Norman Ch 2 Flashcards

1
Q

Gulf of Execution

A

How does this thing operate?

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2
Q

Gulf of Evaluation

A

What happened when I did the thing?

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3
Q

Signifiers

A

ensures discoverability and that feedback is well communicated

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4
Q

Constraints

A

guides action and eases interpretation

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5
Q

Mapping

A

relationship between controls and their actions

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6
Q

Conceptual Model

A

a form of storytelling (to ourselves), resulting from our predisposition to find explanations. Helps us understand our experiences.

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7
Q

Root Cause Analysis

A

Asking “why?” to figure out the ultimate cause of an activity

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8
Q

Declarative Memory

A

Memory of factual information

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9
Q

Procedural Memory

A

recalling activities performed in order to remember

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10
Q

Visceral Processing

A

Most basic level. “Lizard Brain.” Style and stimulus. Subconscious.

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11
Q

Behavioral Processing

A

Learned skills and appropriate reactions. Subconscious. Every action has an expectation.

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12
Q

Reflective Processing

A

Conscious cognition. Deep understanding, decision making. Slow.

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13
Q

Feedback

A

Knowledge of results that allows for a feeling of control. Aids in understanding what happened.

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14
Q

Conspiracy of Silence

A

When people perceive the fault to be their own and don’t admit to it. Feelings of helplessness are kept hidden

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15
Q

Learned Helplessness

A

Repeated failures at a task resulting in people believing themselves helpless

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16
Q

Learning Experience

A

Failure. If you don’t fail, you aren’t trying hard enough

17
Q

Feedforward

A

Information that helps answer the questions of execution

18
Q

Discoverability

A

Possible to determine what actions are possible and the current state of the device

19
Q

7 Fundamental Principles of Design

A
  1. Discoverability
  2. Feedback
  3. Conceptual Model
  4. Affordances
  5. Signifiers
  6. Mappings
  7. Constraints
20
Q

Valence

A

the “goodness” (positive) and “badness” (negative) we emotionally assign an event, object, or situation