Norman Chtp 2 Flashcards

(20 cards)

1
Q

7 stages of action

A

Goal - The user is aware of something he wishes to achieve (I need more light to read)

Plan - The user has a vague sense of what he needs to do it (switch on a lamp)

Specify - The user understands the actions they must do (reach over with my right hand and twist the knob beneath the bulb)

Perform - The user undertakes the actions (he reaches over and twists the knob)

Perceive - The user recognizes the change in the device (the bulb is not glowing)
Interpret - The user recognizes the practical change (the room is now brighter)

Compare - The user compares the outcome with his goal (the room is bright enough for me to read)

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2
Q

Planned Goals

A

Goals considered in advance.

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3
Q

Opportunistic Goals

A

Goals considered in the moment.

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4
Q

Gulf of Execution

A

Stage when we try to figure out how

item operates.

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5
Q

Gulf of Evaluation

A

Stage when we try to figure out what happened.

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6
Q

Procedural memory

A

A type of long-term memory of how to perform different actions and skills. Essentially, remembering how to ride a bike.

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7
Q

Declarative memory

A

memories which can be consciously recalled such as facts and events. For example, remembering the day of your birth.

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8
Q

3 levels of processing

A

Visceral, Behavioral, Reflective

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9
Q

Visceral level

A

Visceral responses are fast and completely subconscious, alerting people to danger or pleasure within their environment.

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10
Q

Behavioral level

A

Mid-level driven by expectations and on the execution of emotions

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11
Q

Reflective Emotions

A

Highest level that assess the results in terms of presumed casual agents and the consequences, both immediate and long-term.

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12
Q

2 Parts of action

A

Executing & Evaluating/Doing & Interpreting

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13
Q

3 Stages of Execution

A

Plan, specify, perform

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14
Q

3 stages of Evaluation

A

perceive, interpret, compare

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15
Q

7 Fundamental Principles of Design

A

Discoverability, Feedback, Concept model, affordances, Signifiers, mappings, constraints.

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16
Q

Constraints.

A

Providing physical, logical, semantic, and cultural constraints guides actions and eases interpretation.

17
Q

Mappings.

A

The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal contiguity

18
Q

Signifiers.

A

Effective use of signifiers ensures discoverability and that the feedback is well communicated and intelligible.

19
Q

Affordances.

A

The proper affordances exist to make the desired actions possible.

20
Q

Conceptual model.

A

The design projects all the information needed to create a good conceptual model of the system, leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results.