Info 2450 Psych Exam 1

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Last updated 1:25 AM on 9/22/26
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49 Terms

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Design

the aims of how something should work and the means of implementing that aim

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Affordances

what can be done with an object, its properties that the user can take advantage of

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Signifer/Cue

the visual cues that tell users how something should work

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Mental Modes

one’s beliefs/expectations shaped by repeated interaction and feedback.

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Designer Mental Mode VS. User Mental Mode

Differs becuase the two have different experiences with technology

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Conceptual Model

simple coherent explanation of how something should work

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Gulf of execution

the difference between the users intentions and the capabilities of the system, what the system actually allows users to do

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Gulf of evaluation

the distance between what the system did and your ability to tell what happened

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Feedback

information given to you by the system after your actions

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Technological Mediation

technology sits between people —> creates uncertainty
Tech has expanded in a way where its different to tell one’s true availability

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Availability

how free someone is for social interaction

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Availability Management

behaviors one takes in order to manage what people think about their availability

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Co-Presense

being in the same place physically around someone —> easier to read ones availability

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Account

an explanation for a relational failure, one that is plausible and creates a mutually agreeable narrative that saves face for both parties

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Butler Message

An excuse

A verbal message sent to manage one’s availability/unavailability

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Butler Lie

A deceptive butler message is knowingly false, untrue, a lie.

Could be an excuse for the past, present, or future.

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Conservational ambiguity

Unclear if a conversation is ongoing or has ended
exploits the 2 sources of ambiguity: technological mediation, and unclear norms of response and duration

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Well Being

positive emotions, effective functioning, and a sense of life satisfaction, Not a medical condition

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Screen time

Amount of time usually measured in mins/hrs you look at a screen in a given period of time

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Engagement

the amount of time or number of interactions on a platform, typically measured by clicks, or seconds

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Hypothesis

A testable prediction that is grounded in an explanation or theory that can be validated, questioned, or altered by testing the hypothesis. It has a cause-based prediction and defined, precisely measured variables.


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Displacement theory/hypothesis

The healthy activities we used to do are displaced/substituted with new activities —> lost health benefits.
Our doses of screen time take the place of alternative pursuits which may be more satisfying

May contribute to poor well-being


Problems with this theory: technology is so integrated into our life, it hasn’t replaced anything entirely. Many activities have evolved to have digital elements within them.


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Digital Goldilocks Hypothesis

Too little technology —> deprives young people of important social information and peer pursuits
Too much technology —> may displace other meaningful activities

—> need to find the middle of this

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Qualitative vs. quantitative methods -

Qualitative: through talking to others verbally, observation

Quantitative methods: through experimentation, testing, surveying people, and observing people


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Impression Formation

process of how people use information about a person to form an understanding of who they are and how they will behave

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Impression Processing

How individuals attempt to influence others understanding or perception of them

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The Impression problem

we can’t know someone’s true character as we only see their statements and behavior

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Self presentation

the process in which one uses statements, behaviors, or other strategies to convey an impression, specifically for self benefit.

Part of impression management

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Self Disclosure

Process in which someone reveals authentic personal information to another person in hopes that the partner will show them with acceptance, care, and understanding.

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Ideal self

who you aspire to be

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Actuals self

who you are

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Ought self

how other expect you to be

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Cues

Information we are given about others

Cues given: information intentionally selected by an individual

Cues given off: information unintentionally emitted through an individual’s behavior or presence

  • interior residue: cues given off by self, through your behavior, state of private space

  • exterior residue: cues give off by others about you, things your frds say about you


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Social Impression Formation

Individuals recursively adapt their self presentation based on social cues, feedback, expectations

recursively: a spiral of feedback where each part influences one another.

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Hyperpersonal Model

When interacting through mediated communication (online), people often make more extreme judgements than they would face to face because cues are filtered out

Over attribution: we tend to jump to conclusions and make quick judgements

Selective self presentation: we choose to present only the cues that support the impression we want to have

Behavioral Confirmation: once an impression is formed, even if it’s extreme, we try to maintain it

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Warrant

a way of demonstrating or justifying that a claim about oneself is true

how much someone trusts the warrant is dependent on how much control they have over the information/cues you receive

Strong warrant: value is due to low user control, like a boss writing a rec letter for you

Weak warrant : easy to fake, often due to high user control, like a resume you make yourself

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Mere exposure effect

people feel more favorable towards people they recognize.

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Accountability

when other people are present, we feel more accountable

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Coordination and Cohesion

the 2 big problems of collaboration at a distance

task coordination: does everyone know what to do and when?

group cohesion: how well do people trust each other?

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Law of propinquity/proximity

we communicate more with people we are geographically closer to

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Common ground

shared experience of stimuli or experience makes us more mutually understandable

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Effect of Proximity on relationships

1) effect of presense: social inhibition/facilitation: when others are around, we tend to improve on our performance on well learned tasks and underperform on unlearned tasks of complex tasks

2) effect of discussion: discussion leads to cooperative behavior, increasing cohesion

face to face interaction also increases cohesion, that there’s a group

3) effect of spontaneous interaction: the CHANCE encounters of normal tasks increases trust as it is unplanned

4) effect of shared social setting: physical or virtual spaces with defined boundaries and normative expectations

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impression management

the conscious or subconscious process people use to influence how others perceive them, an object, or an event

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Mental threat

when the public/professional reaction to a situation is blown wildly out of proportion to the actual threat

→ panic or panic threat

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cost of complexity

the most factors taken into account → the slower and harder it is to implement and enforce the design

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cost of enforcement

Bans aren’t free! When enforcing a ban, need to make sure that there is evidence demonstrating a clear positive benefit to justify the restriction to freedom and the enforcement cost.

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systemic review

a report that combines and synthesis previous text and evidence rather than presenting a whole new study

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zero tolerance policy

no case by case flexibility. when applying the harshest available response to those who break a rule.

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