Cognitive Aspects of Memory and User Interface Design

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55 Terms

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Memory

The mental process of encoding, storing, and retrieving information.

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Short-term Memory

Memory lasting seconds to a minute, low capacity.

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Long-term Memory

Memory lasting minutes to years, high capacity.

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Item-features

Connected pairs of items and their attributes.

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Change Blindness

Failure to notice changes in visual stimuli.

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Modes

Different states in software affecting user actions.

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Mode-errors

Mistakes due to forgetting current software mode.

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Search Terms

Keywords used to generate search results.

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UI Instructions

Guidelines displayed to assist user navigation.

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False Memories

Inaccurate recollections of past events.

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Mandela Effect

Shared false memory among a group of people.

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Augment Memory

Using tools to enhance memory retention.

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Attention

The cognitive process of focusing on specific stimuli.

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Flow Theory

State of complete absorption in an activity.

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Priming

Exposure to one stimulus influences response to another.

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Familiarity Preference

Tendency to favor known over efficient solutions.

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Volatility

Short-term memory's tendency to forget quickly.

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Complex Menus

Difficult-to-remember navigation options in software.

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Emotional Weighting

Emotions affect how memories are stored and recalled.

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Memory Distribution

Memories stored across multiple brain regions.

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Task-based Design

Design approach focusing on user tasks and goals.

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Recognition

Identifying previously encountered information.

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Immediate Attention Tools

Tools like bookmarks to assist short-term focus.

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Goal Reinforcement

Emphasizing user objectives in user interface design.

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Clean-Up Actions

Tasks forgotten after achieving primary goals.

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Social Media Distraction

Loss of focus due to social media engagement.

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Memory Loss

Inaccuracy and detail loss in long-term memory.

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Recall

Reactivation of neural patterns without similar input.

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Learning from Experience

Extracting rules from familiar patterns unconsciously.

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Learning from Complex Situations

Generalizing with incomplete information from many variables.

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Automatic Behavior

Actions become automatic through repetition.

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Tacit Knowledge

Knowledge we cannot articulate or explain.

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Problem Solving

Devising solutions for unfamiliar problems using cortex.

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Diagnostic Tools

Tools to identify issues within a system.

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Gulf of Execution

Gap between user goals and tool operations.

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Task Analysis

Identifying user goals and common tasks.

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Conceptual Model

Mapping between tools, functions, and user goals.

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Objects in UI

Elements like text, images, and accounts.

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Actions in UI

User interactions such as writing and commenting.

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Responsiveness

Keeping users informed of system processes.

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Progress Indicators

Visual cues showing task completion status.

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Busy Indicators

Signals that a process is ongoing.

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User-generated Hints

Hints provided by users for passwords or codes.

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Visual Elements

Use of images and buttons for better recognition.

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Cognitive Load

Mental effort required to process information.

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Feedback Mechanisms

Notifications and error messages for user actions.

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Overgeneralization

Making broad conclusions from limited information.

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System Status Indication

Showing whether the system is online or saving.

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User Progress Indication

Informing users about task completion time.

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Distinctiveness in UI

Avoiding similar terms to reduce confusion.

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Time Constraints

Activities require time, affecting user perception.

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Anticipatory Design

Designing systems that predict user actions.

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Learning Actions

Repetition leads to automatic or semi-automatic actions.

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Social Media Security

Risks of staying logged in on public computers.

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ATM Card Retrieval

Requirement to take card before cash withdrawal.