Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Psychology human behavior
Human behavior sociology
Psychology human behavior
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Psychology human behavior
Research Report on an Investigation of Impact of Naturally Mapped Interaction Techniques on User Learning and Attitudes For this research report I decided to study a journal article that explores how computer interfaces developed to simulate natural interactions impact the overall user experience, user learning, and attitudes. This research was done by Jeeyun Oh, Harold R. Robinson, and Ji Young Lee, and was published in March 2013. Hypotheses The research involved presenting two specially developed user interfaces to human participants – an electronic magazine with page flipping feature where users can flip, curl, and drag pages with the mouse, and the other with buttons to switch pages. The researchers proposed two main hypotheses, and several more hypotheses that follow from the main two. The first hypothesis H1 claim that the page flipping feature will positively influence the recall memory and recognition of the website content. H2 is similar, but claims negative influence. Other hypotheses that follow hypothesize that the page flipping feature will increase the feeling of familiarity (H3), increase liking of the website (H4), increase interaction with the content (H5), lead to increased perception of content credibility (H6), and increase behavioral intention toward the content (H7). Participants The participants were randomly selected undergraduate students from a US university. The participants participated in the research on the university online. Methods A professor offered extra credit to his class if we participate in some sort of an online survey. Of course, most of students accepted the offer. I came to the computer lab. I was provided with a hyperlink I followed. An online questionnaire appeared on screen. I... ... middle of paper ... ...gazine, I am sure that I would never think about the possibility that this is a research about recall and memory. I would probably have an impression that National Geographic is trying to evaluate possible new forms of their magazine. It would be fun to flip through the magazine believing that I am seeing a test of a brand new form of NG, but I would probably be bored with the topic of the issue. Since I would need to answer questions about the content I would probably guessed that there is interest in how much content I can recall, but I would not be able to connect it to hypotheses of the study. Works Cited Oh, J., Robinson, H. R., & Young Lee, J. (2013). Page flipping vs. clicking: The impact of naturally mapped interaction technique on user learning and attitudes. Computers in Human Behavior, 29(4), 1334-1341. doi: http://dx.doi.org/10.1016/j.chb.2013.01.011
At the combined parks of Universal Studios (US) and Islands of Adventure (IoA) patrons have been complaining that it takes too long to both purchase park tickets and then get through the entrance lines. According to managers of the park patrons have been giving conflicting data as to which is actually having a problem. Some say that US is slower than IoA where others disagree and claim IoA is indeed the slower of the parks. To get to the truth behind the issue we conducted an observational usability study where we spent a minimum of 30 minutes at each park’s ticket purchase and entrance lines measuring the time interactions relative to time.
recall and the use of too many leading questions during interviews. Method: Participants were tested to see how affected they were by the treatment. hypnosis, those who were found to be medium to highly susceptible. were shown a film of a bank robbery. They were then split into 3 groups - hypnosis group, relaxation group and wake group. Participants were asked to come back a week later and were individually interviewed by being asked to use either the guiding
Desjardins’ Human-Computer-Human Interaction model (HCHI 2001, 2005) is an epistemological template for how a user, the technology that user is operating, and the processes of systems, are interdependent entities. In addition, certain competencies are needed for this relationship to function, along distinct dimensions (Desjardins, 2001, p.1). This HCHI model, as described by Desjardins, Lacasse and Bélair (2001), was an attempt to address specific competencies that were related to the use of information and communication technology (ICT) in an educational setting (pg. 1). Desjardins’ work with the HCHI has been further applied in the prototyping of collaborative online learning environments and as such the model may prove useful when analyzing current web-based applications for usability, reliability, and relevance. This is done by taking the application in question and observing which features fall in line with the four tenets of the HCHI: the technical order, the epistemological order, the informational order, and the social order. For this paper, I intend to apply the HCHI model to critically analyze the web-based mind-mapping tool, Popplet, using the perspectives and theoretical constructs discussed in EDUC 5101 Learning with Technology course. As a tool I frequently use, I am curious if Popplet holds up well to the HCHI paradigm and if Popplet, a collaborative online learning environment, displays interdependence between the user, the technology itself, and the processes of systems. Please note that Popplet does have a tablet version of its application. I will not be focusing on the iOS/Android versions, as it would add certain considerations to this paper that are beyond its present scope.
...adoption is inevitable and will result in change. However, the adopter based theory argues that the technological superiority of a product or system may not lead to its adoption because of the "human, interpersonal, and social factors" involved in adopting a new technology in a certain social context (Surry and Farquhar, 1997, p.8 ). The QWERTY and Dvorak keyboard are an example of how technological superiority is often not enough for a new product or service to be adopted(Surry and Farquhar, 1997, p. 9). As one can see, these theories connect the diffusion theory to instructional technology. The question remains, do we adopt technology for technology’s sake and assume a change for the better or do we adopt technology when it is relevant to the learner’s environment and take our chances? "Risk is a final factor…in educational innovation"(Wright et al., 1995, p. 3).
In the article, “The Critical Importance of Retrieval For Learning” the researchers were studying human learning and memory by presenting people with information to be learned in a study period and testing them on the information that they were told to learn in order to see what they were able to retain. They also pointed out that retrieval of information in a test, is considered a neutral event because it does not produce learning. Researchers were trying to find a correlation between the speed of something being learned and the rate at which it is forgotten
the scientific method. If they participate, they will be asked to answer six questions about
The human brain consists of many subsystems within the long-term memory. One of which is episodic memory. Episodic Memory is the remembrance of a phenomenal personal experience in terms of what, when, and where. This memory begins by retrieving information such as, words, objects, or faces; using this knowledge the episodic memory finds links and slowly transitions into recalling the complete memoir. Research studies established by Herlitz, Nilsson, and Backman prove that sex differences favor women when it comes to episodic memory. In this research experiment these psychologists took about 1,000 applicants, both male and female, between ages of 35 – 80, and asked them to remember a list of words; the study showed that women outperformed men by 25 percent. Coming to the conclusion that, since women were able to recall more words than men they evidently had the better episodic memory.
Farrants, J. (1998, September). The 'false' memory debate. Counseling Psychology Quarterly. Retrieved September 14, 2000 from ProQuest database (Bell & Howell Information and Learning-ProQuest) on the World Wide Web: http://proquest.umi.com/pqdweb
UCI Disabilities Services Center. (2003, February 2). Universal design and web accessibility. Retrieved September 17, 2003, fromhttp://www.disability.uci.edu/other_links/web_accessibility.htm
Quintins, Desi. "Game UI By Example: A Crash Course in the Good and the Bad." Game Development Tuts. N.p., 22 Jan. 2013. Web. 08 Jan. 2014
It is becoming increasingly difficult to ignore the importance of using technology in almost all aspects of life. As a consequence, individuals need an ideal way to interact effortlessly with computers. Galitz (2007) states that human computer interaction (HCI) is the method of how computers and human work and understand each other. One of the most important type of HCI is a graphical user interface (GUI) which is a computer software which makes the using of computer easier (Senta, 2013). It is evident from the name of this term (GUI) that the users are main aspect and they need to see their needs are achieved when they want which is the term of what you see is what you get (WYSIWYG) (Galitz, 2007). This essay has been divided into two parts. Firstly, it will discuss that there are some principles which can make a successful GUI, namely the clarity of using it, performing user’s requests effectively, forgiveness of user’s mistakes and the object’s familiarity for users. In the second part, Apple’s web page will be evaluated as an example of a popular GUI based on those characteristics and it will also show that although Apple’s GUI has some weaknesses, it can be considered a good GUI because it has almost accomplished the other principles of the successful GUI.
According to Sternberg (1999), memory is the extraction of past experiences for information to be used in the present. The retrieval of memory is essential in every aspect of daily life, whether it is for academics, work or social purposes. However, many often take memory for granted and assume that it can be relied on because of how realistic it appears in the mind. This form of memory is also known as flashbulb memory. (Brown and Kulik, 1977). The question of whether our memory is reliably accurate has been shown to have implications in providing precise details of past events. (The British Psychological Association, 2011). In this essay, I would put forth arguments that human memory, in fact, is not completely reliable in providing accurate depictions of our past experiences. Evidence can be seen in the following two studies that support these arguments by examining episodic memory in humans. The first study is by Loftus and Pickrell (1995) who found that memory can be modified by suggestions. The second study is by Naveh-Benjamin and Craik (1995) who found that there is a predisposition for memory to decline with increasing age.
An interactive learning experience between the learner and computer in which the computer provides the majority of the stimulus, the learner must respond, and the computer analyzes the response and provides feedback to the learner (1995).
Also, learner’s perceptions on the use of (IWBs) in their classrooms, Wall et al. (2005) found that learners saw (IWBs) as effective tools for initiating and facilitating the learning process, in particular when they were given the opportunity to use the (IWB) themselves. The learners also commented on the visual nature of the (IWB), frequently referring to the different ways information can be presented which was seen as a way to reinforce concentration and attention (Wall et al.,