Unit 2 - Cognitive Ergonomics Flashcards

1
Q

What is the end state comfort effect?

A
  • about planning in advance, making end state more comfortable even though it might be uncomfortable at first
    ex. wiaters pickingup glasses upside down
    (observation made by Rosenbaum and Colleagues when observing waiters)
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2
Q

define precrastination

A

the tendency to rush sub-goal completion even at the expense of extra physical effort
ex. grab something close to you first/do easier things on to do list first

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3
Q

prescrastination is more common than we think but often _

A

goes unnoticed

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4
Q

Why do we precrastinate?

A
  • freeing up cognitive load and mental resources
  • this feeling of a heavy cognitive load on limited mental resources can be reduced by completing ‘tasks’ early
  • increases satisfaction short term
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5
Q

define cognitive ergonomics

A
  • concerned with mental processes, such as perception, memory, reasoning and motor response, as they affect interactions among humans and our environment
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6
Q

in terms of cognitive ergonomics, we have a limited capacity to:

A

perceive, focus, divide attention, learn, memorize, make decision, solve problems, communicate

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7
Q

list some of the design considerations for dynamic spaces mentioned in the lecture

A
  • factory workers
  • supermarkets
  • desire paths
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8
Q

describe factory workers in terms of design considerations for dynamic workspaces

A
  • common example of poor layout and design
  • illogical flow throughout the plant (leads to excess motion/walking)
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9
Q

describe some supermarket considerations (physical) in terms of design considerations for dynamic workspaces

A
  • traffic flow
  • aisle width
  • signage
  • urgency
  • impulse purchases
  • cross merchandising
  • sensory appeal
  • cart and basket availability
  • checkout efficiency
  • accessibility
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10
Q

describe some supermarket considerations (psychological) in terms of design considerations for dynamic workspaces

A
  • decision fatigue
  • scent marketing
  • music and lighting
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11
Q

describe traffic flow in supermarket design considerations

A

grid layout with aisles intersecting at right angles, encourages exploration

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12
Q

describe aisle width in supermarket design considerations

A

wide main aisles accomodate carts and browsing, narrow secondary aisles create a bustling market feel

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13
Q

describe signage in supermarket design considerations

A

slear signage helps customers find what they need and avoid frustration

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14
Q

describe urgency in supermarket design considerations

A

high-demand items like milk and bread are placed at the back of the store, encouraging customers to walk through the whole store

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15
Q

describe impulse purchases in supermarket design considerations

A

eye-level shelves have the higher-margin products and impulse buys, and bulk items and staples are usually lower down

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16
Q

describe cross-merchandising in supermarket design considerations

A

grouping complimentary products like pasta sauce and pasta promote add-on purchases

17
Q

describe sensory appeal in supermarket design considerations

A

vibrant product sections and fresh bakery aromas create a pleasant shopping experience

18
Q

describe cart and basket availability in supermarket design considerations

A

promotes larger purchases

19
Q

describe checkout efficiency in supermarket design considerations

A

self-checkout and multiple lanes minimize waiting times

20
Q

describe accessibility in supermarket design considerations

A

wide aisles, lowered shelves cater to diverse needs

21
Q

describe desision fatigue in supermarket design considerations

A

strategic product placement can influence purchaase decision, especially when shoppers are tired or overwhelmed

22
Q

describe scent marketing in supermarket design considerations

A

pleasant aromas (fresh baked bread) can subconsciously influence mood and spending

23
Q

describe music and lighting in supermarket design considerations

A

upbeat music and bright lighting can create a positive and energenic atmosphere

24
Q

describe desire paths

A
  • often corporations will wait for ‘goat trails’ to be created by uisers before they create permanent paths
  • desire paths can tell us about how to design safer, better public spaces
25
Q

define micro environments

A

individuals direct contact with tools, handles, workspace envelope

26
Q

define mezzo environment

A

relationships with others, working with others on devices

27
Q

define macro environments

A

whole system, company vision, company philosophy, flow of traffic, group experiences