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Flashcards covering topics such as memory, decision-making, reaction times, and information display.
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Short-term Sensory Store (Sensory Storage)
A temporary storage mechanism for each sensory channel (visual, auditory, olfactory) that prolongs the stimulus for proper encoding, lasting up to 2 seconds.
Working Memory
Temporarily storing information or keeping it active while processing it for a response, limited in time (20-30 seconds) and amount of information (Miller’s Rule: 7 ± 2 items).
Miller’s Rule
Defines the upper limit for the capacity of working memory, stating humans can accommodate 7 ± 2 items at a given time.
Chunking
A technique to improve working memory by grouping similar items together to make them easier to memorize.
Rehearsal
A technique to improve working memory by mentally repeating items to memorize, helping to shift additional resources to improve recall.
Redundancy
A technique to improve working memory by using two or more senses to memorize items (e.g., visually reading notes and reading them out loud).
Memory Aids
Tools to help in memorizing, such as checklists or mnemonics (using the first letter of each word in a list to form names or patterns).
Long-Term Memory
Information transferred from working memory for later use, including semantic memory (general knowledge) and event memory (specific events in one’s life).
Heuristics
Mental shortcuts that allow people to solve problems and make judgments quickly and efficiently, but may lead to biases.
Situational Awareness
Evaluating all cues received from the surrounding environment to minimize bias in decision-making.
Choice-Reaction Time Experiment
A decision-making experiment where a test subject responds to stimuli with appropriate responses; reaction time increases with more alternatives.
Hick-Hyman Law
A model for choice-reaction time: RT = a + bH, where RT is response time, H is amount of information, a is intercept, and b is information processing rate.
Simple Reaction Time
Reaction time when there is only one alternative (H = 0; RT = a), influenced by stimulus type, intensity, and preparedness for the signal.
Speed-Accuracy Trade-off
The inverse relationship where high accuracy requirements lead to slower response times.
Stroop Color-Word Task
A task that demonstrates how conflicting information can slow down response times.
Response Execution
The stage after deciding on an alternative, primarily dependent on human movement involving the musculoskeletal system, motor control, and manual work.
Static Information
Information that is unchanging, such as printed text, scrolling text, plots, charts, labels, or diagrams.
Dynamic Information
Information that updates continually, such as pressure, temperature, or speed.
Quantitative Information
Presenting specific numerical values (e.g., 50°F, 60 rpm).
Qualitative Information
Indicating general values or trends (e.g., up, down, hot, cold).
Status Information
Reflecting one of a limited number of conditions (e.g., on/off, stop/caution/go).
Warnings
Information indicating emergencies or unsafe conditions (e.g., fire alarm).
Alphanumeric Information
Using letters and numbers (e.g., signs, labels).
Representational Information
Using pictures, symbols, and color to code information (e.g., “wastebasket” for deleted files).
Time-phased Information
Using pulsed signals varying in duration and intersignal interval (e.g., Morse code or blinking lights).
Display Modality
The type of information corresponding to the type of sense (vision, hearing, touch, etc.) used by human operators.
Absolute Judgement
Judgement based on pre-established standards or benchmarks, without direct comparison between stimuli.
Relative Judgement
A direct comparison between two stimuli along a particular dimension.
Just Noticeable Difference (JND)
The difference between two codes or stimuli that is apparent and can be perceived.
Compatibility
The relationship of stimuli and responses that are consistent with human expectations for lesser error and faster response time.
Conceptual Compatibility
How meaningful the codes are to the individuals using them.
Movement Compatibility
The relationship between the movement of controls and displays (e.g., turning a knob clockwise means increase).
Spatial Compatibility
The physical arrangement of controls and displays.
Modality Compatibility
Using the same stimulus modality for both the signal and response (e.g., auditory signals with spoken responses for verbal tasks).