Chapter 05 - Memory Flashcards

1
Q

three types of human memory

A

sensory, short-term, long-term

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2
Q

Sensory memory

A

Persistence of a stimulus

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3
Q

Sensory memory for vision

A

Duration of sensory memory can be lengthened by optimizing the stimulus- background /contrast.

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4
Q

Short Term Memory

A

Working memory, place to hold information temporarily.

External sources- By way of the perceptual process.

Internal sources- The result of reasoning, decision making, and problem solving.

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5
Q

Encoding

A

Information is encoded into a form that can be conveniently stored in human memory.

Some visual information is transferred into auditory form.

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6
Q

Capacity and Duration

A

Can hold about 6 units of information (Chunks)

People forget longer messages sooner-
The shorter the code the better.

Try to limit interference.

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7
Q

Rehearsing

A

Retains information in short-term memory.
Other activities should not interfere with the rehearsal process.

Divide longer strings of characters into groups of three or four to help rehearsal.

Ex. 217964831-> 217 964 831

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8
Q

Serial Position

A

Errors will tend to occur in certain character positions more than others.

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9
Q

7th Character

A

Auditory Stimuli – Last character tends to be recalled as well as the first character.

Visual Stimuli – Last character tends to be mistaken more often.

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10
Q

Conclusions for Designers

A

Don’t require users to retain

even a small amount of information for over 20 seconds, if rehearsal is not possible.

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11
Q

Long - term memory

A

Permanent memory storage. Relies heavily on organization. Learning, remembering, forgetting
forgotten information – lost access to it.

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12
Q

Belief

A

People do not lose information permanently. Hypnosis

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13
Q

Three operations take place related to remembering and forgetting

A

Encoding, storage, and retrieval.

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14
Q

Encoding

A

Process of deciding how to classify information. Sometimes only the essence of what was sensed will be encoded.

Ex. Good movie, lousy dinner, nice guy

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15
Q

Storage

A

Putting information into long-term memory.

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16
Q

Retrieval

A

Search in different locations when trying to remember something.

Try to recall how the information was originally filed.

17
Q

Forgetting

A

May be due to a failure of any of these three operations.

E.G. original coding may be incorrect, info may be degraded during storage,
info may be difficult to retrieve
because searching is done in wrong place.

18
Q

Interference

A

Proactive interference – material learned prior to the learning of new material may interfere with the use of the new material in a performance situation.

19
Q

Retroactive interference

A

Exp. Learn task A, Learn task B, Perform A
Lotus 1-2-3, Excel,Lotus 1-2-3

Designers must find out what kind of responses have already been learned and then incorporate as much as possible the same kind of responses in the new system.

20
Q

Recall Versus Recognition

A

Two commonly used ways of measuring remembered information.

Recalling info is much more difficult than recognizing info.

Designer should make full use of this fact.

21
Q

Memory Skill

A

MNEMONICS – Conscious ways for helping to ensure the retention of material that would otherwise be forgotten.
Ex. String around your finger, complex visual imagery schemes

Cognitive performance aids- Require a person to either reduce or elaborate on information being received.

22
Q

Reductions

A

Frequently take the from of acronyms:
Homes- Great Lakes
Roygbiv- Colors of spectrum

Ex. 9 times table, string around your finger

Disadvantage – Reduce the information so much
that it is no longer possible to reconstruct the original.

23
Q

Elaboration

A

Adding information to make the material easier to remember.

24
Q

Verbal Clues

A

By taking greater advantage of meaning that already exists in words, phrases, or concepts.

Every good boy does fine – lines of the Treble Clef.

25
Q

Imagery Cues

A

A mental picture is created and viewed.

Man named S. memorized 50 numbers in 3 minutes.

Imagined a familiar street and he would place objects along the way.

26
Q

Design Implications

A

Designers should not put an unreasonable demand on human memory.

Designers should develop interfaces that support an acceptable level of remembering.

Provide facilitators (training, instructions, performance aids) that make full use of the MNEMONIC concept.