5. memory: sensory Memory system that supports momentary storage of large amounts of information gathered by our senses (echoic, iconic, haptic etc.) Data is stored in sensory registers for a brief period of time (under 5 sec.). This is enough time to either react or attend to critical information. Most data, however, is discarded.
6. memory: working Working memory provides a temporary workspace for information drawn from the sensory registers and activated from long term memory- it known as ‘STM’ ‘ STM’ is where ‘first’ thinking occurs. ‘ STM’ has a limited storage capacity for information. ‘ STM’ decays quickly without constant ‘memory rehearsal’.
7. memory: long-term Humans have a memory system that supports relatively permanent storage of information. It’s called ‘LTM’ - Long-Term Memory. Long-term memory has unlimited capacity.* Learning is about transferring information from working memory into long-term memory. Learning theories provide strategies for encoding information in a way that it can later be recalled and applied in situations we encounter.
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10. sensory memory: processing & interpretation ex. jumping to conclusions
11. feature analysis: design implications use contrast and size to bring out salient features of letters and objects Ex. page background clearly delineated edges help feature analysis - line drawings and line-based icons are more quickly processed than tonal images leverage feature compatibility – are icons and fonts compatible with expectations? Ex. typography Icons and user interface elements should match a given interface context
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13. rules of thumb: icons Use labels with icons. Icons should be distinct to aid memory. Clear, simple icons are often more easily interpreted than complex, 3-D tonal icons.
30. design heuristics: visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
31. design heuristics: system = real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. .
33. design heuristics: control & freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
34. design heuristics: control & freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
35. design heuristics: consistency & standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
36. design heuristics: consistency & standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
37. design heuristics: error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
38. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
39. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
40. design heuristics: recognition & recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
41. design heuristics: flexibility & efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
42. design heuristics: flexibility & efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
43. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
44. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
45. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
46. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
47. design heuristics: aesthetic & minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
48. design heuristics: recognise, diagnose and recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
49. design heuristics: recognise, diagnose and recover errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
50. design heuristics: help & documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
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52. visual search & detection Serial and Parallel Searching
Notes de l'éditeur
op-Down and Bottom-Up Processing When an interpretation emerges from the data, this is called data-driven or bottom-up processing. Perception must be largely data-driven because it must accurately reflect events in the outside world. You want the interpretation of a scene to be determined mostly by information from the senses, not by your expectations. What is data-driven or bottom-up processing? What is schema-driven or top-down processing? In many situations, however, your knowledge or expectations will influence perception. This is called schema-driven or top-down processing. A schema is a pattern formed earlier in your experience. Larger scale or more abstract concepts are referred to as higher level, while concrete details (such as the input from the senses) are referred to as lower level. Top-down processing occurs any time a higher-level concept influences your interpretation of lower level sensory data. What is set or expectancy? Top-down processing is shown by the phenomena of set or expectancy. A classic example is the Rat Man of Bugelski and Alampay (1961).