This document summarizes and cites multiple studies on action perception and motor expertise. It references studies from 1977 through 2016 on topics like context effects in infant imitation, the ability of expert dancers to predict movements, and brain regions involved in perceiving congruent or incongruent actions. The document also includes figures and tables comparing responses from elite players, expert watchers, and novices.
The document discusses behavior change and motivation from the perspectives of different disciplines like psychology, engineering, philosophy, and design. It notes the limitations of each perspective in isolation and argues they can work together better. It also discusses theories of decision making from behavioral economics and models of motivation like Fogg's Behavior Model. The document advocates for technology-supported approaches to behavior change through experience design that leverages human motivations like sensation/pleasure, anticipation/hope, and social cohesion/acceptance.
This document discusses the relationship between physical activity, exercise, and cognition. It outlines how exercise can improve both physical and brain health, and summarizes several key studies. Animal and human research shows that exercise improves learning, memory, and cognitive processing. Studies in elderly adults find that those with more active lifestyles perform better on reaction time tasks. The document also reviews evidence that both acute and long-term exercise can boost cognitive performance and academic achievement in children.
This document summarizes and cites multiple studies on action perception and motor expertise. It references studies from 1977 through 2016 on topics like context effects in infant imitation, the ability of expert dancers to predict movements, and brain regions involved in perceiving congruent or incongruent actions. The document also includes figures and tables comparing responses from elite players, expert watchers, and novices.
The document discusses behavior change and motivation from the perspectives of different disciplines like psychology, engineering, philosophy, and design. It notes the limitations of each perspective in isolation and argues they can work together better. It also discusses theories of decision making from behavioral economics and models of motivation like Fogg's Behavior Model. The document advocates for technology-supported approaches to behavior change through experience design that leverages human motivations like sensation/pleasure, anticipation/hope, and social cohesion/acceptance.
This document discusses the relationship between physical activity, exercise, and cognition. It outlines how exercise can improve both physical and brain health, and summarizes several key studies. Animal and human research shows that exercise improves learning, memory, and cognitive processing. Studies in elderly adults find that those with more active lifestyles perform better on reaction time tasks. The document also reviews evidence that both acute and long-term exercise can boost cognitive performance and academic achievement in children.
The document discusses usability testing, which involves testing a product on representative users to identify usability problems, collect data on user performance, and measure satisfaction, in order to improve the product design through an iterative process before public release. It covers planning tests, conducting tests by having users complete tasks while observers take notes, and analyzing the results to identify issues and make design modifications. The goal of usability testing is to create products that are useful, efficient, engaging, error-tolerant, and easy to learn for the intended users.
The document discusses prototyping and provides guidance on creating paper prototypes. It emphasizes that prototyping is an iterative process used to gain feedback and insights. It recommends starting with storyboarding to plan interactions and convey the setting, sequence, and user experience. Tips are provided for creating paper prototypes quickly using various materials like paper, cardboard, and transparencies. The goal of paper prototyping is to test interaction flows at low cost before implementing a digital prototype.