04 Cognitive Aspects Flashcards

1
Q

Definition Cognition

A

Mental action or process of acquiring knowledge and understanding through thought, experience, and the senses.

  • > Refers to all stages of human information processing
  • > Cognitive processes underlie how users process system output and how they perform input
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2
Q

Important Cognitive Processes

A
perception,
attention,
memory,
judgment, 
evaluation,
comprehension, 
language production,
learning,
problem solving, 
decision making,
planning, 
creativity
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3
Q

Perception definition

A

The process of recognizing and interpreting sensory stimuli

-> governed by the five sensory modalities: vision, hearing, tactile sensation, taste, olfaction

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4
Q

Types of perception

A

Visual,
Auditory,
Tactile

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5
Q

Visual search - Attentive vs preattentive

A

Attentive Perception

  • Visual scanning of view
  • Sequentially identify objects
  • Compare each object with target
  • > SLOW

Preattentive Perception

  • Certain visual features (color, shape, texture) are processed in parallel
  • Subconscious accumulation of information from the environment
  • An object that differs from surrounding objects in one feature is immediately recognized
  • > < 0.25 sec, subconcious
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6
Q

Gestalt Laws

A
  1. Good Shape (clear, simple shapes)
  2. Proximity (spatially close objects belong together)
  3. Closure (tendency to see complete figures amidst discontinuities)
  4. Similarity (similar shapes appear as belonging together)
  5. Continuity (cintinuous shapes belong together)
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7
Q

Perception: Design Implications

A

Use techniques that make important elements stand out

Bordering & spacing are effective visual ways of grouping information

Avoid cluttering the interface with too much information

Tactile feedback can offer subtle output from computers

Perceptual illusions can be utilized to increase the efficiency and improve the quality of user experience

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8
Q

Processing in Memory

A

Encoding is the first stage of memory. It processes and combines received information.

Storing creates a record of the encoded information in memory.

Recall retrieves information from the past.

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9
Q

Types of Memory

A

Sensory memory
Very brief recall of a sensory experience (visual, tactile, auditory, …)
Holds data 0.2-1.5s; high capacity
Working memory
Mostly encodes symbolic (verbal) data using visual or acoustic encoding
Typical capacity of of working memory is limited to around 4-7 chunks
Was believed to be 7 +/- 2 chunks of information (Miller‘s rule)
Holds data approx. 15 seconds (can be extended using repetition or shortened using interference by other information)
Long-term memory
Semantic and episodic encoding (associations)
Almost „infinite“ capacity (both capacity and duration)
Fast recall, slow encoding

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10
Q

How to deal with human memory

A

don’t overload users’ memory

support recognition rather than recall

help user remember

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11
Q

Fitts’ Law

A

Time to select a target is a function of the distance and width (size) of the target.
It furthermore depends on device-specific constants.

t = a + b log(D/W)

D: the distance
W: the width (size) of the target
a: time required to start/stop moving the device
b: the inherent speed of the device

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12
Q

4 Cognitive Models for HCI

A
  • Mental Models
  • Gulfs of Execution and Evaluation
  • Human Processor Model
  • External Cognition
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13
Q

Mental Models

A

Mental models are internal constructions of some aspect of the external world. These enable a human to make predictions

mental model = understanding of a system

Done through learning and system use

Shallow mental models vs. deep mental models

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14
Q

Gulf of Execution

A

the distance from the user to the physical system

the difference between actions the user intends, and actions required by the system

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15
Q

Gulf of Evaluation

A

the distance from the physical system to the user

psychological gap that must be crossed
to interpret a user interface display

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16
Q

The Human Processor Model

A

Conceptualises cognitive activity in metaphorical terms of information processing stages

Predicts which cognitive processes are involved when a user interacts with a computer

Enables calculations to be made of how long a user will take to carry out a task

17
Q

The Human Processor Model - Limitations

A
  • based on modelling mental activities that happen exclusively inside the head of the user
  • does not adequately account for how people interact with computers and other devices in the real world
18
Q

External Cognition

A

Cognition does not only take place within our head!

External representations, e.g.:

  • Handwritten notes, To do lists, …
  • Books
  • Placing an object at a place where it is seen, in order not to forget it (e.g. key near the door)