Week 3 Flashcards

1
Q

Interacting with technology is?

A

Cognitive

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2
Q

Cognitive Processes?

A
Attention
Perception and recognition
Memory
Learning
Reading, speaking and listening
Problem solving, planning, reasoning, and decision making
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3
Q

Attention?

A

Selecting things to concentrate on at a point in time from the mass of stimuli around us

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4
Q

Heavy multitaskers?

A

Heavy were more prone to being distracted than those who infrequently multitask
Heavy multi-taskers are easily distracted and find it difficult to filter irrelevant information

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5
Q

Design Implications for Attention?

A

Make information salient when it needs attending to.
Make things stand out
Avoid cluttering the interface
Avoid using too much

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6
Q

Perception?

A

How information is acquired from the world and transformed into experiences

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7
Q

Design Implications for Perception?

A

Icons should enable users to readily distinguish their meaning
Bordering and spacing are effective visual ways of grouping information
Sounds should be audible and distinguishable
Speech output should enable users to distinguish between

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8
Q

Memory?

A

Involves first encoding and then retrieving knowledge
We don’t remember everything - involves filtering and processing what is attended to.
Context is important in affecting our memory

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9
Q

The more attention paid to something?

A

The more it is processed in terms of thinking about it and comparing it with other knowledge

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10
Q

Personal Information management is a growing problem for many users?

A

Vast numbers of documents, images, music files, video clips, emails, attachments, bookmarks
Where and how to save them all, then remembering what they were called and where to find them again.

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11
Q

Design implications for memory?

A

Don’t overload users’ memories with complicated procedures for carrying out tasks
Design interfaces that promote recognition rather than recall
Provide users with various ways of encoding information to help them remember

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12
Q

Learning?

A

People find it hard to learn by following instructions in a manual
How to learn to use a computer-based application
Using a computer-based application to understand a given topic

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13
Q

Design Implications for Learning?

A

Design interfaces that encourage exploration

Design interfaces that constrain and guide learners

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14
Q

Intelligence is often confused with?

A

Rationality

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15
Q

Why don’t people act rationally?

A
  1. Processing problem: Humans are cognitive misers.

2. Content problems: How we acquire knowledge

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16
Q

Problem Solving?

A

All involves reflective cognition
Often involves conscious process, discussion with others, and the use of artefacts
May involve working through different scenarios and deciding which is the best option

17
Q

Process of finding solution to unfamiliar task using?

A

Knowledge

18
Q

Gestalt?

A

Problem solving both productive and reproductive
Reproductive thinking, involving re-use of previous experience
Productive draws on insight and restructing of problem.

19
Q

Insight?

A

Insight occurs during productive thinking when the problem is suddenly restructured and the solution becomes clear.

20
Q

The problem has a ____ and ___ ?

A

Initial State

Goal State

21
Q

James-Lange theory?

A

Emotion is our interpretation of a physiological response to a stimuli

22
Q

Cannon theory?

A

Emotion is a psychological response to a stimuli

23
Q

Schacter-Singer theory?

A

Emotion is the result of our evaluation of our physiological responses, in the light of the whole situation we are in.

24
Q

What is affect?

A

The biological response to physical stimuli.

25
Q

Affect influences how we respond to situations?

A

Positive -> creative problem solving

Negative -> narrow thinking

26
Q

Design Implications?

A

Stress will increase the difficulty of problem solving
Relaxed users will be more forgiving of shortcomings in design
Aesthetically pleasing and rewarding interfaces will increase positive affect

27
Q

Users develop an understanding of a system through?

A

Learning about it and using it

28
Q

Knowledge is sometimes described as?

A

Mental Model

29
Q

Craik (1943) described mental models as?

A

Internal constructions of some aspect of the same external world enabling predictions to be made

30
Q

Involves what processes?

A

Unconscious and conscious processes.

31
Q

Annotation?

A

Involves modifying existing representations through making marks

32
Q

Cognitive tracing?

A

Involves externally manipulating items into different orders or structures