Cognitive Science Flashcards

1
Q

cognitive artifacts

A

Items we use to offload cognition. Ex: calendars, post it notes, pad of paper, to do lists.

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2
Q

computational offloading

A

Using a tool or device to carry out computation. Pen and paper, calculator.

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3
Q

externalizing to reduce memory load

A

Using calendars, notes, taking photos, diaries to save physically what we have trouble remembering on our own.

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4
Q

external cognition

A

Cognitive process involved when we interact with external objects. Using a tool outside of us to get something done.

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5
Q

distributed cognition

A

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.

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6
Q

direct manipulation

A

Pushing a button, clicking a button, opening a door.

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7
Q

mental model

A

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.

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8
Q

conceptual model

A

The idea of how something should/does work. May be conceived before it is put into practice.

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9
Q

connectionism

A

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.

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10
Q

spatial memory

A

remembering where something is based on location

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11
Q

expressive interfaces

A

Interfaces that involve emotion in feedback. Smiley faces, encouragement. Anthropomorphism.

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12
Q

Visceral Level, Behavioral Level, Reflective Level

A

basic/natural/instinctive, learned, conscious thought

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13
Q

constraints

A

Don’t allow users to do things they should do

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14
Q

constraints

A

Don’t allow users to do things they should do

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15
Q

memory load

A

Amount of info in our working memory. Goal is to reduce memory load for user.

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16
Q

design heuristics

A

list of basic principles of good design (understanding, action, feedback)

17
Q

feedback (design heuristic)

A

show status, prevent errors, help error recovery, provide help

18
Q

understanding (design heuristic)

A

consistency, use the familiar, clean and functional

19
Q

action (design heuristic)

A

freedom, flexibility, recognition over recall

20
Q

wireframes

A

blue prints, lack color, functional and visual final design, technical design

21
Q

prototypes

A

working version, mockups, help understand use

22
Q

needfinding

A

observation, interviews, surveys

23
Q

affordances

A

Cues to action. Signal that something can be done with a design. Ex: button, door handle

24
Q

mapping

A

Discover how to create bridge between user’s mental model and design’s conceptual model.