Final Flashcards

1
Q

Any computing technology designed with the goal of altering users’ behavior, often through impacting their internal states like attitude, motivation, and beliefs

A

Persuasive Technology Basic Definition

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2
Q

Must have the intention of changing the users’ attitudes or behavior in a planned and purposeful way

A

Persuasive Technology

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3
Q

is the field of computers as persuasive technologies (Computers As Persuasive Technologies + ology, or a branch of learning)

A

Captology

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4
Q

Who coined the term Captology in the late 1990’s?

A

BJ Fogg

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5
Q

For purposes of captology, persuasion is defined as

A

the attempt to change attitudes or behaviors or both, without coercion or deception

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6
Q

implies force

A

Coercion

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7
Q

involves misleading people

A

Deception

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8
Q

which implies voluntary change—in behavior, attitude, or both

A

persuasion

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9
Q

whether brought about by humans or computers - requires intentionality

A

True persuasion

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10
Q

Captology does not include such unintended outcomes; it focuses on the attitude and behavior changes intended by the designers of interactive technology products
These planned effects can range widely: which are…

A

from persuading people to buy things online
to motivating people to take stretch breaks after extended periods of desk work
to convincing people that bioterrorism is a serious threat

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11
Q

2 Different Levels of Persuasion

A

Micro and Macrosuasion

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12
Q

This term is used to describe theoverall persuasive intent of a product
Example: Fitbit

A

Macrosuasion

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13
Q

This term is used to describe a product that does not have an overall intent to persuade, but that incorporates smaller persuasive elements to achieve a different overall goal
Example: Quicken

A

Microsuasion

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14
Q

Persuasive-based computing technologies (PBCTs) can fill three major roles in their interactions with the user: they are:

A

Tools
Media
Social Actors

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15
Q

_______ augment the user’s performance in some way; they increase the abilities of the user

A

Tools

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16
Q

_______ enhance the user’s experience; they provide experiences, insight, behavioral rehearsal not otherwise possible, or insight into cause-effect relationships

A

Media

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17
Q

_______ form relationships with the user and take on the role of a virtual peer

A

Social actors

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18
Q

For the example Fitbit, As It Keeps track of steps automatically, computes statistics like average steps, numbers of calories to eat per day, etc. This is :

A

Tool

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19
Q

For the example Fitbit, As it Provides simulated experience by providing real-life comparisons

A

Media

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20
Q

For the example: Fitbit, As it Greets user by name, uses different encouraging phrases to motivate them

A

Social Actor

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21
Q

The fitbit Incorporates_________elements as well like Badges/Achievements and having a friends list/communication/competition

A

microsuasion

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22
Q

Steps to design Persuasive Technology

A

Step 1: Choose a simple behavior to target
Step 2: Choose a receptive audience
Step 3: Find what prevents (or facilitates) the target behavior
Step 4: Choose an appropriate and familiar technology channel
Step 5: Find relevant examples of persuasive technology
Step 6: Imitate successful examples
Step 7: Test and iterate quickly
Step 8: Expand on success

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23
Q

This can be any of the following:
a paper-based outline of a screen or set of screens
an electronic ‘picture’
a video simulation of a task
a three-dimensional paper and cardboard mockup of a whole workstation
a simple stack of hyperlinked screen shots

A

Prototype

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24
Q

What is a Prototype?

A

A prototype allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting. and to explore imagined uses

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25
Q

Jeff Hawkin carried a piece of wood the size and shape of the proposed palm pilot idea

A

Prototyping- piece of wood lead to What does the size of the device feel like?
Putting it in a pocket and taking it out many times a day – does it fit? Is the process quick and easy?
At what points during the day would he want to use its features? In which environments?

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26
Q

________is a limited representation of a design that allows users to interact with it and to explore its suitability. Not designed to replicate full functionality
Acts as an interim step between conception of a design and full implementation of it
Answer questions about the design and helps designers to choose between alternative designs

A

A Prototype

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27
Q

Prototype serves different purposes:

A

To est out the technical feasibility of an idea
clarify some vague requirements
do some user testing and evaluation, using empirical research methods or a more qualitative approach

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28
Q

This type of prototype is one thatdoes not look very much like the final product
For example, it might use materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal
They are useful because they tend to be simple, cheap, and quick to produce

A

Low-fidelity

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29
Q

Consists of a series of sketches or screenshots showing how a user might progress through a task using the product under development
The purpose for doing this is two-fold:
First, to produce one that can be used toget feedback from users and colleagues
Second, to prompt the design team to consider the scenario and the use of the system in more detail

A

Storyboarding- Low-Fidelity

More “sketch-like” art can actually help remind people that they’re working with an early prototype
If your prototype looks too “slick,” people may expect full functionality

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30
Q

You can devise your own symbols and icons for elements you might want to sketch, and practice using them
They don’t have to be anything more than simple boxes, stick figures, and symbols

A

Storyboarding- Low-Fidelity

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31
Q

A ________ prototype looks a lot more like the finished product

A

A high-fidelity

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32
Q

Uses materials that you would expect to be in the final product
May use software tools like Flash, Visual Basic, PowerPoint, or specialized prototyping software to prototype interfaces
Useful for selling ideas to people and for testing out technical issues

A

High Fidelity prototyping

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33
Q

Downsides of low fidelity prototypes:

A

The device usually doesn’t actually work!
Could accidentally design something that is not technologically feasible
One reason it’s important to have technical knowledge in a design team

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34
Q

Downsides of high fidelity prototypes:

A

Take a longer time to build
Reviewers and testers tend to comment on superficial aspects rather than content
Developers are reluctant to change something they have crafted for hours

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35
Q

Two common compromises that often must be traded against each other are

A

breadth of functionality provided vs. depth of functionality

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36
Q

horizontal prototyping

A

providing a wide range of functions but with little detail, i.e. breadth

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37
Q

vertical prototyping

A

providing a lot of detail for only a few functions, i.e. depth

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38
Q

Processes involved in attention, memory, and thought

Limited capacity for:

A

Attending to multiple sources of information
Working memory
Retrieving information from LTM

39
Q

A person’s ability to perform reasoning and logic is also limited
Rely on :

A

heuristics and past experience

40
Q

_______solve problems faster, more accurately, and consistently than novices

A

Experts

41
Q

Differences in performance between novice and expert:

A

Not from general ability
The expert’s specialized knowledge
Experts see problems differently and use different strategies

42
Q

To determine how people become experts (or simply improve at a given task) we measure ______.

A

skill acquisition
(In the past we considered perceptual-motor skills)
Today’s technology requires more cognitive skills
A person is ‘skilled’ in his/her domain when performance is relatively precise and effortless

43
Q

Skill acquisition requires ______

A

Practice. You don’t just wake up and know how to swim

44
Q

The benefit of practice can be described by the ________.

A

power law of practice

The longer a person practices, the less effective a fixed amount of additional practice will have

45
Q

There are 3 phases of skill acquisition, What are they?

A

Cognitive, Associative, and Autonomous

46
Q

The novice learner is still trying to understand the task so s/he must attend to cues and events that will not require attention in later phases
Dependent on quality of instructions and demonstrations

A

Cognitive

47
Q

Task components that have been learned in the cognitive phase begin to relate to each other
Accomplished by combining components into a single procedure

A

Associative

48
Q

The automatization of the procedures

Less subject to cognitive control

A

Autonomous

49
Q

There are 4 general characteristics of automatic processes:

A

Occur without conscious intention during the performance of the task
Can be performed simultaneously with other attention-demanding tasks
Require little effort and may occur without awareness
Are not affected much by high workload or stressors

50
Q

Skill-Based Behavior is relatively…

A

… simple relations between stimuli and response

Performance is determined by automatic, highly integrated actions that do not require conscious control

51
Q

Rule-Based Behavior is…
(Goal-oriented and typically under conscious control
Errors happen when rules are applied inappropriately)

A

Rule-Based Behavior
Controlled by rules or procedures learned from previous experiences or through instructions
Arises when automatic performance is not possible
Ex. Driving in the rain for the first time

52
Q

Knowledge-Based Behavior

A

Knowledge-Based Behavior
Used in situations for which no known rules are applicable
May be used after an attempt to find a rule-based solution has failed
Relies on a conceptual model of the domain or system of interest
Involves problem solving, reasoning, and decision making
Performance depends on the adequacy of the mental model and can be influenced by heuristics
Errors result from poor reasoning skills or heuristics

53
Q

________is the extent to which a person can perform a new task because of practice with a related task
________will occur to the extent that the underlying rules to perform one task overlap with those required to perform a second task

A

Transfer

54
Q

What do we call a physical or cognitive property of an individual that influences functioning of technological systems as well as human-environment equilibriums?

A

y

55
Q

What is the Hawthorne Effect?

A

e

56
Q

What is proprioception?

A

k

57
Q

What are some examples of environmental stressors?

A

dfgdfgd

58
Q

What is the difference between spectral colors and non-spectral colors?

A

lkjjj

59
Q

What is the difference between monocular depth cues and binocular depth cues?

A

kkj

60
Q

Name and describe two monocular depth cues.

A

,nn

61
Q

What is required to move sensory information from sensory memory into working memory?

A

mnmnb

62
Q

In audition, what is masking?

A

mnmn

63
Q

What are two factors that influence the legibility distance of a display?

A

mnmn

64
Q

What is the Yerkes-Dodson Law?

A

,mn

65
Q

What is a haptic display?

A

,mn

66
Q

What is an operational definition of a variable?

A

mn

67
Q

When discussing detection and discrimination of a stimulus, what is the difference between the absolute threshold and the difference threshold?

A

’;

68
Q

What is contrast sensitivity?

A

kjkjn

69
Q

Name and describe three of the Gestalt grouping principles.

A

mnmnb

70
Q

What is the difference between a slip and a mistake?

A

mnmn

71
Q

When creating an HTA, you break the task down into a hierarchy of which three categories?

A

mn

72
Q

What is the definition of reaction time?

A

,n,m

73
Q

What is the difference between internal validity and external validity?

A

mn

74
Q

In terms of attention, what do we call our ability to focus on certain sources of information and ignore others?

A

,m,mn

75
Q

Selective attention determines our ability to focus on certain sources of information and ignore others
Ex.

A

,mn,m

76
Q

In terms of attention, what do we call our ability to do more than one thing at once?

A

mn,m

77
Q

Selective attention determines our ability to focus on certain sources of information and ignore others
Ex.

Divided attention determines our ability to do more than one thing at once
Ex. Driving while talking

A

nmnm

78
Q

What do we call the performance difference between performance on a single task, performed alone, and performance under dual-task conditions?

A

The point where no attentional limitations arise from doing the two tasks together is the independence point
This is a hypothetical point where the two tasks can be performed together as efficiently as they are performed alone
Performance efficiency is the distance between the POC curve and the independence point
An indicator of how efficiently the two tasks can be performed together
The cost of concurrence is the difference between performance for one task alone and dual-task performance

79
Q

What would we call a task where a user is expected to monitor multiple displays simultaneously while having nothing to do for long periods of time between events?

A

The second main effect arousal has on attention is vigilance decrement
A decrease in vigilance when a task is performed for an extended period of time
Vigilance is sustained attention
A vigilance task is one in which the user is expected to monitor multiple displays simultaneously while having nothing to do for long periods of time between events
Requires detection of relatively infrequent signals that occur at unpredictable times

80
Q

GRAPH

A

Power law of practice:
The benefits of practice continue infinitely
The greatest benefits occur early in practice
This concept can be generally applied to a variety of settings and tasks
Time spent visiting a website
People improve searching through a website
Better websites exhibit faster improvements
Drawing pictures
People improve more early on in training
Spend a lifetime ‘perfecting’ your art

81
Q

In terms of skill acquisition, what does the term “transfer” mean?

A

lklkl

82
Q

In terms of skill acquisition, what does the term transfer mean?

A

Transfer is the extent to which a person can perform a new task because of practice with a related task
Transfer will occur to the extent that the underlying rules to perform one task overlap with those required to perform a second task

83
Q

How would we describe the difference between near transfer and far transfer? Give an example of each.

A

Transfer is the extent to which a person can perform a new task because of practice with a related task
Transfer will occur to the extent that the underlying rules to perform one task overlap with those required to perform a second task
We can talk about near transfer (to closely related contexts) and far transfer (to rather different contexts)
Near transfer occurs much more frequently and is much easier to produce than far transfer

84
Q

Name and (briefly!) describe the three phases of skill acquisition.

A

There are 3 phases of skill acquisition:
Cognitive
The novice learner is still trying to understand the task so s/he must attend to cues and events that will not require attention in later phases
Dependent on quality of instructions and demonstrations
Associative
Task components that have been learned in the cognitive phase begin to relate to each other
Accomplished by combining components into a single procedure
Autonomous
The automatization of the procedures
Less subject to cognitive control

85
Q

How would we describe knowledge-based behavior?

A

Knowledge-Based Behavior
Used in situations for which no known rules are applicable
May be used after an attempt to find a rule-based solution has failed
Relies on a conceptual model of the domain or system of interest
Involves problem solving, reasoning, and decision making
Performance depends on the adequacy of the mental model and can be influenced by heuristics
Errors result from poor reasoning skills or heuristics

86
Q

What is one downside to automatized behavior, and when might it occur?

A

As skill increases, task performance shifts from being effortful and attention-demanding (cognitive) to requiring little effort and attention (autonomous)
The goal is to automatize the procedures
Automatizing increases performance measures like reaction time
Once a procedure is automatized, it may be difficult to do it any other way

87
Q

What is a prototype and why do we use them? (Remember the example of the founder of PalmPilot and his wooden device.)

A

A prototype is a limited representation of a design that allows users to interact with it and to explore its suitability
Not designed to replicate full functionality
Acts as an interim step between conception of a design and full implementation of it
Answer questions about the design and helps designers to choose between alternative designs

88
Q

Protoootype

A

A prototype allows stakeholders to interact with an envisioned product, to gain some experience of using it in a realistic setting. and to explore imagined uses

89
Q

What is the difference between a low fidelity prototype and a high fidelity prototype? What are the advantages and disadvantages of both?

A

Low fidelity prototyping
A low-fidelity prototype is one thatdoes not look very much like the final product
For example, it might use materials that are very different from the intended final version, such as paper and cardboard rather than electronic screens and metal
Low-fidelity prototypes are useful because they tend to be simple, cheap, and quick to produce

90
Q

High-fidelity prototyping?

A

High-fidelity prototyping
A high-fidelity prototype looks a lot more like the finished product
Uses materials that you would expect to be in the final product
May use software tools like Flash, Visual Basic, PowerPoint, or specialized prototyping software to prototype interfaces
Useful for selling ideas to people and for testing out technical issues

91
Q

Downsides of high fidelity prototypes:
Take a longer time to build
Reviewers and testers tend to comment on superficial aspects rather than content
Developers are reluctant to change something they have crafted for hours

A

down high

92
Q

When working with high-fidelity prototypes we must often make trade-offs between horizontal prototyping and vertical prototyping. What does this mean?

A

Two common compromises that often must be traded against each other arebreadth of functionalityprovided vs.depth of functionality
These two kinds of prototyping are called horizontal prototyping(providing a wide range of functions but with little detail, i.e. breadth) and vertical prototyping(providing a lot of detail for only a few functions, i.e. depth)

93
Q

Describe three things to keep in mind when designing a user manual. (E.g. three things to do or not to do, general guidelines, etc.)

A

Instruction guidelines:
Provide step-by-step sequences in the correct order
Provide visual stepping stones (e.g. Step 1, Step 2 etc.)
Avoid lengthy paragraphs
Use everyday words and terms
Explain what a function or feature is for (in basic practical terms) as well as “How to” instructions
Check that the instructions match the actual product
Explain symbols, icons and codes early
Do not assume the user has prior experience or product knowledge
Usability test the instructions alongside the product using novice users (not designers or product experts)
Write in the present tense and the active voice

94
Q

Name and describe the three levels of processing Norman talks about in his book Emotional Design.

A

Norman’s research on emotion suggests that these human attributes result fromthree different levels of brain mechanism:
the visceral level
the automatic, prewired layer
the behavioral level
the part that contains the brain processes that control everyday behavior
the reflective level
the contemplative part of the brain