1 / 16

Cognitive Science

Cognitive Science. Overview Emotional Design. Cognitive Science. Emotional Design. Emotions and Moods Psychiatry: "mood" routinely used to denote states of happiness and sadness and their extremes

vdeleon
Download Presentation

Cognitive Science

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Cognitive Science • Overview • Emotional Design

  2. Cognitive Science Emotional Design • Emotions and Moods • Psychiatry: "mood" routinely used to denote states of happiness and sadness and their extremes • Emotions: person's mental state of being, normally based in or tied to the person's internal (physical) and external (social) sensory feeling

  3. Cognitive Science Emotional Design • Seven emotions • fear (or terror, shock, phobia) • anger (or rage, which can be directed to the self or others) • sorrow (or sadness, or grief or depression, which some people think of a separate emotionムsee depression) • joy (happiness, glee, gladness). • disgust・acceptance・anticipation・surprise • Source: Wikipedia

  4. Cognitive Science Scenario Observation Task I will demonstrate a number of sites/materials. Please take notes on the following observations: • List the strongest emotions you experienced. • What was your general emotional response to the site? Elaborate why. Later: • How can the site be described in terms of the three levels of processing (visceral, behavioral, reflective?

  5. Cognitive Science Emotional Design • Impact on Learning • Emotions impact cognition • Mood-dependant retrieval • Mood-congruent processing

  6. Cognitive Science Emotional Design • Mood-dependent retrieval

  7. Cognitive Science Emotional Design • Mood-dependent retrieval

  8. Cognitive Science Emotional Design Mood-congruent processing

  9. Cognitive Science Emotional Design Model • Astleitner (2000) FEASP Model

  10. Cognitive Science Emotional Design • Levels of Information Processing • Visceral Level • Behavioral Level • Reflective Level

  11. Cognitive Science Emotional Design • Levels of Information Processing • Visceral Level–automatic, ‘prewired,’ genetically programmed–response based on recognizing sensory information–incapable of reasoning–uses pattern matching: * positive affect based on food, warmth, protection * negative affect based on unknowns, danger indicators–but: this biological mechanism is only resulting in predispositions • –Product characteristics: appearance–Learning environments: __________________ • from: Norman (2004)

  12. Cognitive Science Emotional Design • Levels of Information Processing • Behavioral Level–controls human action and behavior–not conscious -- automatic, routine operations–actions can be enhanced or inhibited by reflective level–can enhance or inhibit visceral level–Product characteristics: pleasure and effectiveness of use–Learning environments: __________________ • from: Norman (2004)

  13. Cognitive Science Emotional Design • Levels of Information Processing • Reflective Level–contemplative part of brain–not bound to the immediate feelings - includes past and future–Most vulnerable to variability through culture, experience, education, individual differences–can override other levels–Product characteristics: self-image, personal satisfaction, memory–Learning environments: __________________ • from: Norman (2004)

  14. Cognitive Science Scenario Group Discussion Based on the games reviewed so far, consider: • What, if anything, can games teach us about the design of learning environments? • How do games evoke emotions? • Do certain types of games represent certain aspects of some of the theoretical frameworks we have discussed? • Sort Gee’s principles based on a theoretical approach you devise, using theories discussed to date.

  15. Cognitive Science Scenario Group Work Review the one of the Games-To-Teach frameworks. [http://www.educationarcade.org/gtt/proto.html]Discuss the following questions • Is the approach taken effective for the content and audience specified? • Does the approach appear to be based on a theoretical framework? • What emotional impact do you expect this game to have on learners?

More Related