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Human Factors Psychology - Test 2

Terms

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episodic memory
personal knowledge or memory of a specific event (flashbulb)
redundancy gain
presenting a signal in more than one way increases the likelihood it will be interpreted correctly
discriminability
similar appearing signals are likely to be confused
feature analysis
recognizing and evaluating pattern features
top-down processing
(conceptually driven) object recognition affected by surrounding context
descriptive decision models
assume humans do not act rationally in decision making
cue primacy
the first few cues are given greater importance (first impression)
framing effects
the way a problem is phrased affects the decision
expert systems
computer programs that use experts knowledge of concepts, principles, and rules
route knowledge
(egocentric) route list of commands of how to get from point A to point B
divided attention
allows us to perform multiple tasks at once
overconfidence
individuals belief that they are correct more often than they actually are
anchoring heuristic
once an initial decision is made, later cues are often ignored
prospective memory
memory of what one is supposed to do
central executive
attentional control system that coordinates info from other two subsystems
time sharing
switching between cognitive tasks
augmented display
display that improves upon reality by superimposing info over actual environment
cautions
moderately critical - may be signaled by less salient auditory alerts
focused attention
allows us to filter out unwanted information
subliminal perception
perception below the threshold of awareness
advisories
least critical - may be signaled with peripheral cue (visually)
intuitive decision making
quick and relatively automatic responses to a problem
decision support systems
any interactive system that allows you to input problem information which it uses to formulate a solution based on complex algorithms
normative decision models
assumes individuals act rationally in trying to find the best solution to optimize outcome
controlled processing
effortful cognitive processes requiring attention to initiate and sustain (processing unfamiliar info)
semantic networks
information is stored in a network of associations
naturalist decision making
research into the way people use their experience t make decisions in field settings
ecological interface design
displays that closely correspond to the environment (direct perception)
working memory
temporary (approx 30-90 seconds) and limited capacity (7 +- 2 chunks) of verbal and spatial information that is currently being used
priming effect
people can identity a stimulus faster the second time they see it, even they weren't consciously aware they saw it the first time
absolute judgement limits
avoid making the operator judge the represented variable level on the basis of a single sensory dimension (color, size, pitch, etc)
warnings
most critical - signaled by salient auditory omnidirectional alerts
cue salience
cues that are easily notices are most likely to be used
perceptual recognition
comparing incoming stimulus information with stored knowledge in order to categorize the information
sensory register
information must first be picked up by the senses before it can be processed (e.g., visual, auditory, touch, taste, smell); information is maintained here for no more than 2-3 seconds (echoic)
expected value
the overall value of the choice determined by multiplying the utility of the choice times the probability of the outcome
cognitive fixation
identifying a hypothesis and sticking with it (mind set)
decision making
selecting one choice from a number of choices involving some level of uncertainty
principle of predictive aiding
displays that project into the future; allow operator to be proactive instead of reactive
phonological loop
represents verbal information in an acoustical form while it is being rehearsed
labels
static displays of knowledge in the world
survey knowledge
(exocentric) map knowledge, layout of environment
landmark knowledge
(egocentric) learned route by landmarks
representativeness heuristic
decision based on how closely info represents typical outcome
schema
one's entire knowledge structure about a given topic
virtual reality
fooling people into accepting as real what is only perceived
confirmation bias
(cognitive tunnel vision) tendency to seek out only confirming information
unitization
transformation from feature analysis to global or holistic processing (Gestalt) as familiarity with pattern increases; allows us to read familiar words rapidly and overlook typographical errors
Geons
fundamental geometric shapes that are combined together to form all complex shapes
procedural knowledge
(how) implicit knowledge of how to perform a skill (takes longer to acquire, fades slowly)
Bottom-up processing
(data-driven) object recognition guided by sensory features
selective attention
allows us to process important information
algorithms
procedures that will always lead to correct answer
utility
overall value or worth of a choice
forgetting
caused by decay, interference, or inability to access (retrieve) information
declarative knowledge
(what) concepts, facts, principles, rules, mental models; learned quickly, decays rapidly
satisficing
making a decision that is just good enough without taking extra time and effort to do better
decision trees
provide calculations of possible outcomes that would result from different choices
population stereotype
similar mental models held by many people
availability heuristic
people make judgements based on how easily information is retrieved (eg risk of airplane crash)
analytic decision making
slow, deliberate, and controlled responses to a problem
situation awareness
skilled behavior that encompasses the prcesses by which task-relevant information is extracted, integrated, assessed, and acted upon
heuristics
shortcuts that are not guaranteed to lead to best answer; but are more efficient
automatic processing
processing performed with little demand on attention (well practiced tasks)
visuospatial sketchpad
holds info in an analog spatial form while it is being used
principle of consistency
displays should present info in a consistent manner
legibility
contrast, spatial frequency, visual angle, etc
mental models
the way in which one expects a system to work
feature compatibility
features of display can be read faster and more accurately if they are consistent with features in memory

Deck Info

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