Cognitive Science Flashcards
cognitive artifacts
Items we use to offload cognition. Ex: calendars, post it notes, pad of paper, to do lists.
computational offloading
Using a tool or device to carry out computation. Pen and paper, calculator.
externalizing to reduce memory load
Using calendars, notes, taking photos, diaries to save physically what we have trouble remembering on our own.
external cognition
Cognitive process involved when we interact with external objects. Using a tool outside of us to get something done.
distributed cognition
Cognitive systems involve human and non-human actors to complete a goal. A pilot uses a cockpit to fly a plane, using a paper and pencil for math.
direct manipulation
Pushing a button, clicking a button, opening a door.
mental model
How we expect something to work in our minds. Internal construction of some aspect of the world. Mechanic has a better mental model of a car’s engine than most.
conceptual model
The idea of how something should/does work. May be conceived before it is put into practice.
connectionism
Memories and thoughts involve small bits of data connected on a massive scale. Taking in new information is a matter of matching patterns, warring old ideas with new ideas, trying to make sense of how they fix together. These memories are overlayed.
spatial memory
remembering where something is based on location
expressive interfaces
Interfaces that involve emotion in feedback. Smiley faces, encouragement. Anthropomorphism.
Visceral Level, Behavioral Level, Reflective Level
basic/natural/instinctive, learned, conscious thought
constraints
Don’t allow users to do things they should do
constraints
Don’t allow users to do things they should do
memory load
Amount of info in our working memory. Goal is to reduce memory load for user.
design heuristics
list of basic principles of good design (understanding, action, feedback)
feedback (design heuristic)
show status, prevent errors, help error recovery, provide help
understanding (design heuristic)
consistency, use the familiar, clean and functional
action (design heuristic)
freedom, flexibility, recognition over recall
wireframes
blue prints, lack color, functional and visual final design, technical design
prototypes
working version, mockups, help understand use
needfinding
observation, interviews, surveys
affordances
Cues to action. Signal that something can be done with a design. Ex: button, door handle
mapping
Discover how to create bridge between user’s mental model and design’s conceptual model.