CHAPTER 12: COGNITIVE MODELS Flashcards

1
Q

approximation of one or more cognitive process in human or other animals for purpose of comprehension and prediction.

A

Cognitive model

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2
Q

can predict legal behvaior sequences without reference whether they could be executed by user.

A

Competence model

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3
Q

do not describe what the necessary behaviour sequence are.

A

Performance model

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4
Q

GOMS model

A

Goals, Operators, Methods, Selection

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5
Q

what the user want to achieve

A

 Goals

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6
Q

lowest level of analysis (ex: hardware)

A

 Operators

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7
Q

goal decomposition

A

 Methods

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8
Q

selecting

A

 Selection

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9
Q

introduced by Kieras and Polson [199], begins with the basic premises of goal decomposition from GOMS and enriches the model to provide more predictive power.

A

Cognitive Complexity Theory

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10
Q

the production rules are sequence of rules.

A

Cognitive Complexity Theory

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11
Q

the size of description for even a part an interface can be enormous.

A

Cognitive Complexity Theory

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12
Q

several ways of representing the same user behaviour and interface behaviour, yielding different measure and dissonance.

A

Cognitive Complexity Theory

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13
Q

how the user understand the language.

A

Linguistic and Grammatical

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14
Q

rules to describe the dialog grammar.

A

Backus-Naur Form

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15
Q

has been used widely to specify the syntax of computer programming languages, and many system dialogs can be described easily using BNF rules.

A

Backus-Naur Form

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16
Q

attempts to deal with some of these problems by including elements such as parametrized grammar rules to emphasize consistency and encoding the user’s world knowledge.

A

Task-Action Grammar

17
Q

was designed to reveal just this source of consistency.

A

Task-Action Grammar

18
Q

devices that we must use to interact.

A

Physical and Device model

19
Q

human motor system is well understood as a basis for detailed prediction about user performance.

A

Keystroke-level model

20
Q

of the task, when the user builds a mental representation of the task.

A

acquisition

21
Q

of the task using the systems facilities.

A

execution

22
Q

a simple model of input devices developed by Buxton.

A

Three-state model

23
Q

mouse, light-pen with button, and touchscreen

A

Three-state model

24
Q

example of Three-state model

A

mouse, light-pen with button, and touchscreen