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15 Cards in this Set
- Front
- Back
Stages of skill acquisition
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Cognitive
Associative Autonomous |
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Cognitive stage
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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. |
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Associative
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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 |
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Automacity
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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 |
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ACT
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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. |
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Proceduralization
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Take declarative knowledge and turn into productions
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Composition
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Take several productions and join them together into one
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Original response chaining idea of Motor program
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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. |
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Motor program
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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 |
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Rosenbaum experiment: evidence for hierarchical motor program
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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. |
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Fitt's Law
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Time required to hit a target depends on two things:
Size of Target Distance from Target |
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Stuff with Fitt's Law
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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 |
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Mac HCI design
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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. |
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Windows HCI design
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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 |
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XP better attention to HCI and Fitt's Law
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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 |