The Human Mind & Usability Flashcards

1
Q

False- consensus
effect

A

The tendency to overestimate how much other people share our own beliefs and behaviors

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2
Q

Principle of least effort

A

If there are several ways of achieving the same goal, people will choose the least demanding course of action

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3
Q

Perception

A

Identificationand interpretation of sensory information in order to make sense of the external environment

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4
Q

Central vision

A

Cones sensitive to color and fine detail

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5
Q

Peripheral vision

A

Rods sensitive to movement and low light

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6
Q

Change blindness

A

People’s inability to detect changes in an image when the change occurs far from their focal point

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7
Q

Strategically place

A

important visual elements near the user’s focal point

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8
Q

Combatting Change Blindness

A

1.Strategically place
2.Minimize visual interruptions
3.Use appropriate visual emphasis
4.Consider animated transitions

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9
Q

TOP-DOWN PERCEPTION

A

From our brain to the world
Our prior knowledge, context, and goals influence how well we perceive a stimulus

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10
Q

BOTTOM-UP PERCEPTION

A

From the world to our brain
The traits and physical attributes of a stimulus influence how we perceive it

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11
Q

Pre-attentive traits

A

Stimulus traits that are easily noticeable without effortfully directing attention to them

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12
Q

Gestalt theory of perception

A

People organize visual elements into unified wholes using a set of heuristics (or rules), such as:
-Proximity
-Common
-Regions
-Similarity
-Closure

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13
Q

Proximity principle

A

Items near each other are usually perceived as related and part of a larger whole

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14
Q

Fitt’s Law

A

The further away an action item is the longer it will take to reach the item. It is also related to size of the item. The smaller the longer it will take to get the mouse on it.

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15
Q

Common regions

A

Multiple items within a boundary are more likely to be perceived as a whole. *Common regions overpower proximity.

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16
Q

Similarity principle

A

Items similar to each other are usually perceived as related and part of a larger whole

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17
Q

Principle of closure

A

People will fill in blanks to perceive a complete object whenever the external stimuli partially match that object

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18
Q

Illusion of completeness

A

Occurs when the visiblecontent on the screen appears to be complete, but more information exists outside the viewable area

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19
Q

Combatting the Illusion of Completeness

A
  1. Avoid full-screen hero content
  2. Be aware of vast white space between content
  3. Be cautious when interrupting content
  4. Create obvious cues for horizontal swiping
  5. Test on several devices
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20
Q

Color blindness

A

Impaired ability to see some colors or differences in color

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21
Q

Attention

A

Selective focus on certain aspects of the environmentwhile ignoring the rest.

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22
Q

What factors affect attention?

A

1 Stimulus Salience
2 Goals
3 Prior Experience

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23
Q

Inattentional blindness

A

Missing something in plain sight because attention is focused elsewhere

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24
Q

Multitasking

A

The act of doing two or more tasks
at the same time. Possible for motor, cognitive. Less feasible for cognitive, cognitive. Multitasking = serial task switching. Studied best through field testing.

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25
Q

Effects of multitasking

A
  • Inattentional blindness
  • Distraction
  • 50% increase in task time * Errors
  • Lower productivity
  • Stress
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26
Q

Automatic process

A

Process that occurs without involving conscious awareness and which requires very little cognitive resources

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27
Q

Banner Blindness is Selective Attention

A

Ignoring visual elements that appear in places associated with ads (e.g., right rail, top of the page)

28
Q

The Stroop Effect

A

Our tendency to experience difficulty naming a physical color when it is used to spell the name of a different color.

29
Q

Modal Model of Memory

A

SENSORY MEMORY >attention> SHORT-TERM MEMORY(STM) >rehearsal> LONG-TERM MEMORY(LTM)

30
Q

Short-term memory (STM)

A

Faculties of the human mind that can hold a limited amount of information in a very accessible state, temporarily

31
Q

Working memory (WM)

A

A form of short-term memory used to store informationrelevantto a task

32
Q

Long-term memory
(LTM)

A

Stores large amounts of information for an indefinite length of time
* Rehearsed info from STM moves to LTM

33
Q

Activation of an item in LTM

A

Measure that characterize show easy and fast that item can be retrieved from LTM. Activation = base-level activation(Familiarity)+spreading activation(context)

34
Q

Jakob’s Law of the Web User Experience

A

Users spend most of their time on other websites. Follow design standards on other sites.
1. You will reap the benefits of practice on the other sites.
2. You will give users one more practice opportunity.

35
Q

Spreading activation

A

Concepts that are part of the current context spread activation to other items that are related to them

36
Q

Associative priming

A

Exposure to a stimulus affects your reaction to a subsequent one

37
Q

Information scent

A

Clues that tell us what a webpage is about, or where a link will lead

38
Q

Information scent is closely related to…

A

…information architecture.

39
Q

strong information scent

A

Words and images that are typical category members for what someone is looking for. Strong Scent = greater accuracy and faster recognition.

40
Q

usable authentication methods

A
  • Biometrics
  • Social login
  • One-time passwords
41
Q

Mental model in UX

A

What the user believes about the system.

42
Q

Mental model

A

Representation of facts (imaginary or real) associated with a certain concept or process.
“Mental models are what people really have in their heads and what guides their use of things.”

43
Q

Schema is

A

a Concept

44
Q

Script is

A

a Process

45
Q

“Good-enough” processing

A

The ability to form an interpretation for a sentence without engaging in full detailed processing of all sentence components

46
Q

Means-end analysis

A

Solving a problem by considering the obstacles between the initial state and the final goal, and creating subgoals to eliminate these obstacles
A.k.a “divide-and-conquer”

47
Q

Cost-benefit analysis

A

Utility (of an alternative) = Expected Benefit – Expected Cost

People choose the alternative that maximizes the perceived utility.

48
Q

INTERACTION COST is comprised of

A

Attention
Interaction
Reading
Thinking

49
Q

PERCEIVED VALUE entails

A

MARKETING
BRAND PERCEPTION
OFFERINGS
VISUALS

50
Q

End steps

A

Last step in a longer process, which usually restores the “state of the world”. Frequently forgotten.
Take card from ATM
Turn off appliances
Save file
Log out
Cancel trial

51
Q

Cognitive biases

A

Heuristics that enable people to estimate cost or value, but are illogical or “irrational”

52
Q

Availability bias

A

Determining the likelihood of an event based on previously seen examples

53
Q

Framing effect

A

How people react to a particular stimulus depends on the context in which that stimulus is presented.

54
Q

Loss aversion

A

The tendency to avoid losses even when the probability of a loss is small

55
Q

Prospect Theory

A

The pain from losing is greater than the satisfaction from gaining.

56
Q

Buyer’s remorse

A

The sense of regret you feel after purchasing a product or service.

57
Q

Analysis paralysis

A

Phenomenon where an individual over-thinks, or over-analyzes a decision to the point where no decision is made and no action is taken.

58
Q

Multi-attribute decision making

A

1 - Compensatory strategy
2 - Non-compensatory strategy

59
Q

Compensatory strategy

A

Allow positive attributes to compensate for negative ones.

Few alternatives

60
Q

Non-compensatory strategy

A

Reject alternatives that have negative attributes without considering the positive ones.

Many alternatives

61
Q

Maximizing

A

Looking for the best alternative by thoroughly researching all the options.

Optimal alternative

62
Q

Satisficing

A

Picking the first alternative that satisfies some acceptability criterion.

“Good-enough” alternative

63
Q

Aesthetic-Usability Effect

A

The tendency to perceive attractive products as more usable

64
Q

Norman’s theory of emotional processing

A

1 - VISCERAL >
Fast, automatic judgments based on first impressions
2 - BEHAVIORAL >
Performance and utility-based judgments
3 - REFLECTIVE
Rationalization and intellectualization

65
Q

Halo effect

A

Using one trait of a person or thing to make an overall judgment of that person or thing

66
Q

UX =

A

People