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| What is the goal of cognitive systems engineering? |
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| To influence how people react to your particular design |
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| The correct parts must be visible and they must convey the right message; indicates crucial directions; example- hinges on a door |
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| What you want to do, and what appears possible; natural relationships = good mappings; example- car controls |
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| The perceived and actual properties of the thing, primarily those fundamental properties that determine how that thing could be used; example- a chair affords sitting |
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| used to form "mental simulations of devices" to simulate their operations; good ones allow us to predict the effect of our actions |
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| Sending back to the user information about what action has actually been done; example- sound can tell us when things are/ aren't working properly |
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| The difference between intentions and allowable actions. Does the system provide actions that correspond to the intentions of the user? |
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| Reflects the amount of effort the person must exert to interpret the physical state of the system and determine how well expectations have been met. Does the system do what you expected it to do? |
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| suggests/indicates/gives clues to its use |
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| How narrowly people typically focus their attention |
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| suggests humans process information at a constant rate; reaction time is linear to the log of decisions to be made |
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| Stimulus-response compatibility |
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| expected relationship between the location of a control or movement of a control response and location or movement of the stmulus display to which the control is related |
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| if we try to execute actions very rapidly, we are more likely to make errors; also, if we must be cautious because of error consequences, we will work slow--> these are negative correlations caused by user strategies |
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| calculation of movement time based on how far/ how difficult the movement (based on amplitude of movement and precision of target required) |
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| aka tactile feedback; sensationsof touch, feel, pressure, and resistance that provide feedback |
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| information people externally reference that triggers knowledge in the head--> it is retrievable whenever it is visible or audible--> visual cue |
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| information stored in your brain that often requires the trigger of an external source; not readily retrievable, requires memory search, reminding, or learning |
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| external constraints reduce the amount of information that must be learned to a reasonable quantity; example- constraints of rhyme and meaning reduce information necessary to remember a word in a long poem |
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| help reduce the need for information in memory by having things arranged/ organized in a sensical manner; example- placement of controls for burners on a stove |
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| Perception principle 1- What factors contribute to legibility? |
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| Size (visual angle), font (style), contrast (i.e. color contrast), spacing, relative location, luminance |
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| fixating on the solution before you fully understand the problem |
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the way in which the mind groups things that are relatively close together
example-how many objects below? 4 or 16?
xx xx
xx xx
xx xx
xx xx |
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| Waterfall method of design |
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| Start w/ requirements document--> passed off to designer--> passed off to software architects...etc (only first group meets w/ user so last group is constrained by decisions already made) |
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| tasks that users have actually described to designers; should be detailed, real tasks users have faced; described in words |
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| Task-oriented design (as opposed to waterfall) |
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| Using task-analysis to design in each phase- understand what the user is trying to do with several iterations |
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| specific numbers that quantify usability; targets for motivation to beat competition or meet functional needs of tasks |
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| designing WITH rather than designing FOR; designers and users working in collaboration; goal should be to improve somebody else's work, not make $ |
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| Defining what user needs to do, not how it will be done |
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| What are the 6 elements of conceptual analysis? |
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| user analysis, development of use cases, identification of objectives and constraints, study of competitors, business plan, functional requirements document |
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| What are the 3 elements of a use case? |
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Definition
Persona- personal characteristics/ background
Goal/Task- what do you want to accomplish?
Context- Where are they? What resources do they have? |
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| What are some examples of objectives and constraints? |
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Definition
| Speed, accuracy, training time, market appeal, cost, development time and expertise, standards and regulations, software and hardware requirements |
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| Physical power of constraints |
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constrain possible operations
example- large peg cannot fit into small hole |
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| Semantic power of constraints |
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| constraint relying on the meaning of a situation; example- windshield goes in front of a riders face, so we know which way to face |
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| constraint relying on cultural conventions; example- red, white and blue lights = police car; cultures have different conventions which make humans uncomfortable |
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| relationships between spatial and functional layouts- example- 2 switches (left controls left light and right controls light on the right) |
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| gives eyes a resting point; separates content and calls attention to content; without it, the user becomes overwhelmed and confused |
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| optical illusions account for 90% of visual logic of composition; things are what they look like--> circles look smaller than squares; design is visual |
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| Figure-ground relationships |
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| people's minds automatically perceive certain objects as foreground and others as background; example- when looking out at the class, teacher's mind parses people's faces as foreground, walls as background |
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| mental model vs. conceptual model |
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mental model- user's understanding
conceptual model- designer's understanding |
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| human error- slips vs. mistakes |
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slip- goal is right, execution is wrong (example- typed the letter o instead of number 0)
mistake- do not haveright goal in mind/ do not know the goal |
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| Design influences workload- too little or too much stimulation in a design is not effective. Performance is shaped like an upside-down U when graphed vs. level of arousal |
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| stimulus-response capability |
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| based on natural mappings; example- buttons should be placed close to things they are related to; fun fact- vibration causes quickest human response if hands are already on buttons |
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| People have preconceived knowledge they rely on being consistent; example- color coding- red = bad and green = good |
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| how strongly something jumps out (size, constrast, flashing, etc..); it is challenging to make designs salient for many types of users |
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| design with the mentality "people need to use it or they will lose it"- balancing automation with human control |
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| you might think you have designed a safety system, but people will compensate/ adapt to make the situation worse; example- anti-skid brakes, people follow the car in front of them closer now |
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| People design on a number of levels (latent and active) in order to prevent accidents from happening; each of these levels may have holes in them that could allow the accident to happen, but the goal is to minimize/ eliminate the holes to decrease the probability of a hazard |
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| allows you to get a sense of what the design "feels" like; HAZARD- tendency towards cognitive narrowing- need to understand the problem before designing solutions |
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| characterize what is happening in someone's mind- 3 types- descriptive, normative, and predictive |
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| descriptive task analysis |
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| description of what people are doing in current environment |
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| what should people do in a given environment |
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| What will people really do? Different alternatives to accomplish 1 task. |
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| constructive way to analytically/ judgementally determine if a system is working properly |
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| Design for adaptation and evolution |
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| people are bound to do things you did not intend; design with safety hazards in mind; try to reduce design- induced errors; example- lawn mower blade guard |
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| Design from the outside in |
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| Answer the question- what experience should the user have when they try to do a certain task? |
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| want people to be excited about designing, but do not want to design to the point where designer is designing for himself as opposed to the customer; NEED to design for user usability, not personal satisfaction! |
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| 5 perceptual principles of display design |
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Definition
1. Make displays legible
2. Avoid absolute judgement limits (judgement based on a SINGLE sensory variable)
3. Top down processing- what people expect to see
4. Redundancy Gain- alternative physical forms like voice, print, and pictures to convey single message
5. Discriminability- avoid unnecessary features |
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| 4 Principles of effective labels |
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1. visibility/ legibility
2. discriminability
3. meaningfulness
4. location |
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