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35 Cards in this Set

  • Front
  • Back
problem centred (approach to cog psychol)
risk of methodological sloppiness
method centred (approach to cog psychol)
emphasis on correct methodology; may lose sight of practical problems that need to be addressed
activation-trigger-schema (ATS) theory
have several diff. schemas for diff. kinds actions; more than 1 schema can be activated at any one time; schemas may be inappropriately activated, resulting in attentional error
oops, I did it again effect
habitual sqn of action cont. to operate w/o much attention, and a newer, intended action sqn never gets activated
mode errors
carrying out an action that would be fine for one situation/mode but not for the situation in which find yourself
description errors
occur because do not have detailed enough understanding of situation
capture errors
occur when familiar schema captures behavior in place of an unfamiliar one
anticipation errors
response occurs earlier in sqn than it should if only being elicited by immediately preceding stimulus
asymmetry b/w understanding and prediction
can understand something v. well yet unable to predict future occurrence; prediction doesn’t necessarily follow from understanding
Cleopatra's nose problem
can invent any number hypothetical events that may have changed course history w/o any certainty of being able to predict future occurrences (eg. if Cleopatra had ugly nose, Marc wouldn’t have married her)
ergonomics
study of ppl in relation to their working env.
user friendly
helps person to perform task in natural way which is easy to understand and use
user interface
relationship b/w person and machine being used to perform a task
cognitive ergonomics
combo of cog psychol. and ergonomics used to understand the person/machine interface
textish
because keypad on mobile phone is so difficult to use for typing text, test message often written in special code
Fitt's law
specifies difficulty of moving stylus to a target
concurrent processes
many diff. processes going on at same time but that terminate at diff. times
affordance
(of an object) its possible functions; i.e. objects afford particular actions
statistical graphics
presenting data in visual form that is not only readily understood but also enables the use to draw correct inferences
population impact number
# ppl in pop. among whom 1 event will be prevented by an intervention w/in entire pop
informavores
species that hungers for information in order to gather it and store it as a means for adapting to the world
information foraging
process analogous to that engaged in by animals when they forage for foo; successful foraging strategy returns most task-relevant info w/ minimum
information scents
just as predators follow scents of their prey, ppl follow imperfect clues to info they seek
information diet
created by initially examining a large number of possible sources of info in cursory manner and rejecting those that do not look promising
recognition
degree to which a user can recognize what process is occurring
modularity
degree to which representation indicates chunks into which process can be decomposed
consistency
degree to which user need only understand a part of interface in order to generate whole range of possible interactions w/ system
rampant featurism
tendency for features of interfaces to expand beyond necessity
spacing effect
distribution of learning over several diff. session leads to better results than does cramming all learning into single session
random practice
skill can be acquired faster when learned systematically, but performance in longterm is better if skill is acquired through random practice
periodic feedback
skill learned through periodic feedback (after only a few trials) is better suited to real world conds.
illusions of competence
ppl often believe they will perform better than in fact they do
judgments of learning
often wrong judgment that you have learned something and will be able to recall it later
foresight bias
tendency to believe that you will be able to recall something later if it is present now
region of proximal learning
theory that ppl will choose to work on material of moderate difficulty