Chapter 2 Norman Flashcards

1
Q

Declarative Memory

A

A memory from factual information

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2
Q

Procedural Memory

A

Most easily remembered by recalling an activity

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3
Q

Reflective Level

A

Home of conscious cognition, where deep understanding develops, where reasoning and conscious decision making takes place. (plan,^compare) High-level reflective cognition can trigger lower-level emotions. lower-level emotions can trigger higher-level reflective cognition.

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4
Q

Behavioral Level

A

Home of learned skills, triggered by situations that match the appropriate patterns. Largely subconscious. (specify, ^interpret)

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5
Q

Visceral Level

A

Most basic level of processing. Respond quickly and subconsciously. Make quick judgments. Sensitive only to the current state of things. (perform,^perceive)

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6
Q

Flow

A

Complete immersion into an activity. How people interact with work and play. Losing track of time and the outside environment. Occurs when the challenge slightly exceeds our skill level.

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7
Q

Learned Helplessness

A

The situation in which people experience repeated failure at a task. As a result, they decide the task can not be done, at least by them, they are helpless.

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8
Q

Feedforward

A

Information that helps in the execution. (the doing) Helps answer the questions. Accomplished through the appropriate use of signifiers, constraints, and mappings. The conceptual model plays an important role.

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9
Q

Feedback

A

Communicating the results of an action. Info that aids in the understanding of what has happened. Accomplished through explicit information about the impact of the action. The conceptual model plays an important role.

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10
Q

Gulf Execution

A

Figuring out how something operates. How do I work this? What can I do?

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11
Q

Gulf Evaluation

A

Figuring out why something happened. What happened? Is this what I wanted?

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12
Q

The seven stages of Action

A

Goal (form the goal) Bridge of Execution: Plan (the action) Specify (an action sequence) Perform (the action sequence) Bridge of Evaluation: Perceive (the state of the world) Interpret (the perception) Compare (the outcome with the goal)

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13
Q

Discoverability

A

Determines what actions are possible and the current state of the device.

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14
Q

Perceived Causal Relationship

A

The causal relationship does not have to exist, the person simply has to think it is there.

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15
Q

Subconscious

A

Operations of the brain hidden beneath our awareness. Fast, automatic, multiple resources, controls skilled behavior.

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16
Q

Conscious

A

Invoked in novel situations, when learning, when in danger, when things go wrong. Slow, controlled, limited resources.

17
Q

Goal-driven

A

Starts at the top with a goal and goes through the three stages of execution. Can also start from the bottom, triggered by some event in the work in which case we call it either data-driven or event-driven behavior. In this situation, the cycle starts with the environment, the world, and then goes through the 3 stages of evaluation.

18
Q

Constraints

A

Providing physical, logical, cultural, and semantic constraints guides actions and erased interpretation.

19
Q

Mapping

A

Relationship between the elements of 2 sets of things. The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity.

20
Q

Conceptual Model

A

The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results.