cognition Flashcards

(42 cards)

1
Q

What is the Model Human Processor (MHP)?

A

A cognitive model describing humans as having perceptual, cognitive, and motor processors with working and long-term memory.

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2
Q

Why must user interfaces be learned?

A

Unlike natural interfaces, digital systems are artificial. Users build mental models through interaction and feedback.

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3
Q

What is the ‘gulf of execution’?

A

The gap between a user’s goal and knowing what actions to take in the interface to achieve it.

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4
Q

How do affordances help bridge the gulf of execution?

A

Affordances are cues in the UI that suggest possible actions, helping users figure out what they can do.

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5
Q

What are the types of affordances in UI design?

A

Cognitive (mental understanding), physical (hardware interfaces), functional (actual response), and sensory (highlighting active areas).

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6
Q

What is the ‘gulf of evaluation’?

A

The gap between a user’s action and their ability to understand what effect it had.

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7
Q

How can interfaces be designed to bridge gulfs effectively?

A

By being ‘self-explanatory’—teaching affordances and giving clear feedback that shows results and options.

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8
Q

What are mental models in HCI?

A

Internal representations that users form about how a system works, including inputs, outputs, and goals.

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9
Q

Why are mental models often imperfect?

A

Because users learn from limited interactions and interfaces may not teach effectively, leading to errors and frustration.

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10
Q

What is memory in HCI terms?

A

The means by which we retain, retrieve, and use information after the original input is gone.

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11
Q

What is attention in HCI?

A

A selection mechanism for focusing awareness on particular information in memory or the environment.

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12
Q

What are the components of memory in MHP?

A

Sensory memory (input buffer), working memory (short-term, limited), and long-term memory (unbounded, durable).

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13
Q

What is the capacity of working memory?

A

Traditionally 7±2 items (Miller), but more recent research suggests about 4±1 items depending on complexity.

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14
Q

How can STM capacity be increased?

A

By ‘chunking’ information into meaningful groups, such as in phone numbers or grouped instructions.

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15
Q

Why is working memory fragile?

A

It is volatile—easily disrupted by distractions or shifts in attention.

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16
Q

What design issue does the ‘Mission Impossible’ example illustrate?

A

Users cannot remember multi-step instructions if they disappear too quickly; instructions should remain visible.

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17
Q

How is long-term memory different from short-term memory?

A

It stores experiences broadly but imperfectly, and memory details may decay or change over time.

18
Q

What is recognition in memory?

A

Identifying something familiar based on new perception; easier and faster than recall.

19
Q

What is recall in memory?

A

Retrieving information without a perceptual cue, using mental effort and associations.

20
Q

Why is recognition preferred over recall in UI design?

A

Recognition is easier; showing options, icons, or thumbnails helps users act without needing to remember.

21
Q

How can UIs reduce cognitive load?

A

Make relevant info visible, minimize required memory, support recognition, and simplify decisions.

22
Q

What is the goal-execute-evaluate pattern?

A

A common cognitive loop where users form a goal, choose and perform an action, evaluate the result, and repeat.

23
Q

What are unit tasks in human behavior?

A

Tasks that can be completed in 6–30 seconds using working memory, with all required info visible or accessible.

24
Q

Why do users focus on goals over tools?

A

Humans direct attention to their goals and related information; tools that demand attention distract from the task.

25
What are external aids in UI design?
Markers or cues (e.g., checklists, bookmarks) used to offload memory; ideally, the UI should provide these aids directly.
26
What is the 'scent of information' principle?
Users pursue promising leads based on goals; they won't check all options but will follow intuitive paths.
27
Why do users prefer familiar paths?
They prioritize routes they already know, even if less efficient, because exploring new paths is mentally taxing.
28
What is the issue with end-of-task forgetting?
Users often forget to clean up (e.g., remove card from ATM) once their main goal is completed, due to limited attention.
29
What is a design principle in UI?
A rule or guideline derived from human cognition and perception that supports effective, usable interface design.
30
What is Nielsen’s first usability heuristic?
Visibility of system status: inform users about what's happening through timely and clear feedback.
31
What are different types of feedback under visibility of system status?
Feedback on time (e.g., loading), change (state transitions), action (available options), and task progress (next steps, completion).
32
What is the principle of using familiar language and metaphors?
Use terms and visuals users recognize from real life or prior interfaces to reduce learning effort.
33
Why are metaphors important in UI design?
They explain unfamiliar concepts using known experiences (e.g., 'desktop', 'search engine').
34
What is user control and freedom?
Let users undo, redo, and exit actions to avoid feeling trapped; offer flexibility but not overwhelming complexity.
35
What is interface consistency?
Using the same layout, terminology, and expected defaults across the system to reduce confusion and learning time.
36
What does error prevention involve?
Designing interfaces that avoid user mistakes or slips through constraints, defaults, and clear guidance.
37
What is the difference between slips and mistakes?
Slips: correct intent but wrong execution. Mistakes: wrong intent due to misunderstanding how the system works.
38
What does 'recognition over recall' mean?
Make information visible or easily retrievable; don’t expect users to remember details—support them with cues and options.
39
What is flexibility and efficiency of use?
Provide shortcuts and advanced features for expert users while keeping things usable for novices.
40
What does minimalism in design promote?
Remove unnecessary elements, use space wisely, and highlight only what users need to complete their tasks.
41
What is the goal of error recovery in UI?
Help users identify, understand, and fix errors with clear messages and guidance toward resolution.
42
What role does help play in user interfaces?
Provide integrated, proactive guidance—examples, step-by-step hints, or tooltips—rather than relying solely on manuals.