Learning Flashcards

0
Q

Cathedral Effect

A

A relationship between the perceived height of a ceiling and cognition.
• High ceilings promote abstract thinking and creativity.
• Low ceilings promote concrete and detail-oriented thinking.
• Favor high ceilings to extend the time in which visitors remain on site and low ceilings to minimize loitering.

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1
Q

Biophilia Effect

A

Environments rich in nature views and imagery reduce stress and enhance focus and concentration.

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2
Q

Chunking

A

A technique of combining many units of information into a limited number of units or chunks, so that the information is easier to process and remember.
• The maximum number of chunks that can be efficiently processed by short-term memory is four, plus or minus one.

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3
Q

Classical Conditioning

A

A technique used to associate a stimulus with an unconscious physical or emotional response.
• Psychologist Ivan Pavlov’s lab workers discovered the technique (salivating dogs).
• behavior modification: Associating smoking (e.g.) with aversive images or tastes. • marketing and advertising: Associating products or services with attractive images or feelings.
• phobias: Caused by negative associations.

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4
Q

Comparison

A

A method of illustrating relationships and patterns in system behaviors by representing two or more system variables in a controlled way.
• key techniques: Apples to apples, single context, benchmarks.

Key techniques for making valid comparisons:
• apples to apples: Comparison data should be presented using common measures (e.g., inches to inches) and common units.
• single context: Comparison data should be presented in a single context (e.g., on the same page), so that subtle differences and patterns in the data are detectable.
• benchmarks: Claims about evidence or phenomena should be accompanied by benchmark variables (e.g., past performance data or competitor data) so that clear and substantive comparisons can be made.

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5
Q

Depth of Processing

A

A phenomenon of memory in which information that is analyzed deeply is better recalled than information that is analyzed superficially.

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6
Q

Gutenberg Diagram

A

A diagram that describes the general pattern followed by the eyes when looking at evenly distributed, homogeneous information.
• Named after Johannes Gutenberg
who introduced printing to Europe (around 1450) with his invention of mechanical moveable type.

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7
Q

Hierarchy

A

Hierarchical organization is the simplest structure for visualizing and understanding complexity.
• three basic ways: Trees, nests, stairs.

• tree structures: Locates child elements below or to the right of parent elements, or through other strategies (e.g., size, connecting lines).
• nest structures: Visually contains child elements within parent elements, as in a Venn diagram.
• stair structures: Stacks child elements below and to the right of parent elements, as in an outline.

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8
Q

Immersion

A

A state of mental focus so intense that aware- ness of the “real” world is lost, generally resulting in a feeling of joy and satisfaction.

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9
Q

Layering

A

The process of organizing information into related groupings in order to manage complexity and reinforce relationships in the information.

There are two basic kinds of layering:
• two-dimensional layering: Involves separating information into layers such that only one layer of information can be viewed at a time. Two-dimensional layering can be:
• Linear: Has a beginning, middle and end.
• Non-linear: Can be hierarchical (e.g., an organizational
chart), parallel (e.g., a thesaurus) or web (e.g., hypertext). • three-dimensional layering: Involves separating
information into layers such that multiple layers of information can be viewed at a time (opaque or transparent layers).

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10
Q

Legibility

A

The visual clarity of text, generally based
on the size, typeface, contrast, text block, and spacing of the characters used.

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11
Q

Mnemonic Device

A

A method of reorganizing information to make the information easier to remember. • examples: First letter, keyword, rhyme, feature-name.

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12
Q

Operant Conditioning

A

A technique used to modify behavior by reinforcing desired behaviors, and ignoring or punishing undesired behaviors.
• three basic techniques: Positive reinforcement, negative reinforcement, punishment.

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13
Q

Performance Load

A

The greater the effort to accomplish a task, the less likely the task will be accomplished successfully.

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14
Q

Picture Superiority Effect

A

Pictures are remembered better than words.

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15
Q

Progressive Disclosure

A

A strategy for managing information com- plexity in which only necessary or requested information is displayed at any given time.

16
Q

Rosetta Stone

A

A technique for communicating novel information using elements of common understanding.

17
Q

Serial Position Effects

A

A phenomenon of memory in which items presented at the beginning and end of a list are more likely to be recalled than items
in the middle of a list.
• visual stimuli: Items presented early in a list have the greatest influence.
• auditory stimuli: Items presented late in the list have the greatest influence.

18
Q

Signal-to-Noise Ratio

A

The ratio of relevant to irrelevant infor- mation in a display. The highest possible signal-to-noise ratio is desirable in design. • high signal-to-noise ratio: A graph with no extraneous elements.
• low signal-to-noise ratio: A graph with many extraneous elements.

19
Q

Stickiness

A

A method for dramatically increasing the recognition, recall, and unsolicited sharing of an idea or expression.
• six variables: Simplicity, surprise, concreteness, credibility, emotion, story.

20
Q

Storytelling

A

A method of creating imagery, emotions, and understanding of events through an interac- tion between a storyteller and an audience.
• good storytelling requires:
Setting, characters, plot, invisibility, mood, movement.

21
Q

von Restorff Effect

A

A phenomenon of memory in which notice- ably different things are more likely to be recalled than common things.
• can be a difference in: Context or experience.