Model-Human Processor – is a simplified view of human
processing involved with interacting with computer systems.
Subsystems of MHP
1.
The Perceptual System
2.
The Motor System
3.
The cognitive System
Input-Output Channels
1.
Vision
a.
The physical reception of the stimulus from the
outside world
b.
The processing and interpretation of that
stimulus
2.
Hearing
3.
Touch
4.
Movement
Human Memory
1.
Sensory Memory – act as buffers for stimuli
received through each of the senses.
2.
Short-Term Memory – used to store information
which only required fleetingly.
3.
Long-Term Memory – has an unlimited capacity, a
slow access time and forgetting occurs slowly or not at all.
Two Types of LTM
1.
Episodic Memory – represents our memory of
events and experiences in a serial form.
2.
Semantic Memory – is a structure and record of
facts, concepts, and skills that we have acquired, derived from the episodic
memory.
Main Activities Related to LTM
1.
Storage of Information
2.
Information Retrieval
3.
Forgetting
Thinking
1.
Reasoning – is the process by which we use the
knowledge we have to draw conclusions about the domain of interest.
a.
Deduction – Deduction reasoning derives the
logically necessary conclusion from the given premises. The logical conclusion
does not have to correspond to our notion of truth.
b.
Induction – inductive reasoning is generalizing
from cases we have seen to infer (conclude) information about cases we have not
seen. In practice, induction is used to
fill in missing details while reasoning.
c.
Abduction – abduction reasons from a fact to the
action or state that caused it. Abduction
is used to derive explanations for the events we observe.
2.
Problem Solving – is the process of finding a
solution to an unfamiliar taste, using the knowledge we have.
a.
Gestalt Theory – states that problem solving is
both productive and reproductive:
insight is needed to solve a problem.
b.
Problem Space Theory – comprises problem
states and problem solving involves
generating these states using legal state transition operators. People use
these to move from the initial state to the goal state.
c.
Use of Analogy – problems are solved by mapping
knowledge relating to a similar known domain to the new problem.
3.
Skill Acquisition
a.
The learner uses general-purpose rules which
interpret facts about a problem.
b.
The learner develops rules specific to the task,
using proceduralization.
c.
The rules are tuned to speed up performance,
using generalization.
4.
Errors and Mental Models
Emotion – involves both physical and cognitive events.
Individual Differences –
Psychology and the Design of Interactive Systems
1.
Guidelines
2.
Models to support design
3.
Techniques for evaluation