An information processing task where the user interacts with a technological device to accomplish goals and subgoals
Human information processing
Frameworks used (theory of signal detection, chronometric methods, speed and accuracy)
Real-life application of some of the frameworks
Human information processing stages (Sanders' taxonomy, 1998)
Sensory input
Perception
Cognition (thoughts and thinking)
Action (outcome)
Signal detection theory
A statistical framework used to study human performance, including the detection and identification of stimuli in the presence of uncertainty and noise
Chronometric methods
Use of time factors to study human information-processing, including reaction time and mental rotation
Speed-accuracy methods
The trade-off between speed and accuracy in human performance
Psychophysiological and neuroimaging methods
Examining physiological activity, such as brain activity using electroencephalograms (EEGs) and magnetic resonance imaging (MRI)
Used to develop brain-computer interfaces and study neural bases of mental functions
Neuroergonomics
The application of cognitive neurosciences in human-computer interaction, focusing on the neural dynamics underlying perception, attention, memory, emotion, cognitive control, and decision-making during interaction with technology
Types of neuroergonomics
Cognitive neuroergonomics
Physical neuroergonomics
Social neuroergonomics
Consumer neuroergonomics
Augmented & synthetic neuroergonomics
Clinical neuroergonomics
Memory in information processing
Recollection of information in the absence of the original stimulus, including episodic, semantic, declarative, and procedural memory
Memory systems
Sensory stores
Short-term memory (working memory)
Long-term memory
Problem solving
Involves a problem space with an initial state, goal state, operators for transforming the problem, and constraints for applying the operators
Decision making
People rely on heuristics (representativeness, availability, anchoring) when the outcome associated with a choice is uncertain
Lumosity is an example of an applied human information processing tool, but the effectiveness and lasting effects of such cognitive enhancement programs are debated
Lumosity
A subscription-based suite of online brain-training games, intended to improve cognitive skills
Due to an influx of products designed to train cognition through games such as Lumosity, it is important to determine their effectiveness for the sake of consumers and for the potential implications of any training effects for theories of transfer of cognitive skills
Training experiments using the Lumosity platform
1. Participants divided into three groups:
2. Attention group trained with five attention games
3. Flexibility group trained with five flexibility games
4. Inactive control group
Participant assessment
1. Accuracy and response time for two cognitive tests of attention (useful field of view and change detection)
2. Accuracy and response time for two cognitive tests of flexibility (Wisconsin card sort and Stroop)
3. Assessed both before and after training period
Experiment 1 training period
3 hours spread over four sessions
Experiment 2 training period
15 to 20 hours spread over an average of 73 sessions
The trained groups did not show significantly greater pretest-to-posttest gains than the control group on any measures in either experiment, except in experiment 2 where the flexibility group significantly outperformed the other two groups on Stroop response time and UFOV reaction time
A practical implication concerns the lack of strong evidence for the effectiveness of brain-training games to improve cognitive skills
A theoretical implication concerns the domain
Ceiling effect
A limit to the extent of improvement that can be achieved through brain-training games, especially in cognitively healthy populations
Brain-training games
May be more effective in cognitively impaired populations
May have limited effectiveness in cognitively healthy populations
Brain-training games show a plateau in improvement
Suggests there is a peak level of performance
Brain-training games do not lead to greater improvement on isolated tasks
Compared to control group
Future studies should explore if brain-training games are more effective in lower-performing populations
Future studies should explore if the capacity for improvement requires ever more challenging levels of play
Sanders’ taxonomy (1998)
Sensory input
The information received through the senses (e.g., sight, hearing, taste, smell)
Perception
Theinterpretationofsensoryinput.Perceptionisinfluencedbypastexperiences, expectations, and
attention.
Cognition (thoughtsand thinking)
The mental process involving thinking, learning, and problem-solving. Cognition includes processes
such as attention, memory, reasoning, and decision-making.
Action (outcome)
The motor response based on the processed information (ranging from simple actions like picking
up the phone to complex actions like driving).
stimuli identification: preprocessing-> featue extraction-> identification -> respence selection -> motor programing -> moor adjustement te two last are called respence execution
Signal detection theory
A statistical framework
Practical applications of signal detection theory
Medical diagnosis - mammography (SDT can be used to investigate diagnostic
accuracy and determine the threshold required to establish a diagnosis)
Air traffic control - controllers make decisions based on identifying points on the
radar screen
Marketing research - analyzing consumer behavior
Human performance - noise, discrimination between stimuli, and decision-making
based on uncertain information
Autonomous vehicles - smart obstacle detection systems