Human Information Processing

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Flashcards covering topics such as memory, decision-making, reaction times, and information display.

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34 Terms

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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.

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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).

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Miller’s Rule

Defines the upper limit for the capacity of working memory, stating humans can accommodate 7 ± 2 items at a given time.

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Chunking

A technique to improve working memory by grouping similar items together to make them easier to memorize.

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Rehearsal

A technique to improve working memory by mentally repeating items to memorize, helping to shift additional resources to improve recall.

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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).

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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).

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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).

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Heuristics

Mental shortcuts that allow people to solve problems and make judgments quickly and efficiently, but may lead to biases.

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Situational Awareness

Evaluating all cues received from the surrounding environment to minimize bias in decision-making.

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Choice-Reaction Time Experiment

A decision-making experiment where a test subject responds to stimuli with appropriate responses; reaction time increases with more alternatives.

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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.

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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.

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Speed-Accuracy Trade-off

The inverse relationship where high accuracy requirements lead to slower response times.

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Stroop Color-Word Task

A task that demonstrates how conflicting information can slow down response times.

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Response Execution

The stage after deciding on an alternative, primarily dependent on human movement involving the musculoskeletal system, motor control, and manual work.

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Static Information

Information that is unchanging, such as printed text, scrolling text, plots, charts, labels, or diagrams.

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Dynamic Information

Information that updates continually, such as pressure, temperature, or speed.

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Quantitative Information

Presenting specific numerical values (e.g., 50°F, 60 rpm).

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Qualitative Information

Indicating general values or trends (e.g., up, down, hot, cold).

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Status Information

Reflecting one of a limited number of conditions (e.g., on/off, stop/caution/go).

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Warnings

Information indicating emergencies or unsafe conditions (e.g., fire alarm).

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Alphanumeric Information

Using letters and numbers (e.g., signs, labels).

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Representational Information

Using pictures, symbols, and color to code information (e.g., “wastebasket” for deleted files).

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Time-phased Information

Using pulsed signals varying in duration and intersignal interval (e.g., Morse code or blinking lights).

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Display Modality

The type of information corresponding to the type of sense (vision, hearing, touch, etc.) used by human operators.

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Absolute Judgement

Judgement based on pre-established standards or benchmarks, without direct comparison between stimuli.

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Relative Judgement

A direct comparison between two stimuli along a particular dimension.

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Just Noticeable Difference (JND)

The difference between two codes or stimuli that is apparent and can be perceived.

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Compatibility

The relationship of stimuli and responses that are consistent with human expectations for lesser error and faster response time.

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Conceptual Compatibility

How meaningful the codes are to the individuals using them.

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Movement Compatibility

The relationship between the movement of controls and displays (e.g., turning a knob clockwise means increase).

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Spatial Compatibility

The physical arrangement of controls and displays.

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Modality Compatibility

Using the same stimulus modality for both the signal and response (e.g., auditory signals with spoken responses for verbal tasks).