or how something works.

21
Q

Reflective Level of Processing

A

Is the home of conscious cognition. As a consequence, this is where deep understanding develops, where reasoning and conscious decision making takes place.

  • The highest level of emotions comes from this level. For it is here that causes are assigned and where predictions of the future take place.
  • Emotion and cognition are tightly interwound.
22
Q

Mihaly Csikszentmihalyi

A

Social scientist. Labeled what is called the “flow.” an important emotional state that accompanies complete immersion into an activity. When a person is in the flow state, they lose track of time and the outside environment.

23
Q

7 Fundamental Principles of Design.

A
  1. Discoverability
  2. Feedback
  3. Conceptual Model
  4. Affordances
  5. Signifiers
  6. Mappings
  7. Constraints.