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 & AmericanPsychologist team
William Edumund Hickman
Ray Hayman
Hick-Hyman Law:
the morestimuli 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 elementswithout 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