L4 - Cognition Flashcards

1
Q

In which two parts is cognition divided (concerning interaction design)?

A
  • experiential cognition

- reflective cognition

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2
Q

Experiential cognition

A
  • intuitive, effortless
    -> fast thinking (essential for life -> unconscious (no voluntary control)
    (needs some expertise and engagement)
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3
Q

Reflective cognition

A
  • mental effort, attention, judgement and decision-making
    -> slow thinking; more logical and demanding (requires concentration)
    (learning something, deliberative activities)
    -> creates new ideas and enforces creativity
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4
Q

Attention and the brain: Multitasking, goal, …?

A
  • try to direct attention to goal
  • limited resource for conscious attention (mulitasking limited)
  • > also dependent of amount of thinking loops that are involved and if channels overlap
  • > switching takes enegry
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5
Q

Design and multitasking - what is to be considered?

A
  • > nowadays designer need to expect that user multitasks
  • object need to be designed for that (no overload, allow for cluttering, support effective switching and returning to particular interface)
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6
Q

Change blindness

A

missing out major changes in the environment by focussing on specific action in it (eye repceptor picks everything up but brain does not locate any attention to it)

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7
Q

If ___ cannot pick it up it does not exists for human

A

sense (interface between brain and world)

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8
Q

Proprioception

A
  • where the body is in space
  • unconscious
  • > possibility to disrupt it
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9
Q

Interoception

A
  • inside the body (ex. heart-beat)

- > never aware of it until it is brought to attention

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10
Q

Human are ___ centered

A

vision

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11
Q

What are the 5 senses (interface between body and brain)

A
  • vision
  • touch
  • hearing
  • smell
  • taste
  • > all of them need to be taken into account by designing something
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12
Q

What are the gestalt principles?

A

shows the way the human brain organizes/structures things (showing human tendence to pattern things)

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13
Q
  • What are the differnt components of the gestalt principles?
A
  1. closure (filling missing parts of a shape)
  2. proximity (grouping objecs that are close together -> see them as one thing)
  3. continuation (tend to see where things go even though its not actually shown)
  4. similarity
  5. figure and ground (something can be perceived as two different things)
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14
Q

Basic idea of what causes sickness in VR?

A

contradiciton between vision and other senses

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15
Q

How does memory work (brief conceptual functioning)

A

attend to bits -> get into short-term memroy (has about seven places for bits (grouped or singular ones) -> selection (thereby rehearsal of bits to keep them present) -> makes it to long-term memory (consolidation)

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16
Q

recogniton ___ recall (what does that mean?)

A

-> over
meaning; knowledge is available but needs a propmt in order to be found quicker (human are better in recognizing than recalling)
-> dependent on the context of coding; things in different context than the one which is currently present can result in recall problems

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17
Q

What are the two kinds of learning?

A
  • incidental kind of learning

- intentional learning

18
Q

incidental kind of learning

A

no intention to learn -> subconscious

19
Q

intentional learning (and a trick to help that one)

A

goal oriented (goal to remember things)

  • > try to consciously place something in memory
  • > interaction (collaboration) helps to learn (online learning & multimedia, cooperative learning, VR -> allowing to manipulate interface directly to let user actively explore)
20
Q

Reading, speaking and listening, …

A
  • cognitive wise relatively easy (just reflective)
  • communication via language
  • speaking takes some effort
    listening takes less effort -> but more time
    -> design towards favourite input way of human (minimize lenght, put in intonation (in artificial speech), allow for different text sizes)
21
Q

problem solving, planning, reasoning, decision making, …

A
  • requires higher level of cognition
  • considering consequences
  • > HCI can help in doing so (design routes, …) -> help pages, memorable functions, …
22
Q

What is the essence behind the fact that human are not rational?

A

people might act differently as expected

23
Q

Pro and con about rewards

A
  • > human like rewards (convince them to engage)

- > human just engage to get reward

24
Q

Steps of the information processing model (conceptualizing how the mind works)

A
  1. input/stimuli
  2. encoding (thinking about what to do)
  3. comparison (what options there are)
  4. response selection (what the consequences of an action are)
  5. response execution
  6. output/response
    - > information enters and exists the mind trough series of ordered processing stages)
    - > predicting which processes are involved when a user interacts with a computer
25
Q

In which parts of life does cognition take place (even though these are rarely seperated in real life)?

A
  • attention
  • perception
  • memory
  • learning
  • reading, speaking and listening
  • problem solving, decision making
26
Q

Why does VR work? (basic sense: brain VR)

A

brain tends to regard visual information as true

27
Q

VR is a spectrum: What are its parts?

A
  • > mixed reality (real and virtual)
  • > augmented reality
  • > when virtual and real reality are strongly mixed, thats hybrid reality
28
Q

Immersion

A

is about how realistic the presented stimuli are (VR higher related to real wordl -> more immersive)

29
Q

Presence (place illusion and social presence)

A

is about how the stimuli feels to the individual

  1. feeling to be in virtual space (telepresence)
  2. social presence (another agent is with you in space)
30
Q

Uncanny Valley

A

the similar, the better, up to a treshold -> if two similar it starts to come across weirdly

31
Q

Embodiment Illusion

A
  • > how much embodiment is felt
  • > shows how flexible body boundries are (able to except different body features in VR as long as they work as expected)
32
Q

HCI cares about ___ intelligent system that is ____ with everything else

A
  1. one

2. interacting

33
Q

Where does the focus of interaction design lay on? (in terms of aiding people in daily life)

A

developing cognitive aids that help people to remember

  • > opposite direction; help people to forget certain memories
  • > reduce cognitive load, recognition rather than recall, providing variety of ways
34
Q

How do constrains help within a design?

A

give guidance on what to select (help to select appropriate actions)

35
Q

Mental model (cognitive frameworks)

A

the more someone learns about a product and its functions, the more their mental model develops -> used for reasoning

  • > design can help to create good mental model by being transparent (intuitive interface)
  • > explain user interaction, inform design and predictt user performance
36
Q

And what attributes does cognition have (d. and ex.?)?

A
  • > distributed: a collection of individuals and artifacts and their relations to each other in a particular work practice
  • > external: externalizing to reduce memory load, techology can easily be designed for being a help with that (reminding) -> helps annotating and cognitive tracing
37
Q

And what attributes does cognition have (s. and em.?)?

A
  • > situated: all knowledge is situated in activity bound to social, cultural and physical contexts
  • > embodied: experience of moving, enables to develop sense of world (concrete/abstract), also think with out bodies
38
Q

Why does human computer interaction become more and more important?

A

-> mind is less and less in our head; human brains primed to seek and consummate intimate relations with nonbiological resources
(buying a new phone is like an “mindware upgrade”)

39
Q

How can virtual environment be defined?

A

environments in which images and interaction abilitites are improved trough special processing of nonvisual display modalitites

helpful:
thinking of online classroom -> environment where teacher and students interact together -> working together online -> offering engagement opportunitites

40
Q

Definition of virtual reality (in its 2 parts)

A
virtual = being in essence or effect, but not in fact 
reality = state or quality of being real (a place that exists and can be experienced)
41
Q

What are the 4 key elements of VR (+ brief explanation)

A
  1. Virtual world: describes collection of objects in space and rules and relationships governing those objects
  2. Immersion: sensation of being in an environment
  3. sensory feedback: computer as mediating device; imaging ourselves within the world presented through the medium
  4. interactivity
42
Q

What is HMD?

A

= head-mounted display

-> tracking sensor (to capture head movements) -> tells computer where participant is looking to