Lecture 5 Flashcards

1
Q

Cognition?

A

Is what goes on in our heads when we carry out out everyday activities.

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2
Q

Cognition includes 2:

A

Experiential cognition
- A state of mind in which we perceive, act, and react to events around us effectively and effortlessly
Reflective cognition
- Involves thinking, comparing, and decision-making

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3
Q

Cognitive Psychology

A

mental processes, including how people thing, perceive, remember, and learn

  • Interacting with technology is cognitive
  • we need to take into account cognitive processes involved and cognitive limitations of users
  • Helps to identify and explain the nature and causes of the problems users encounter
  • Provides knowledge about what users can and cannot be expected to do
  • Supplies modeling tools and methods to help build interfaces that are easy to use
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4
Q

The Model Human Processor (MHP). Subsystems? (3)

A

Perceptual
Cognitive
Motor

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5
Q

Cognitive Characteristics and Interface Design. Which areas need to be included? (6)

A
  • Attention
  • Visual perception
  • Reading
  • Memory
  • Learning
  • Problem solving

(many cognitive processes are interdependent)

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6
Q

Attention?

A

The process of selecting things to concentrate on, at a point in time, from the range of possibilities available

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7
Q

Attention. 2 classifications?

A
  • Focused vs. divided

- Voluntary vs. involuntary

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8
Q

Focused Attention?

A

The everyday experience of focusing on one particular activity while switching between others is known as the cocktail party phenomenon.

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9
Q

What effects our ability to focus on one activity among several others?

A
  • Clear goals

- Information salience

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10
Q

What does the “cocktail party phenomenon” mean?

A

The everyday experience of focusing on one particular activity while switching between others

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11
Q

Important while Designing Implications? (4)

A
  • Attention is precious and limited resource
  • Know you users’ goals and focus their attention on important elements
  • Put the most important information in the top third of the screen or in the middle
  • D not litter the side of your interface with distractible material
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12
Q

Selective Disregard?

A

ex. banner blindness!
- Users are accustom to ignoring online ads.
ex. extreme form: change blindness

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13
Q

What can be done to prevent selective disregard? (3)

A
  • Refrain from anything than resembles a banner
  • Remove unnecessary elements on the page
  • Make sure key areas have adequate emphasis and are well-defined (but don’t over do it)
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14
Q

What gets the most attention?

A
  • Anything that moves (but there might be banner blindness)
  • Pictures of human faces(emotional connection: the face looking right at the user. Attention direction: the face looking at a product)
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15
Q

Pictures of human faces. Two different: connections:

A
  • Emotional: the face looking right at the user

- Attention direction: the face looking at a product

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16
Q

Guiding User Attention (6)

A
  • Altering user to new or important info(color, ordering, spacing etc)
  • Properly handle foregrounds task vs. background task
  • Reduce search time by structuring layout so so users can perceive meaningful components in information
  • Elements on screen should be clearly labeled and follow conventions matching the users’ expectations
  • Highlighting through dividers, windows, color to emphasize structure
  • Avoid cluttering the interface - crisp, simple design
17
Q

Sustained Attention. How long can we pay attention to any task?

A

7 to 10 min(if you must hold longer, introduce novel info or a break

18
Q

Perception?

A

Is our awareness and understanding of the elements and object of our environment through the physical sensation of our very senses, including sight, sound, smell and so.

(Obvious implication is to design representations to make people perceive and locate items more easily and quickly)

19
Q

What pays a major role in what people see in an image?

A

Context. När vi något, så är det i en kontext och detta mindset påverkar hur vi ser på något. (mindset can have a profound effect on the usability of a web site)

20
Q

Visual Perception?

A
What we see is not what is there! It is a model of the external world constructed by our visual system! 
- Our model is constructed based on: 
        - The environment 
        - Our previous  
 experience 
        - Our expectations
21
Q

Visual Perception is based on a model which is based on? (3)

A

The environment, our previous experience, and our expectations

22
Q

Visual Perception Characteristics. We organize thing into meaningful units(5):

A
  • Figure/Ground: elements are perceived as either figures(focus) or ground (background)
  • Proximity: things close to one another are perceived more related
  • Similarity: similar things are perceived to be more related than dissimilar thing
  • Alignment: elements arrange on a line or curve are perceived more related than those not
  • Closure: tendency of looking for a single, recognizable pattern
23
Q
  1. Figure Ground Relationship?
A
  • Human mind separates the visual field into the figure (the foreground - objects of primary attention) and ground (the background).
  • Allows us to determine what we are supposed to look at and what we might safely ignore
24
Q

What is the perception of the figure/ground determined by? (2)

A
  • Scene characteristics

- Viewers’ focus of attention

25
Q

Proximity?

A
  • To make items organized, items related to each other should be grouped
  • Unrelated should be moved apart
  • Organized info is more likely to be read and remembered
  • It also looks more appealing
  • And creates more white space
26
Q

Proximity: Implication rules/tips?

A
  • Avoid to many separate element on page. Avoid clutter.
  • Avoid even a split second of confusion over whether a headline, subhead, caption, graphic, etc., belongs with its related material.
  • Don’t create relationships with elements that don’t belong together.
27
Q

Proximity:(2) Key rule in Layout

A
  • Logical flow (organize user interface elements from top to bottom and from left to right according to task flow
  • Position(proximity)
28
Q
  1. Similarity
A

People often perceive similar objects as a group or pattern.
- Use same font, buttons same size

29
Q

Repetition in Similarity?

A

A repetition of visual elements throughout the design unifies and strengthens a piece by tying together separate parts.
(Avoid repeating the element so much that it
becomes annoying or overwhelming)

30
Q

The Opposite: Contrast!

What mean?

A

“If two items are not exactly the same, then make them different. Really different.”

31
Q
  1. Alignment?
A

• Nothing should be placed on the page arbitrarily
• Make sure each item has some visual alignment
with another item on the page.
- makes the page sophisticated

32
Q
  1. Closure: we mentally “fill in the blanks”?
A
  • Often applied in GUIs

* Engage users by letting them complete an image, form an idea

33
Q

Reading. Why is the information design important?

A
Can disrupt reading!
– Uncommon or unfamiliar vocabulary
– Difficult scripts and typefaces
– Text on noisy background
– Information buried in repetition
– Centered text
 • Avoid unnecessary reading
34
Q

Reading: Fonts?

A

Not necessary important but unusual fonts can interfere with pattern recognition and slow down reading
- The font size needs to be big enough for users to read the text without strain