Advertisement
Guest User

Untitled

a guest
Feb 24th, 2020
74
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.90 KB | None | 0 0
  1. This quiz will cover the nuts and bolts of how the structure of our brains ("cognitive architecture) created our behaviours, with an emphasis on human vision, and how understanding the brain can be useful in designing and evaluating visual interfaces.
  2.  
  3. Emphasis on human vision
  4. - Colours
  5. - Limited attention
  6. - Overwhelming motion
  7. - Change blindness
  8.  
  9. The back of your brain is like an inner cat, in that we know so little about how it works, it might as well be a cat acting instead of ourselves.
  10.  
  11. The eye is like a camera
  12.  
  13. W.2
  14. Unflattening: looking at things through different lenses, not having to reconcile them or like find a middle ground, rather just look at how others would approach the same problem you're having.
  15. - This allows us to have more depth and a better understanding of the problem and how the solution will impact different people
  16.  
  17. Need to memorize the graph with people's names on it.
  18. Design as Craft leads to both Reflective Practice - Schön and Science of Design - Simon
  19. Reflective practice
  20. - Incorporate new sources of knowledge into design
  21.  
  22. Science of Design
  23. - Create design knowledge through a "science of the artificial"
  24.  
  25. Both address the need to improve how we design.
  26.  
  27. Simon then leads to Arthur's "Build 'design language' of phenomena and how they can be used
  28. Which leads back to Schön creating the beginning of a circle
  29.  
  30. Arthur says that as we find new "Phenomena" such as aluminum or composites or GPS, technology makes dramatic leaps ahead rather than the incremental steps that it normally takes.
  31.  
  32. Multiwave was born from the frustration between Second and Third waves being stuck in the rut of making things that look good without working well.
  33.  
  34. First wave - Usability
  35. Second Wave - Psychology
  36. Third wave - Design
  37. Multiwave incorporates part of each wave
  38.  
  39. Blooms taxonomy
  40.  
  41. Norman is added into the graph.
  42. Norman's cognitive engineering for HCI is a common addition.
  43.  
  44. Dan Russell's most important things
  45. - Metacognitive skills to self learn
  46. - Skills of autodidacticism
  47. - Ability so search for new things and things that will help you solve your problem.
  48.  
  49. W.3
  50. HIP vs EEE
  51. Human Information Processing
  52. 3E
  53. - Ecological
  54. - Enactive
  55. - Embodied
  56.  
  57. Change blindness
  58. - When things change in the scene that aren't in the scan path of our eyes or aren't the object in frame.
  59.  
  60. Stroop effect
  61. - When the two effects coming into our mind are contradicting.
  62. - E.G the name of a colour written in a different colour messes with our brain.
  63.  
  64. "Facts about Human Perception & Cognition
  65. - We perceive what we expect
  66. - Our vision is optimized to see structure
  67. - We seek and use visual structure
  68. - Reading is unnatural
  69. - Our color vision is limited
  70. - Our peripheral vision is poor"
  71.  
  72. These are facts ripped off of the slides for week 3.
  73.  
  74. Facts about Human Perception and Cognition
  75. - Our attention is limited (See change blindness)
  76. - Our memory is imperfect (See change blindness)
  77. - Limits on attention shape our thoughts and actions
  78. - Recognition is easy, recall is hard. Like why we all struggle when we get to the exam versus whenever we're studying.
  79. - Learning from experience & performing learned actions are easy.
  80. - Solving problems and doing calculations aren't.
  81. - We have "Real-time" requirements.
  82. - Max number of things that we can focus on at once.
  83.  
  84. The Broker (Spence)
  85. - Looks at different behaviours and then goes through the psychology around them and then allows for a design approach to be created based off those things
  86.  
  87. Gestalt Theory
  88. - Law of Similarity
  89. ○ Similar elements tend to be grouped together.
  90. - Law of Continuity
  91. ○ Human eyes are more likely to construct visual entities out of visual elements that are smooth and continuous.
  92. - Law of Symmetry
  93. ○ Rubin's Vase. Seeing two faces bounced off each other rather than just the vase.
  94. - Law of Closure
  95. ○ Perceptual tendency to create a shape if there are a bunch with the right missing parts.
  96. ○ For example, three circles in a triangle, each of them missing just enough to make a triangle.
  97. - Law of Common Fate.
  98. ○ Similar items do similar things.
  99. - Part-whole relationships
  100. ○ The position of every object within the frame tends to be judged relative to the enclosing frame.
  101. ○ The whole is greater than the sum of its parts.
  102. - Connectedness.
  103. ○ Contrast by distance in photography terms.
  104. - Relative size
  105. ○ Smaller components of a pattern tend to be perceived as objects.
  106.  
  107. HIP vs Gestalt
  108. - HIP starts with the human brain and what it is capable of
  109. - Gestalt starts with the environment and how it is structured.
  110.  
  111. Gestalt's principles have something called "Ecological Validity"
  112.  
  113. W.4
  114. Unflattening HCI with collaborative design
  115. - Best design teams are diverse with people being chosen and grouped together for the multiple perspectives they bring.
  116. - Applications are critiqued from the different perspectives and outcomes can be better tested.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement