2.4: Efficiency

Cards (24)

  • Input from eyes and ears is first stored in the short-term sensory store.
  • The perceptual processor takes the stored sensory input and attempts to recognize symbols.
  • The cognitive processor takes the symbols recognized by the perceptual processor and makes comparisons & decisions.
  • The motor processor receives an action from the cognitive processor & instructs the muscles to execute it.
  • Cycle Time: the main property of a processor
  • Fusion strongly affects our perceptions of causality.
  • Skill: a procedure that has been learned thoroughly from practice
  • Skill-based decisions: automatic responses that require little to no attention.
  • Types of decision making:
    • Skill-based
    • Rule-based
    • Knowledge-based
  • Rule-based decisions: decisions in which the human is consciously processing a set of rules of the form "if X, then do Y"
  • Knowledge-based decisions: used to handle unfamiliar or unexpected problems
  • Hick-Hyman Law of Reaction Time:
    shows that the number of cycles required by the cognitive processor is proportional to the amount of information in the stimulus
  • Fitt's Law:
    • specifies how fast you can move your hand to a target of a certain size at a certain distance away
  • Fitt's Law relies on closed-loop control.
  • Gesture: a particular movement of the mouse (or stylus or finger) that triggers a command
  • Hick-Hyman Law:
    • named after British & American Psychologist team
    1. William Edumund Hickman
    2. Ray Hayman
  • Hick-Hyman Law:
    • the more stimuli to choose from, the longer it takes the user to make a decision on which one to interact with
  • Use Hick-Hyman Law to:
    • examine how many functions you should offer at any part of your website
    • how these functions will affect your users' overall approach to decision-making
  • Reduce the number of stimuli and get a faster decision-making process.
  • K.I.S.S (Keep It Short & Simple)
    • states that "Simplicity is the key for a system to work in the best way"
  • The objective of Hick-Hyman Law is to:
    • try and simplify the decision-making process, not eliminate it entirely
  • The aim of UI design:
    • reduce the distance from one point to the next & make the target object large enough to enable prompt detection & selection of interactive elements without sacrificing accuracy
  • Categorizing Choice:
    • enabling users to find items from higher categories, as if looking under sections in a library
  • Obscuring Complexity:
    • breaking up long or complex processes into screens with fewer options