Task 3 Flashcards

1
Q

Well-defined problems

A

These have all aspects clearly specified (initial state, possible strategies and the goals

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2
Q

Ill-defined problems

A

These are underspecified, with vagues goals and strategies

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3
Q

Knowledge-rich

A

Requiring specific expertise

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4
Q

Knowledge-lean

A

Information provided in the problem statement

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5
Q

Brain activity associated with Insight

A
  • The anterior superior temporal gyrus, associated with processing distant semantic relations between between words
  • The anterior cingulate cortex, involved in detecting cognitive conflict and breaking cognitive mindsets
  • The prefrontal cortex, responsible for higher cognitive processes
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6
Q

Representational change theory

A
  1. Initial Problem Representation
  2. Accessing Mental Operators
  3. Impasse
  4. Restructuring for insight
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7
Q

Three ways to restructure for insight

Representational change theory

A

1) Constraint relaxation: Removing inhibitions on what is considered permissible
2) Re-encoding: Reinterpreting some aspect of the problem representation
3) Elaboration: Adding new information to the representation

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8
Q

Incubation

A

Temporarily shifting attention away from an unsolved problem can lead to
solutions emerging later

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9
Q

Mental set

A

The tendency to use a familiar problem-solving strategy that has proven successful in the past even when it is no longer appropriate

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10
Q

Functional fixedness

A

The inflexible focus on the usual functions of an object in problem solving

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11
Q

Hill Climbing

A

This strategy involves making incremental changes to move closer to a goal state, particularly when the problem structure is unclear

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12
Q

Means–Ends Analysis

A

This heuristic involves identifying the difference between the current state and the goal state, setting subgoals to reduce the difference, and selecting operators to achieve those subgoals.

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13
Q

Meta-reasoning

A

Monitoring process that influence the time, effort and strategies used during reasoning and problem solving

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14
Q

Cognitive misers

A

Cognitive miserliness refers to individuals’ tendency to prefer quick and intuitive Type 1 cognitive processes over slower, controlled Type 2 processes

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15
Q

Similarities between problems

Analogical problem solving

A
  1. Superficial similarity (involving solution-irrelevant details)
  2. Structural similarity (involving shared causal relations)
  3. Procedural similarity (involving common procedures or actions)
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16
Q

Sequential Processing Stages

Analogical Problem Solving

A
  1. Encoding: Information concerning the problem stimuli is processed
  2. Inferring: Identifying a relation (i.e., similarity) between two items.
  3. Mapping: Identifying the overall relational pattern or rule governing the problems
  4. Applying: Using the outcome of the mapping process to select the response completing the analogy
17
Q

Three steps of design thinking

Butler et al.

A

1) Ethnographic research: Observing and understanding users in their real-life environments
2) Ideation: Team brainstorms to generate a wide range of potential solutions to address the identified needs
3) Creation of prototypes: Quick and low-cost representation of their ideas

18
Q

Top-Down Processing

A

Involves drawing conclusions early based on experience and expectations rather than waiting for direct observation. It leads to the brain filling in gaps based on what it expects to see, potentially
missing important details

19
Q

Encoding Failures

A

Occur when unimportant or seemingly insignificant details are not captured during observations. The brain tends to focus on the core of a situation while filtering out less critical details.

20
Q

Inattentional Blindness

A

Refers to the failure to see things in plain sight because one’s attention is directed
elsewhere. This can cause design thinkers to overlook critical information when they have specific problems in mind.

21
Q

Confirmation Bias

A

Occurs when individuals give more credence to information that confirms their preexisting hypotheses and dismiss data that contradicts their prior beliefs. This bias can lead to misinterpretation of user needs.

22
Q

Fixation

A

Cognitive trap where individuals become attached to a specific mental set or framework for thinking about a problem. This attachment limits creative thinking, as people tend to focus on tweaking existing ideas rather than generating fresh concepts

23
Q

Fundamental Attribution Error

A

Involves rationalizing one’s own failures as being due to external circumstances
rather than internal factors. This can lead to designers attributing prototype failures to external factors rather than internal issues.

24
Q

Sunk Cost Trap

A

Occurs when designers become emotionally invested in their initial idea, making it difficult for them to shift direction even when it’s clear that a change is needed