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Three types of memory
1. Sensory Register (memory) - Short term memory and long term memory
2.
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Memory process
- Evironmental Input -
- -Sensory Registers-
- -Short Term Memory (STM)-
- - Long term memory-
- - back up or to Response
- -Response to Environmental Input
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Iconic Register (visual information)
How long till it decays?
How many items can be remembered if repeated?
200 and 500 ms
4-5 items in iconic store
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Echoic Register (auditory information)
How long does it exist before decaying?
How many peaces of information does it hold?
250ms and 4s before decay
4-5 pieces of information
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What is auditory memory information called?
Echoic Register
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What is the visual informational memory called?
Iconic Register
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How many pieces can your short term memory hold?
Can a piece be a chunk?
How big are chunks in short term memory?
7 + or - 2 pieces
Yes
3-5 pieces grouped meaningfully
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What is "Working memory"?
STM plays a role in most if not all cognitive tasks
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Relatively permanent store with theoretically unlimited capacity
Long-Term Memory (LTM)
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The storehouse of general knowledge, rules, and facts about the world that are not unique to an individual
Semantic memory
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Personal experiences where the context and time of when the information was learned are important
Episodic Memories
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a type of episodic memory that involves remembering to perform something in the future
Prospective memory
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type of episodic memory allows you to acquire new skills and know how to do things like drive, ride a bicycle, parallel park (or not)
Procedural memory
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caused by decay, interference, or inability to access (retrieve) information
Forgetting
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What are 3 reasons our memory fails?
- 1. Weak items strenght due to low frequency or recency of reativation (password that is accessed once a few
- months)
- 2. Weak or few associations of the item with other info (Apple -red- fire - water)
- 3. Interfering associations (giving your date an annerviersy gift on the day of your ex's anniversary)
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Four approaches to design
- 1. User-centered design
- 2. activity-centered design
- 3. systems design
- 4. genius design
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Four basic activities in interaction design
- 1. Establishing requirements
- 2. Designing alternatives
- 3. Prototyping
- 4. Evaluating
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Three categories of users
- 1. Primary: frequent hands-on
- 2. Secondary: occasional or via
- someone else
- 3. tertiary: affected by it's
- introduction, or will
- influence its purchase
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User-centered design 3 principles
- 1. Early focus on users and tasks
- 2. Empirical measurement using \
- quantifiable & measurable usability
- criteria
- 3. iterative design
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Gain insights into stakeholders’ tasks
Good for understanding the nature and context of the tasks
Direct Observations
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Not often used in requirements activity
Good for logging current tasks
Indirect Observation
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An approach to ethnographic study where user is expert, designer is an apprentice
Contextual Inquiry
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the practice of involving end users in the product design form the beginning
User-Centered Design
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selecting one choice from a number of choices involving some level of uncertainty
Decision Making
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quick and relatively automatic responses to a problem
Intuitive decision making
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slow, deliberate, and controlled responses to a problem
Analytic Decition Making
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rationale or deliberate process of selecting among alternatives
Normative approach
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description of how individuals actually make decisions
Descriptive approach
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is the overall value of the choice determined by multiplying the utility of the choice times the probability of the outcome
Expected Value
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seeks to describe how individuals arrive at decisions
Descriptive or naturalistic approach
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individual’s expertise and team shared mental models
Cognition
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how well team members align their interdependent tasks
Coordination
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how well the team trusts, likes, and gets along with one another
coorperation
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how often the team argues and fights about goals, how they resolve these fights
conflict
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the presence of leadership and mentoring among team members with various expertise
Coaching
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how the team transmits information amongst its members
communication
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the operational environment in which the team works
Context
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the team’s expertise makeup and how long they have and will work together
Composition
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the climate under which the team works based on group norms and organizational constraints
Culture
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Purpose of trip, driver’s overall goal
strategic taks
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Choice of maneuvers, immediate goals
Tactical Tasks
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Moment-to-moment operation
Control Tasks
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Seating, reach, viewpoint Need for user-friendly adjustment controls (e.g., seat position)
Anthropometry
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traffic lights, reflectors, headlights (e.g., new LEDs)
Illumination
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Minimize clutter Consistent location (height and distance) Easily identifiable class (shape, color) Efficient readability (contrast sensitivity, glare)
Signate
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Lane Departure (lateral tracking) or RoadwayHazard (longitudinal tracking)
Control Loss
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avg vehicle separation on busy road = 1.32 sec (safebraking time = 2 sec)
Speeding
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