action knowledge and error Flashcards

1
Q

what are the 3 levels of processing based on action

A

skills
rules
knowledge

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2
Q

skills level processing

A

low level skills usually developed through practice

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3
Q

rules level processing

A

more complex almost automatic processes that youre familiar with

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4
Q

knowledge level processing

A

a new situation not encountered before
takes a lot of cognition as you have to use your past knowledge and experiences to figure out what to do

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5
Q

what kind of errors do you get with skills level processing

A

inaccuracy, not notice errors

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6
Q

what kind of errors do you get with rules level processing

A

applying the wrong set of rules
forgetting steps

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7
Q

what kind of errors do you get with knowledge level processing

A

having the wrong mental modes/ wrong idea of what to do

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8
Q

what are the 3 levels pf processing based on response

A

visceral
behavioural
reflective

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9
Q

visceral level processing

A

instinctive reactions

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10
Q

behavioural level processing

A

applying rules and previous situations
actions based on expectations

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11
Q

reflective level of processing

A

thinking critically about the current experience
conscious reflection that doesnt have to happen in the moment

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12
Q

visceral design

A

making the products and user interfaces attractive

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13
Q

behavioural design

A

making products easy to learn and use

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14
Q

reflective design

A

people like to talk about the product

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15
Q

why is it good to have all the levels of emotional design (visceral, behavioural, reflective)

A

if someone loves your product then theyre more willing to put up with the erros and issues

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16
Q

name and explain the 7 stages of action (GPSPWPIC)

A

goal; what does the user want
plan; how will the user acheive the goal
specify; the actions to be carried out
perform; interacting with the system
world
perceive; what happened/changed in the state of the world
interpret; is the change what the user wanted
compare; are we at the goal

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17
Q

key points on the hierarchical-sequential organisation model of action

A

things at the bottom are small unit tasks/ individual interactions with the system that take <10ms
each goal is usually linked to another goal
allows you to map out and understand all the tasks the user might have to do

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18
Q

gulf of execution

A

the user needs to understand what they need to do and how they can do that with the system

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19
Q

gulf of evaluation

A

can the user tell that what they were expecting to happen has happened via a signifier or visual difference

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20
Q

knowledge in the world

A

easy to provide to the user but hard to recall

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21
Q

knowledge in our heads

A

harder to learn
can interact with systems more efficiently
don’t need the extra information to be visible on the system

22
Q

declarative knowledge

A

what we know
facts and rules
easy to write down but not easy to teach

23
Q

procedural knowledge

A

how we know
skills and how you do things
more complicated to implement

24
Q

externalisation

A

put as much info as possible on the user interface instead of relying on the user having it in their heads

25
Q

mental models

A

an internal representation in our heads of the way something works and using this to decide how to act

26
Q

in which two ways can we create mental models

A

explanation; teaching you/tutorials
experiences; interaction and observation

27
Q

what are 2 characteristics of mental models

A

based on beliefs not facts
not perfect

28
Q

in which three ways are mental models not perfect

A

incomplete; users understand some points better than others
inertia; users learn one mental model and stick to it and find it hard to adapt
unscientific/irrational

29
Q

conceptual models

A

what happens in the head of the designer of the system

30
Q

what is the point of conceptual models

A

abstracts details from the user and allows them to focus on what they need to know to use the system

31
Q

how do we convey the conceptual model to the user

A

through the user interface using metaphors and mappings

32
Q

metaphors

A

ideas and concepts that the user is familiar with
e.g. using the floppy disk to signify save

33
Q

what are the benefits of using metaphors

A

useful for interfaces never used before
act as a reminder

34
Q

mappings

A

the relationship between a control and its effect on the world

35
Q

what are some characteristics of good mappings

A

understood immediately
consistent with the knowledge that the user already has
no effort to remember or recognise

36
Q

stimulus-response compatibility

A

how much the physical representation of the stimuli matches the location of the expected responses

37
Q

natural mappings

A

the systems controls represent/correspond to a desired outcome making systems faster to learn and easier to remember bridging the gulf of execution

38
Q

what makes mappings feel natural and what are the 3 types

A

the fact that they’re based on analogies
spacial, ,metaphorical and cultural

39
Q

spacial analogies

A

apply to the real world
e.g.. in a lift lower levels are at the bottom and higher levels at the top

40
Q

metaphorical analogies

A

e.g. in a thermometer when the temperature is higher the liquid level goes up

41
Q

cultural analogies

A

things of cultural significance/are the norm
e.g. left = hot

42
Q

errors

A

any situation where the action doesn’t do what we expect

43
Q

what are the 2 types of errors

A

planning errors and errors in execution

44
Q

planning errors

A

applying the wrong mental model
mistakes

45
Q

what are the 3 types of mistakes

A

memory
knowledge; wrong number/size
rules; interface not doing what they’re used to

46
Q

errors in execution

A

an unintended action

47
Q

what are the two types of execution errors

A

slips; know what were doing but make a small mistake as these are things that we do semi-automatically
lapses; missing a step in execution/lack of attention

48
Q

how can we avoid mistake errors

A

making sure the conceptual model is appropriate
making sure the user has a clear conceptual model they can apply via good mappings and metaphors

49
Q

how can we avoid slip errors

A

bigger targets and menus
input constraints
forgiving formatting
good defaults

50
Q

how can we avoid lapse errors

A

keep track for the user
support in clean-up tasks