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15 Cards in this Set

  • Front
  • Back
Stages of skill acquisition
Cognitive
Associative
Autonomous
Cognitive stage
Declarative knowledge
Requires attention
can’t do second task.

“Those who can’t, teach”
The best teacher may not be the most skillful, but rather someone who knows how to describe the cognitive stage well.
Associative
Strengthen connections that lead to desired result
Feedback is important: See which actions lead to desired result
Get rid of actions that lead to errors
Automacity
Fast
Executed with less attention/consciousness
Less verbalization
Less dependent on verbalization
Declarative knowledge less available
Feedback
Less important
Lower level (proprioceptive not visual)
Need for consistent practice
where a stimulus always gets the same response
ACT
Adaptive Control of Thought
General Model of Human Cognition
Procedural knowledge
Separate from Declarative
Made of Production rules: If-then statements

If (condition) then (action)
If (goal is to run) then (lift leg);
If (leg lifted) then (stick foot out); etc. etc.
Proceduralization
Take declarative knowledge and turn into productions
Composition
Take several productions and join them together into one
Original response chaining idea of Motor program
Feedback from one movement triggers the next one..originally a Behaviorist idea..It is incorrect, because movements occur too quickly.
Not enough time for feedback.
Motor program
Representation of the plan for movement and movement sequences
Fast, doesn’t require feedback
Abstract
Not tied to particular muscles
Hierarchical, rather than a chain
Abstract high level
Specific low level
Composed of subprograms
Less abstract representations of movement sub-parts
Rosenbaum experiment: evidence for hierarchical motor program
The jagged reaction time pattern is consistent with a motor
program that is structured like a tree. Executing the motor
program involves a “tree-traversal” process: One response is
executed, and the next one is determined by searching through
the tree.
Fitt's Law
Time required to hit a target depends on two things:
Size of Target
Distance from Target
Stuff with Fitt's Law
Describes a specific type of speed-accuracy trade-off: Aimed Movements
Describe many types of aimed movements
Hand movements
Mouse movements
Leg Movements
Good Human-Computer Interface (HCI) designers use Fitts’s Law
Mac HCI design
Edges of screen are especially easy to hit
Infinite target size: you only have to aim
No loss of speed from size of target
Macintosh has taken advantage of this with menus.
Windows HCI design
Windows are not at the edge
Aimed movements must obey Fitts’s Law
Bottom Toolbar 1 pixel away from edge.
Target is small,
easy to overshoot
XP better attention to HCI and Fitt's Law
Starting with Windows XP, bottom toolbar flush with edge
Infinite target size
Buttons are larger
Makes use of ‘right-click’ to avoid mouse movements.
Menu pops up next to mouse
Faster than pull-down menu