HF Core Knowledge Flashcards
Sluggish Beta
People are slow to adjust their response criterion. We overestimate the probability of rare events and underestimate the probability of frequent events
Change blindness + Factors that make a change less likely to be detected
Failure to notice change. Factors that make a change less likely to be detected include: being engaged in a different task, change based on memory is harder than change based on perception, change is unexpected, N-SEEV
Inattentional blindness
Failure to notice something even when looking directly at it (gorilla basketball example). Related to difficulty of primary task and the degree of visual similarity
SSTS Model: ST = a_p + bN/2
ST = search time, a_p = residual non-search components, b = time to inspect each non-target item, N = set size
Guiding attention: central vs peripheral cues
Central cues are more cognitively driven, take longer to process, and aren’t valuable when unreliable. Peripheral cues are perceptually driven and always beneficial even when unreliable.
Proximity compatibility principle
Information that is compatible should be close in proximity. Close in proximity can include: close in space, color, connections, and features. Applies to information integration: elements mapped to a single task. There is a free lunch as close proximity (> 2 deg) increases integration without decreasing focused attention.
Ecological compatibility
Properties of an interface reflect the dynamics of the physical system. This will help the operator’s mental model to correspond better to the physical system dynamics.
Display compatibility
Achieved by display representations whose structure and organization are compatible with the user’s mental model
Principle of pictorial realism
The direction and shape of the display should be compatible with physics and mental model (high is up, low is down). If a physical system is analog, then the display should be analog (e.g., flight altitude). Still don’t want it to be too real and have irrelevant information (like a super realistic map)
5 Color coding considerations
o A unique color stands out (allows for more rapid parallel search)
o Color hue is useful for coding categorical information (red=bad)
o Don’t use more than 7 hues (less if in bad lighting like a cockpit)
o Certain colors have societal meanings, and depends on country (green=go)
o Color hue does not generate a natural ordering (green is not “more” than red) so it’s bad for relative judgment/comparison tasks
Principle of the moving part
Direction of movement of an indicator on a display should be the same as the direction of movement in a mental model (needle moving up should represent altitude getting higher). Can conflict with the principle of pictorial realism (e.g., moving scales) but this conflict can be mitigated with hybrid displays that move in multiple ways.
Direct perception vs Indirect perception
Direct perception is automatic, egomotion, ambient vision, ecological, optical flow. Indirect perception is cognitive inference, object perception, focal vision, information processing
Keyhole cost and Line of sight ambiguity
Keyhole cost occurs in 3D egocentric views in which only viewing what’s in front of you hinders understanding. LOS ambiguity occurs in 3D exocentric views in which location and movement of objects in 3D space is ambiguous on a flat surface.
4 basic guidelines to create visual momentum
o Use consistent representations
o Use graceful transitions
o Highlight anchors (invariant features e.g., North)
o Display continuous world maps (e.g., map of a county has the state on it)
Factors that affect icon usability: concreteness, visual complexity, semantic distance, familiarity
o Concreteness: the extent to which the icon depicts a real-life object. Matters initially but we can get used to abstract icons.
o Visual complexity: the intricacy of an icon. The more visually complex, the higher the search time
o Semantic distance: the degree of closeness of the relationship between the icon itself and its meaning (picture of printer for ‘print’ vs picture of turtle for ‘slow’). It takes effort to interpret an icon like a turtle.
o Familiarity: the user’s experience with the icon and the object in the icon
Spatial Contiguity
For instructions, text should be near pictures to reduce cognitive load (words and pictures should be linked)
Temporal Contiguity
For instructions, voice/verbal information can also be effective with pictures, but the voice should be presented at the same time as their correlated images
4 benefits of face to face communication over voice-only communication
o Visualizing the mouth - provides redundancy
o Nonverbal cues - from facial expressions and gestures provide info
o Disambiguity – nonverbal cues allow for more flexible conversations, clears ambiguity
o Shared knowledge of action – seeing a team member act is informative