Mind traps + Power of the pack Flashcards

1
Q

Heuristics

A

Intuitive mental operations, preformed quickly and automatically, that provide answers to common problems of judgement
- Mental shortcuts
- Commonly occur when there is a high mental load or to reduce it

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2
Q

Cognitive biases

A

Systematic yet flawed patterns of responses to judgment and decision problems
- Result of a heuristic (not all are tho)
- Subconscious deviations of judgment

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3
Q

What are snap judgements

A

Inferring personality from appearance:
Trustworthy, likeable, attractive, aggressive?

○ Positive/negative (approach or avoid a person) babyface
○ Power (top or under dog) (judge the nature of the interaction) hyper-masculine face

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4
Q

Pluralistic ignorance

A

Misperception of a group norm that results from observing people who are acting at variance with their private beliefs out of concern for the social consequences

○ Actions reinforce the erroneous group norms

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5
Q

Self-fulfilling prophecy

A
  • Tendency for people to act in a way that bring about the vary thing they expect to happen
    Rosenthal study IQ
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6
Q

Misleading second hand information

A

Desire to entertain (in the media)
- General tendency to exaggerate

Bad news bias
- Can cause distorted perceptions of risk

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7
Q

Framing effect

A

The influence on judgement resulting from the way information is presented
Positive vs negative framing

90% success vs 10% fail

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8
Q

Construal level theory

A

Psychologically distant actions and events are thought about in abstract terms where actions and events that are close at hand are thought about in concrete terms
*Framing effects remain stable from middle childhood

e.g. - Travel: (6 months time) = exploring new places and adventure vs (tomorrow) = packing for the trip

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9
Q

Primacy and recency effect

A

Primacy refers to remember things that were presented first
Recency refers to remember things that happened recently

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10
Q

Confirmation bias

A

Tendency to test a proposition by searching for evidence that would support it

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11
Q

Availability heuristic

A

Process whereby judgements of frequency or probability are based on how readily pertinent instances come to mind

*Someone might overestimate the risk of shark attacks because news stories about them are vivid and memorable, while the much higher probability of dying in a car crash is less salien

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12
Q

What is fluency

A

Feeling or ease (or difficulty) of processing information

Font of recipe to be hard to read = harder to cook

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13
Q

Representativeness heuristic

A

Process whereby judgements of likelihood are based on assessments of similarity between individuals and group protoypes or between cause and effect

*thinking that because someone is wearing a suit and tie and carrying a briefcase, that they must be a lawyer

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14
Q

Base-rate information

A

information about the relative frequency of events or of members of different categories in a population (often negated)

*likelihood or frequency of an event occurring within a population

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15
Q

Illusory correlation

A

The belief that two variables are correlated when in fact they aren’t
- Because the variables resemble each other (like goes with like) = the occurrence of two similar events stand out more

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16
Q

Sunk cost fallacy

A
  • Tendency for humans to continue investing in something that clearly isn’t worming (throwing good money after bad)
    Sunk cost has already been paid (cant get back) > illusion to just see it through to the end
17
Q

Ways to reduce biases of judgements

A
  • Cognitive bias mitigation
  • Cognitive bias modification
    Watch training video and playing debiasing games causes medium-to-large reductions (up to three months)
18
Q

Anchoring

A

People rely too heavily on the first piece of information (the “anchor”) they receive when making decisions, even if it’s irrelevant

*If a product is initially priced high, a subsequent lower price might seem like a bargain, even if it’s still above the actual market value

19
Q

Fundamental attribution error

A

People tend to overemphasise personality or dispositional factors when explaining someone else’s behaviour, while underemphasising situational factors

20
Q

What is a group

A

A set of individuals who have directed interactions with each over a period of time and share a common fate, identity or set of goals (high on the spectrum)
Identify more strongly with groups that are integrated (e.g. sports teams) interact more

21
Q

What is a collective

A

People who are participating in the same activity at the same time, but aren’t having direct interactions (low on the spectrum)

22
Q

Group socialisation

A
  • When new people join a new group learning how the group operates and functions together
    ○ Explicit socialisation e.g. mentoring, training, supervision
    ○ Implicit socialisation e.g. observation
23
Q

Features of groups

A
  1. Roles
  2. Norms
  3. Cohesion
24
Q

Roles

A
  • Expected behaviours or responsibilities
  • Formal (title) or informal (‘role’ e.g. class clown)
  • Groups function well when roles
    ○ Align with skills of individual who holds them
    ○ Clear
    ○ Don’t conflict with a persons other roles in same or different group
25
Norms
- Rules of conduct for members - Formal (written or code of conduct)) or informal (unspoken e.g. getting a coffee every morning) - Groups can vary on how strict they adhere to norms (some may encourage deviation when appropriate others may expect consistent uphold)
26
Cohesion
- How closely group members share similar attitudes and adhere to group norms - More cohesive when members ○ Are more committed to group tasks ○ Feel more positively towards others ○ Have pride in being a member Appears to have a reciprocal relationship with group performance
27
Task cohesion
whether members are cohesive in their desire to complete a certain task (e.g. importance)*
28
Interpersonal cohesion
members cohesion with each other*
29
Social facilitation
Presence of other can enhance performance on easy tasks but hinders performance on difficult tasks
30
What is Zajonc's explanation for social facilitation
The presence of others increases arousals thus influencing performance 1. Presence of others increases arousal 2. Increased arousal increases likelihood of the dominate response For easy task dominate response is typically successful (improvements). 3. Hard tasks dominate response may be incorrect (decline
31
Mere presence
the fact that others are around means social facilitation will occur (Zajonc)
32
Evaluation apprehension theory
social facilitation only occurs when the people present might evaluate our performance (e.g. talking to friends compared to giving a speech)
33
Distraction-conflict theory
the presence of others affects our performance only if they distract us from the task we are completing
34
Social loafing
- A group-produced reduction in individual output on tasks where contributions are pooled - Occurs in ○ Simple motor tasks ○ Complex motor tasks ○ Cognitive tasks Team projects
35
Collective effort model
Individuals will work hard on group task when the outcome is personally valuable to them (e.g. want to do well on a group assignment)
36
Social compensation
when an individual increases their level of effort in a group setting to counteract anticipated social loafing
37
How to prevent social loafing
1. limiting the scope of a project 2. keep group sizes small 3. using peer evaluations less common in collectivist cultures
38
Deindividuation
When a person loses individuality in a group and experiences a reduction in normal constraints on deviant behaviour (feelings on anonymous behaviour)
39
Whats happens with deindividuation
- Accountability cues: people need to perceive that the accountability for their actions is low - Attentional cues: factors that encourage people to shift their attention away from themselves ○ Examples: Online settings, In costumes