| Term | Definition |
| sensory register | information must first be picked up by the senses before it can be processed (e.g., visual, auditory, touch, taste, smell); information is maintained here for no more than 2-3 seconds (echoic) |
| subliminal perception | perception below the threshold of awareness |
| priming effect | people can identity a stimulus faster the second time they see it, even they weren't consciously aware they saw it the first time |
| perceptual recognition | comparing incoming stimulus information with stored knowledge in order to categorize the information |
| feature analysis | recognizing and evaluating pattern features |
| unitization | transformation from feature analysis to global or holistic processing (Gestalt) as familiarity with pattern increases; allows us to read familiar words rapidly and overlook typographical errors |
| feature compatibility | features of display can be read faster and more accurately if they are consistent with features in memory |
| Geons | fundamental geometric shapes that are combined together to form all complex shapes |
| Bottom-up processing | (data-driven) object recognition guided by sensory features |
| top-down processing | (conceptually driven) object recognition affected by surrounding context |
| working memory | temporary (approx 30-90 seconds) and limited capacity (7 +- 2 chunks) of verbal and spatial information that is currently being used |
| central executive | attentional control system that coordinates info from other two subsystems |
| visuospatial sketchpad | holds info in an analog spatial form while it is being used |
| phonological loop | represents verbal information in an acoustical form while it is being rehearsed |
| forgetting | caused by decay, interference, or inability to access (retrieve) information |
| semantic networks | information is stored in a network of associations |
| schema | one's entire knowledge structure about a given topic |
| mental models | the way in which one expects a system to work |
| population stereotype | similar mental models held by many people |
| declarative knowledge | (what) concepts, facts, principles, rules, mental models; learned quickly, decays rapidly |
| procedural knowledge | (how) implicit knowledge of how to perform a skill (takes longer to acquire, fades slowly) |
| episodic memory | personal knowledge or memory of a specific event (flashbulb) |
| prospective memory | memory of what one is supposed to do |
| selective attention | allows us to process important information |
| focused attention | allows us to filter out unwanted information |
| divided attention | allows us to perform multiple tasks at once |
| time sharing | switching between cognitive tasks |
| controlled processing | effortful cognitive processes requiring attention to initiate and sustain (processing unfamiliar info) |
| automatic processing | processing performed with little demand on attention (well practiced tasks) |
| decision making | selecting one choice from a number of choices involving some level of uncertainty |
| intuitive decision making | quick and relatively automatic responses to a problem |
| analytic decision making | slow, deliberate, and controlled responses to a problem |
| normative decision models | assumes individuals act rationally in trying to find the best solution to optimize outcome |
| utility | overall value or worth of a choice |
| expected value | the overall value of the choice determined by multiplying the utility of the choice times the probability of the outcome |
| descriptive decision models | assume humans do not act rationally in decision making |
| framing effects | the way a problem is phrased affects the decision |
| satisficing | making a decision that is just good enough without taking extra time and effort to do better |
| algorithms | procedures that will always lead to correct answer |
| heuristics | shortcuts that are not guaranteed to lead to best answer; but are more efficient |
| cue primacy | the first few cues are given greater importance (first impression) |
| anchoring heuristic | once an initial decision is made, later cues are often ignored |
| cue salience | cues that are easily notices are most likely to be used |
| availability heuristic | people make judgements based on how easily information is retrieved (eg risk of airplane crash) |
| representativeness heuristic | decision based on how closely info represents typical outcome |
| overconfidence | individuals belief that they are correct more often than they actually are |
| cognitive fixation | identifying a hypothesis and sticking with it (mind set) |
| confirmation bias | (cognitive tunnel vision) tendency to seek out only confirming information |
| naturalist decision making | research into the way people use their experience t make decisions in field settings |
| situation awareness | skilled behavior that encompasses the prcesses by which task-relevant information is extracted, integrated, assessed, and acted upon |
| decision trees | provide calculations of possible outcomes that would result from different choices |
| expert systems | computer programs that use experts knowledge of concepts, principles, and rules |
| decision support systems | any interactive system that allows you to input problem information which it uses to formulate a solution based on complex algorithms |
| absolute judgement limits | avoid making the operator judge the represented variable level on the basis of a single sensory dimension (color, size, pitch, etc) |
| redundancy gain | presenting a signal in more than one way increases the likelihood it will be interpreted correctly |
| discriminability | similar appearing signals are likely to be confused |
| ecological interface design | displays that closely correspond to the environment (direct perception) |
| principle of predictive aiding | displays that project into the future; allow operator to be proactive instead of reactive |
| principle of consistency | displays should present info in a consistent manner |
| warnings | most critical - signaled by salient auditory omnidirectional alerts |
| cautions | moderately critical - may be signaled by less salient auditory alerts |
| advisories | least critical - may be signaled with peripheral cue (visually) |
| labels | static displays of knowledge in the world |
| legibility | contrast, spatial frequency, visual angle, etc |
| augmented display | display that improves upon reality by superimposing info over actual environment |
| landmark knowledge | (egocentric) learned route by landmarks |
| route knowledge | (egocentric) route list of commands of how to get from point A to point B |
| survey knowledge | (exocentric) map knowledge, layout of environment |
| virtual reality | fooling people into accepting as real what is only perceived |