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Apperception, content-based psychology and design

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Abstract

A core area of scientific thinking is explaining. This means answering to the “why-questions and how questions” (Hempel 1965). Why does Sam have a fewer? Why did an organization fail abroad? Why a structure is able to support the weight of snow? How more effective valves for an engine can be designed? How to make computer games more attractive for female users? These are typical examples of design problems, all of which should be based on scientific explanation, i.e., what should be answered based on the laws of nature or as is becoming increasingly more evident, based on the laws of the human mind.

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... The formation of visual experience includes both top-down and bottom-up information processing [e.g., 74,32]. In the core of visual experience are mental representations consisting of mental information contents, which can be of non-perceivable kinds, such as timeless and imaginative [66][67][68][69]77]. Represented mental information contents are informed by the properties of the encountered technological artifacts and can be seen as the parts of experience that makes the encounters meaningful to the users [74]. ...
... To represent something as, for example timeless, requires a process of seeing something as something. This refers to the concept of apperception [27,34,68,69]. ...
... Apperception integrates already existing mental information contents and new information into meaningful mental representation. Visual experience is not only formed on the basis of 'perceivable' sensory information, but also on existing mental information obtained in prior experiences [66,68,69]. Therefore, apperception is not mere perception, but unifies experiences. ...
Chapter
Visual Aesthetics has gathered interest among scholars in HCI research. The growing interest stems from examinations of the aesthetic-usability effect (“what is beautiful is usable”), and possibly vice versa. Thus, numerous studies focus on understanding how we make sense and experience visual entities in interacting with technology. However, theoretical, and methodological stances vary, which impact conclusions of the studies conducted, and thus, affect design implications. Visual experience research in HCI lacks detailed conceptualizations of the constituents of visual experience and understanding of how these conceptualizations affect the overall research results through implicit methodological stances taken. In this paper, an overview of methodological stances to visual aesthetics in HCI research is presented and an interactionist approach is discussed which combines objectivist and subjectivist methodological stances and enriches our understanding of current research of visual aesthetics in HCI. In addition, methodological grounds of interactionism are described and extended from cognitive processing fluency paradigm to take into account the overall complexity of visual experience. Moreover, conceptualization of visual experience from cognitive-affective perspective in line with interactionism is discussed, following with metodical considerations of interactionism, and issues related to the role of visual stimuli in examining visual aesthetics in HCI.
... Awareness is a state of mind hence there must be a suitable psychological concepts to explicate it better. Mental contents, the content of the information in the human mind that people use to guide their actions must be examined, when investigating technology interaction process in which consciousness and thinking play an essential role (Simon, 1955;Newell & Simon, 1972;Saariluoma, 1990Saariluoma, , 1997Saariluoma, , 2003. ...
... Mental contents are important in the user psychology of thinking. Analysing the information content of human mental representations and activating anticipatory schemas can help to predict human behaviour and design the technology accordingly (Saariluoma, 1990(Saariluoma, , 2001(Saariluoma, , 2003. Awareness is also related to the "meaning-making". ...
... The construction of mental representations is referred to as a process of apperception (i.e. adding to our perception) (Saariluoma, 2003). The concept of apperception was introduced by Kant (1781/1976) in his analysis of pure reason. ...
Thesis
Smart products have the potential to change the lifestyle and working processes of their users. However, a perceived complexity of interaction with these hightech artefacts may confound even the keen technology adopter. In response, human-value driven technology design approaches such worth-centred design, empathic and aesthetic design, and design for pleasure have emerged. Still, with increased availability of sensors and the wide spread of internet, the more technology-driven approach is prevailing. Further, Artificial Intelligence in form of complex reasoning and deep learning algorithms is making impressive comeback. In this sense, to balance and reflect technological complexity, User Psychology as a design discipline should be more taken in new products and services design. Humans use and create tools and artefacts that are meaningful to them. Motivation is a reason for people’s actions, desires and needs. Hence, the motivation constructs and respective psychological theories such as Selfdetermination theory of motivation, Activity theory and related psychology of human awareness should be more taken into design of technology to maximize the benefits to the user and thus to make technology more acceptable. This thesis explores the role of awareness as a psychological construct in determining human behaviour and consequently, its influence on how humans respond to the technology. The general design principles in form of design questions and vocabularies, which facilitate designer with systematic knowledge on awareness to be taken in technology design, are defined here. This thesis utilizes the Design science research paradigm in which questions relevant to human problems are answered via studying application domain, experimenting and the creation of innovative artefacts to come up with a solution to a defined problem. Further, the Design science research approach is combined with methods from Explanatory science, which are taken as a ground towards a theoretical synthesis of experimental findings. Conceptual analysis as a method of Foundational Analysis is used to investigate the content of experimental concepts through their recomposition and reconstruction to find more accurate cognitive science grounded understanding of respective concepts.
... Mental representations comprise information contents, i.e. mental contents [68,69]. Mental contents, or information contents which contribute to meaning generation, pose a secondary aspect of mental representations [57,59,68,70]. ...
... Nevertheless, content-based thinking extends the traditional cognitive thinking in a number of respects. Firstly, it takes mental contents as its explanatory basis [68,69]. Instead of semantics and meaning of representational entities, attention is directed towards the mental contents of specific expressions. ...
... This is similar to the relationship between semantics and thoughts behind expressions. While semantics examines linguistic expressions for their ability to reveal thought structure, content-based semiotics focuses specifically on the information content of those expressions [68,69]. Secondly, content-based semiotics in HTI accepts emotional and other dynamic phenomena as a premise for analysis and argumentation. ...
Article
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Information technology has perpetuated the role of symbolism in everyday life practice, through its reliance on sign systems for its creation and operation. Increasingly attention has been placed on applying semiotic techniques to analyze user interface design and usability. Surprisingly, although the move towards symbolic interaction has been one of the most striking components of the digital shift, it has proven difficult to build bridges between semiotics and HTI-design thinking. In this article we argue that the problems in linking semiotic analysis of human technology interaction with modern HTI-design paradigms such as usability or user experience arise from a theoretical gap between the paradigms of semiotics, human cognition and thinking. Consequently, it is necessary to reformulate principal insights of semiotics such as the triangle of reference, by replacing the intuitive concept of thought, with modern philosophical and psychological concepts of human thinking. This allows the unification of usability research based on cognitive research with the analysis of signs in modern semiotics. It is possible to unify the conceptual analysis of signification and semiosis with conceptual and empirical work typical to modern human technology interaction research and design, thus making semiotics an essential tool within the swiftly developing paradigms of interaction design.
... Thus, to establish limits (in materials and/or information) increases one's ability to imagine more options for that controlled quantity of resources. This is due to the fact that people are only capable of making sense of smaller chunks of information that align with the internalized idiosyncratic logic of their mental schema (Rugg & Gerrard, 2014;Saariluoma, 2003). ...
... Apperception can be described as "seeing something as something" (Saariluoma, 2005, p. 77). In this apperceptive meaning-making process, already existing mentally based information is integrated with new information obtained through multiple senses and constructed into a meaningful mental representation (Husserl, 1936(Husserl, /1970Kant, 1787Kant, /1998Saariluoma, 1995Saariluoma, , 2003Saariluoma, , 2005Silvennoinen et al., 2015). Experiencing something as something-for instance, microscopic images of snowflakes or even granules of sand (see Figure 2) as complex and intriguing-involves apperceptive attention in detecting meaningful parts of the encountered entity (Saariluoma, 1995). ...
... Sense data are the information individuals already possess as the result of experiencing an object or phenomenon via the senses at an earlier point in time that are subsequently connected to other forms of mentally-bound information, such as remembered scenarios, sentiments, and emotions (Russell, 1917(Russell, /1951. These are ultimately carried into future experiences with other objects and phenomena through the process of apperception (Huemer, 2001;Jackson, 1977;Saariluoma, 2003). Thus, a current sensory experience comprises not just the sense that is explicitly and physically involved in the interaction but also all the senses that a person may have experienced, with the notions of the perceived object or phenomena assisting in the apperceptive meaning-making process (Rousi, 2013b;Silvennoinen et al., 2015). ...
Article
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In human-technology interaction, the balance between simplicity and complexity has been much discussed. Emphasis is placed on the value of simplicity when designing for usability. Often simplicity is interpreted as reductionism, which compromises both the affective nature of the design and usability itself. This paper takes a cognitive-semiotic approach toward understanding the dynamics between the utilitarian benefits of simplicity in design and the art of something more: considerate complexity. The cognitive-semiotic approach to human-technology design experience is a vehicle for explaining the relationship between simplicity and complexity, and this relationship's multisensory character within contemporary art-design, information technology product design, and retail design. This approach to cognitive semiotics places emphasis on the design, object, mental representation, and the qualitative representation. Our research contributes on the levels of theoretical development and methodology, having direct design implications through articulating that simplicity exists as the careful organization of complex elements. © 2018 Tore Gulden and the Open Science Centre, University of Jyväskylä.
... This creative process is influenced by the above-mentioned dimensions and factors, including mental states, and mentally stored multisensory data (Brave and Nass, 2007) -residue from past encounters with material of a similar nature. This act of constructing mental representations from mental contents is referred to as apperception (Saariluoma, 2003;Silvennoinen, Rousi, Jokinen and Perälä, 2015). Apperception is the process whereby new experiences are integrated into a person's past experiences and knowledge (Runes, 1972). ...
... Here, Husserl's (2001) framework of conscious experience as perception, signification, retention, was translated into an experiment where participants engage in self-reflection and meta-cognition to represent what they consider as either spoken or mentally-bound design experience. We use apperception to describe the process of mentally representing design experience (Saariluoma, 2003;Silvennoinen et al., 2015). This creative act of apperception among people encountering webpage design, involves the compilation of a variety of mentally bound information contents. ...
... This creative act of apperception among people encountering webpage design, involves the compilation of a variety of mentally bound information contents. These contents are arbitrary by nature and are drawn from mental resources to understand the encountered phenomenon (Saariluoma, 2003). ...
Article
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Insight into how people mentally represent, and thus, make sense of visual designs is the key to understanding how people interact with technological devices. This paper presents a study in which participants were asked to write their interpretations of two webpage design examples, based on what they thought they would say and what would remain as a thought. The data comprised 80 3E-templates (N = 40), a template allowing participants to express experiences through writing and drawing. Inductive data analysis through a phenomenological lens revealed that supposed mental and verbal representations concentrated on the following design properties: colors, themes, interface layout and quality, which are further reflected in terms of visual usability, aesthetic evaluations, emotions and physical feelings. Representations of themes functioned as the unifying components of the visual experience. Involvement through curiosity and strategic operationalisation of ambiguity are identified as direct design implications of the study.
... This means that the contents of mental representations explain many types of psychologically relevant phenomena in investigating human technology interaction. An approach in psychology, which works to explain human behavior on the ground of the information contents in mental representations or on the ground of mental contents, can be called the psychology of mental contents or content-based psychology as the properties of mental contents form the explanatory basis of its arguments (Saariluoma 1990(Saariluoma , 2003. ...
... The analysis of mental contents opens important new explanatory possibilities in designing human technology interaction, because it improves our understanding of the functions of mental representations (Saariluoma 2003). Contentbased psychological thinking provides a perspective for us to consider how people represent the interaction situations, technologies and their own goals when using technical devices. ...
... Instead, the differences in experiences must have their origins in the way students conceptually encode their mental representations. This process can be called apperception (Saariluoma 1990(Saariluoma , 2003. ...
Article
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By content-based psychology we mean psychological research, which explains behavioral phenomena on the ground of mental contents. Here, we are interested in investigating how people represent presence, which has become an important concept in HTI. Our research showed that such mental abilities factors such as spatial orientation, introversion, ability to construct mental models and empathy can predict variation on presence factors such as direct instruction, group cohesion, information integration and resolution (or problem solving) during online e-learning. The results suggest that deep level programs operating in the latter phenomena such as problem solving strategies or ability to construct social network images are connected to feeling of presence in online e-learning. Nevertheless, our study implies that it is important to develop direct measures for mental contents in presence research.
... For example, design may imitate earlier examples of working solutions with no attempt to understand the rational principles behind the construction. For many centuries architectural design, for example, has been based on well-tested traditions with no attention being paid to deeper considerations such as engineering calculations (Saariluoma 2003;Saariluoma and Maarttola 2003). The outcome has not necessarily been poor, and such intuitively planned houses have been used for centuries. ...
... It is a process of individual and group reflection during which numerous individual problem-solving processes take place. In modern constructions such as houses or airplanes thousands to millions of parts must find their place and functional relations to each other (Saariluoma 1990(Saariluoma , 2002(Saariluoma , 2003Saariluoma and Maarttola 2003). One of the core problems is, how should human mental activity be harmonised with the available technological possibilities? ...
... An explanatory framework means a system in which problems and required scientific knowledge are associated with solutions (Saariluoma 2002(Saariluoma , 2003. An explanatory framework is a discourse in which one can use a unified system of scientific knowledge to explain and resolve some relevant problem. ...
Chapter
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Explanatory design means the practice by which design solutions are evidence-based. This practice has been the norm in engineering design, relying as it does on the laws of science, but much less attention has been paid to the necessity of abandoning intuitive practices in designing for the human element within technological systems. One reason for this may have been the variety of explanatory bases within psychology. There is no single psychological framework for explaining human behaviour; instead different types of problems must be solved by using very different types of explanatory frameworks and theory language. Cognitive capacity, emotions and mental contents may serve as examples of very different explanatory frameworks. Developing a theory of explanatory interaction design needs to be based on an improved understanding of the differences between explanatory frameworks.
... In HCI, a mental representation can be about the technology [35], the interaction itself [17], or the states of the user [15]. A mental representation has a neural substrate, but it is often more meaningful to investigate its information contents [33,34]. Mental content is the meaningful and subjective information part of the representation: it makes sense to the subject, and is therefore closer to how experience is understood in HCI [22,34]. ...
... Mental content is the meaningful and subjective information part of the representation: it makes sense to the subject, and is therefore closer to how experience is understood in HCI [22,34]. Because our thoughts influence our actions, explanations of the behaviour of the user need to refer to the contents of the mental representations of the user [33]. ...
... The cognitive component integrates information about the appraised event from different sources, and proceeds mostly non-consciously. Subjective feeling is the mentally represented, consciously experienced part of the emotion process, analysable as the affective contents of mental representation [33,39]. Affective mental content refers therefore to the information, which users have about their feelings in their conscious mental representations. ...
Conference Paper
A method for primed product comparisons was developed, based on the methodological considerations of emotional appraisal process and affective mental contents. The method was implemented as a computer tool, which was utilised in two experiments (N = 18 for both). Ten adjectives served as primes, and five drinking glass pictures as stimuli. Participants’ task was to choose a preference between two glasses, given the priming adjective. The results validate the method by providing test-retest reliability measures and showing convergence with questionnaires. Further, different evaluation times between the primes and the stimuli reveal the existence of different mental processes associated with various aspects of product experience, as predicted by appraisal theory. The results have various implications for experience research and development in HCI, as they demonstrate how the method can be used for product evaluation and the analysis of the mental processes, which users use to evaluate the products.
... There are several possible approaches to investigate emotional interaction (e.g., Desmet, Porcelijn & van Dijk 2007, Hassenzahl & Traktinsky 2006, Koskinen, Battarbee & Mattelmäki 2003, Noble & Kumar, 2008, Norman 2004, Rafaeli & Vilnai-Yavetz 2004. Here, we apply content-based user psychology (Saariluoma 2003), by which we refer to psychological analysis of interaction (Moran 1981, Leikas & EAD09/171 Saariluoma 2008, Oulasvirta & Saariluoma 2004, Oulasvirta & Saariluoma 2006, Saariluoma 2004. It means that we apply methods, concepts and theories of modern psychology while analyzing and solving interaction design problems. ...
... One of these discourse frameworks, such as limited capacity, is a framework of mental contents (Saariluoma 1990, Saariluoma 2003. Mental contents, in this context, refer to the information contents of human mental representations (Saariluoma 2003). ...
... One of these discourse frameworks, such as limited capacity, is a framework of mental contents (Saariluoma 1990, Saariluoma 2003. Mental contents, in this context, refer to the information contents of human mental representations (Saariluoma 2003). In practice, this means that when we analyze interaction, we rely on phenomena related to mental contents. ...
Article
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Human-technology interaction is a problem with growing importance and its scope is rapidly extending. Nowadays it seems evident that emotional aspects of interaction are crucial, especially when people decide whether they really need certain design objects, devices and services. Emotional phenomena are more central in psychology than in any other field of scientific research, and psychological theories and methods can provide a reliable way to investigate emotional dimensions of interaction. Through psychological approach it is, thus, possible to clarify the functions of emotions in interaction processes, and further convey this knowledge to designers with emphatic goals. Naturally, without a clear understanding of the functions of emotions, it is hard to practice emphatic design. Ontologies are frequently used to explicate and specify the core concepts and their relations in investigations. Ontology of emotional interaction, in turn, refers to a conceptual system which describes the emotional dimensions of interaction. Here, we present one example of emotional interaction ontology. Because the structure of ontology is an empirical issue, we executed two experiments and let our participants to describe their experiences while they interacted with the design objects. Qualitative analysis was employed to study the conceptual systems they used while describing their experiences of these objects.
... And this is the point which is not very explicitly argued by Carroll (2001Carroll ( , 2006. However, there is also the content-based approach developed by Pertti Saariluoma (Saariluoma, 1990(Saariluoma, , 1995(Saariluoma, , 1997(Saariluoma, , 2001(Saariluoma, , 2002(Saariluoma, , 2003a, which pays more attention to mentality of experiencing people than does the content-oriented approach of Carroll (2006). Content-based approach aims to explain human behaviour in terms of information contents of mental representations and processes that are needed in constructing these representations. ...
... One important difference between Saariluoma's content-based approach (e.g., Saariluoma, 1990Saariluoma, , 1995Saariluoma, , 1997Saariluoma, , 2001Saariluoma, , 2002Saariluoma, , 2003a and Carroll's (2006) content-oriented approach is that the former follows the principles of modern psychology and uses objective methodology. Instead of relying on introspective experiences content-based approach adopts a thirdperson perspective to human processes of thinking and studies these processes experimentally. ...
... Conceptual analysis can help us to design experiments, and through experimental work we can test the explanatory power of our concepts. During the recent years, content-based approach has been applied to research questions concerning architecture, design, chess playing, and engineering thinking, among others (e.g., Saariluoma, 1990Saariluoma, , 1995Saariluoma, , 1997Saariluoma, , 2001Saariluoma, , 2002Saariluoma, , 2003aSaariluoma, & Maarttola, 2003a, 2003bNevala, 2005). ...
... It lies with the just used notions of structure and form and efficiency to account for human cognition. Although human thinking may be looked at from those perspectives they do not serve well to explicate its true psychological essence (Helfenstein & Saariluoma, 2005;Saariluoma, 2002Saariluoma, , 2003. The human mind is neither recursive nor are the mental representations it instantiates manifold in their fundamental nature. ...
... As will be shown, mental contents are of various kinds. Of particular concern to us is the distinction between those that draw their direct origin from perceivable information, as opposed to being purely mental, i.e., of non-perceivable origin (Saariluoma, 2003). It is the latter kind that plays a decisive role in transfer. ...
... Neither of the terms is novel as such and especially the latter has been used in various works throughout the history of psychology and philosophy (Brentano, 1874;Kant, 1781Kant, /1956Leibniz, 1704Leibniz, /1989Stout, 1896;Wundt, 1896Wundt, /1922. However, in order to appreciate their specific relevance and meaning in the context of the present thesis their understanding must be seen as derived from Saariluoma's recurrent discussions of a content-based approach within the science of psychology, and empirical implementations of related concepts (Helfenstein & Saariluoma, 2005;Saariluoma, 1990Saariluoma, , 1992Saariluoma, , 1995Saariluoma, , 1997Saariluoma, , 2001Saariluoma, , 2002Saariluoma, , 2003Saariluoma & Hohlfeld, 1994;Saariluoma & Kalakoski, 1997Saariluoma & Maarttola, 2003). Hence, the content-based approach to the study of psychological phenomena has so far been successfully applied to a variety of research questions surrounding human thinking and behaviour, and its merit has been demonstrated by the above mentioned researchers for the domains of design, architecture, chess playing, and engineering among others. ...
Article
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Yhteenveto. Diss. -- Jyväskylän yliopisto.
... Semiotically the technology is both the object (that which is in question) and the signifying element (the symbolic nature of the technology itself, see e.g., Rousi, 2013). As mentioned earlier in the article, the ways in which human intelligence differs from AI systems and so-called learning machinery is the act of processing, rather than meaningful, assimilated and apperceived interpretation (Saariluoma, 2003;Rousi, 2013). Yet, these systems can take on a human-like resemblance in the response to sensing, which is acting. ...
... LM differs to current understandings of ML, as the learning that occurs within the entity is meaningful from the perspective of the LM, or robot. This means that perceived information is assimilated into previously stored knowledge, being influenced by and further influencing the knowledge or mental models that the entity already possesses (Saariluoma, 2003;Helfenstein and Saariluoma, 2007). While this seems similar to contemporary models, the meaningful nature comes from the presence of consciousness and intentionality that drive and are driven by emotions (Chalmers, 1996;Chella et al., 2019). ...
Article
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There is much discussion about super artificial intelligence (AI) and autonomous machine learning (ML) systems, or learning machines (LM). Yet, the reality of thinking robotics still seems far on the horizon. It is one thing to define AI in light of human intelligence, citing the remoteness between ML and human intelligence, but another to understand issues of ethics, responsibility, and accountability in relation to the behavior of autonomous robotic systems within a human society. Due to the apparent gap between a society in which autonomous robots are a reality and present-day reality, many of the efforts placed on establishing robotic governance, and indeed, robot law fall outside the fields of valid scientific research. Work within this area has concentrated on manifestos, special interest groups and popular culture. This article takes a cognitive scientific perspective toward characterizing the nature of what true LMs would entail—i.e., intentionality and consciousness. It then proposes the Ethical Responsibility Model for Robot Governance (ER-RoboGov) as an initial platform or first iteration of a model for robot governance that takes the standpoint of LMs being conscious entities. The article utilizes past AI governance model research to map out the key factors of governance from the perspective of autonomous machine learning systems.
... Mental representations have content, which is the subjective and meaningful part of the mental representation, and can therefore be understood as the experiential aspect of human-technology interaction [9,24,25]. The affective content of a representation may vary based on modal-specific information source. ...
... In apperception process, information from different sensory modalities as well as already existing mental information contents are integrated into a meaningful mental representation. Apperception can be described as 'seeing something as something' [7,11,24]. In the domain of tactual experience, apperception is 'tactually perceiving something as something'. ...
Conference Paper
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Visual perspective has dominated experience research in human-technology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. The results indicate that with certain affects, the logic of the appraisal depends on the modality. These results are discussed within the theoretical framework of mental content, apperception, and appraisal. Further, we discuss the relevance of the findings for material design, especially in the context of multimodal interaction.
... At the core of understanding, experience formation is human cognitive and affective processes, especially in the context of designed artefacts to understand how experience contents are conveyed. This can be explained by the concept of apperception, i.e., 'seeing something as something' [27,31,44]. Apperception integrates already existing information and new information into a meaningful mental representation. ...
Chapter
The MAYA (“Most Advanced, Yet Acceptable”) is a classic design principle, which aims at balancing the most advanced (novelty) with the yet acceptable (typicality) for enhancing product aesthetics and creating pleasurable experiences. The MAYA principle is established and widely examined, however, it has not been developed into a design thinking method for multisensory experience design purposes. In this paper, we present a multisensory design thinking method for MAYA, that facilitates designers’ problem finding and solving during all phases of a design process. The focus is on developing the design thinking method in a manner that incorporates research knowledge on the five basic senses as well as design reasoning and the iterative nature of design thinking to enhance the predictability of multisensory experience design. The initial thought experiment questions and procedure were tested in a workshop with industrial designers. In the discussion, we elaborate on future development requirements, possibilities, and research directions.KeywordsMAYA principleMultisensory experienceDesign thinking methodExperience design
... However, the matter of consciousness and intentionality can be seen as the basic corner stones of human learning. Learning, whether it be an intentionally aimed for, act or a process of unplanned knowledge development and assimilation (apperception; [26] [27]) that occurs through the progression of experience, becomes a part of human conscious intentionality and intentional learning. These are important factors in what is known as constructivist learning [28] [29] or constructivism in which learning is a developmental process that constantly builds on knowledge that is previously possessed. ...
Chapter
The aspirations for a global society of learning technology are high these days. Machine Learning (ML) and artificial intelligence (AI) are two key terms of any socio-political and technological discourse. Both terms however, are riddled with confusion both on practical and conceptual levels. Learning for one thing, assumes that an entity gains and develops their knowledge bank in ways that are meaningful to the entity’s existence. Intelligence entails not just computationality but flexibility of thought, problem-solving skills and creativity. At the heart of both concepts rests the philosophy and science of consciousness. For in order to meaningfully acquire information, or build upon knowledge, there should be a core or executive function that defines the concerns of the entity and what newly encountered information means in relation to its existence. A part of this definition of concerns is also the demarcation of the self in relation to others. This paper takes a socio-cognitive scientific approach to deconstructing the two currently overused terms of ML and AI by creating a design fiction of sorts. This design fiction serves to illustrate some complex problems of consciousness, identity and ethics in a potential future world of learning machines.
... Explaining means providing an answer to how-and why-questions such as "How things can be as they are?" and "Why are things as they are?" (Hempel, 1965;Saariluoma, 1997). In such work, it is important to find explanatory grounds, that is, what kind of known phenomena can be used to make the structure and origins of studied phenomena conceivable (Hempel, 1965;Revonsuo, 2010;Saariluoma, 1997Saariluoma, , 2003Saariluoma, , 2005. ...
Article
Becoming conscious refers to how new mental content emerges in the mind. To understand this phenomenon, we studied how people experience graffiti by thinking aloud. In protocols, we found three types of becoming conscious: experiencing emotional and perceptual content directly linked to a perceivable object, non-perceivable or apperceived information content, and transformation and restructuring processes. On the grounds of the content-based study of protocols, we suggest that people can become conscious of either direct perception, apperception, or restructuring thinking. Research of the mind, which is grounded in analysis and explained by properties of mental content, can be called content-based thinking or content-based psychology.
... People of the same culture often share mental representations and underlying patterns of thought [14]. Apperception is the term used for describing how people process the information represented in design, whereby the information available in the forms and characteristics present in the artefacts and systems are integrated and associated with already mentally stored, or previously learned knowledge [21]. This covers all aspects of the construction of information contents in mental representations [22]. ...
Chapter
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Technology designers and developers can be understood as social experience (SE) mediators. In user experience (UX), notions of SE have served to identify and define the factors contributing to human-technology interaction (HTI). Three dominant perspectives have been promoted in UX discourse: 1) SE of brand, brand value and consumer culture; 2) technology design as mediator of human-to-human interactions; and 3) meaning generation through action and interaction between actors. Symbolic interactionalism understands meaning as occurring through dialogue, in the construction of the social self, promoting self-reflection as a social construction. This theorisation of social experience is valuable in the context of HTI as it allows for greater insight into the immaterial dimensions of technology integration in human societies. The purpose of this paper is to break down the factors contributing to social emotional experience of technology through illustrating how it operates according to fashion – temporality and spatiality in culture. This is a theoretical paper that presents a review of social experience, social emotional and collective emotion based literature in light of fashion and design. The result is a presentation of a proposed fashion framework of social emotions in technology interaction design (FASHEM). Based on symbolic interactionism, FASHEM helps break down emotional technology experience into a matrix of self, other, design, and semiotic interactions.
... People learn from experience, and learned matter influences how individuals subsequently experience phenomena (see constructivist views on learning, e.g., Steffe & Gale, 1995; see also Helfenstein & Saariluoma, 2006;Putnam, 2012;Rousi, 2013;Saariluoma, 2003;Symeonidis & Schwartz, 2016, regarding apperception). "An experience" in terms of an event (see, e.g., Batterbee & Koskinen, 2005) may be understood as a narrative with a beginning, middle, and end. ...
Article
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In recent years, music technology in the classroom has relied on general devices such as the iPad. In the current study, we used a mixed-methods approach to examine the learning performance, learning experience, and behavior of two class groups of primary school music students (N = 42), using established music technology (i.e., the iPad with the Keyboard Touch Instrument app) and novel music technology (KAiKU Music Glove). Results show a significant difference of change in test scores during learning (p = <.01) and a medium effect-size is found (d = .75), indicating use of the iPad and Keyboard Touch Instrument app contributed to increased learning when compared to the KAiKU Music Glove. Perceived ease of use ratings of both technologies and observable levels of concentration exhibited by the students are also discussed in the paper. Implications provide insights into the usage and development of embodied music technology in the music classroom.
... Thus, taking the tactile example again, on the basic or primal level, when perceiving material via touch, we form a rapid physically based opinion about its qualities according to how it feels -whether it is cold, smooth, soft or rough etc. On the higher order apperceptive level [31,[36][37], when previous information is drawn upon, recognition and associations are made, and the material begins to be connected to prior experiences and other information (which may also be socially based), matters such as beliefs, values, other contextual awareness and applications for the material are mentally represented [35]. ...
Conference Paper
With information technology becoming ever more embedded in our surrounding everyday things, the nature of interactions and the way we experience digitalization is becoming increasingly embodied. Thus, growing effort is placed on examining the multisensory nature of interaction experience. From a design perspective, increased knowledge of how people experience materials and how to design to encourage varying material experiences opens new opportunities for the generation of rich multisensory user experience, and accomplishing game-changing results. In particular, the innovation space opened up by understanding people's material expectations of designs is significant. An experiment (N = 78) was conducted to examine how people appraised materials via touch and sight. There were three groups: sight, touch, and touch and sight. Here, we focus on a task connecting the materials to five design contexts according to appropriate, inventive and inappropriate. Results reveal the potential in harnessing the least expected and desired connections between material and design application, for creating imaginative multisensory experiences.
... In this mental process, called apperception, new sensory information, as well as already existing mental information, are integrated into a subjectively meaningful and coherent mental representation. Apperception can thus be described as 'seeing something as something' [22,27,50,56]. For instance, a circle with a line attached to its southwest side (a magnifying glass icon) is associated with 'search' as long as the user has the right mental framework for this interpretation. ...
Conference Paper
Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic appeal of icons from different design eras. Aesthetic and usability preferences of icons from different eras varied, which allowed the investigation of the process in which users experience icons. This examination results in elaborating the process, for example the relationship between cognitive processing fluency, familiarity, and beauty.
... This methodological work should be based on a sound theoretical foundation of how exactly the combination of the results and contents of the topdown and bottom-up processes occurs. One promising line of research in this issue is the work on apperception conducted by Saariluoma (2003). Apperception refers to the process by which the content of the information obtained from the sensory processes are combined with the contents stored in memory to form a mental representation that guides human behavior. ...
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Interaction research has two goals: a theoretical one and a practical one. The theoretical goal is to discover which factors determine the effectiveness of interaction with technology. The applied goal is to provide designers of technology with recommendations on how they must design them. In order to reach both goals, academic and industrial practitioners traditionally have used methodologies that assume the interface and the user can be studied separately as the only means to discover the rules that relate them. However, empirical evidence shows that interaction is the result of the joint work of human cognitive functions (top-down processes) and system characteristics (bottom-up processes). This joint work implies that the human and the technology depend on each other and cannot be studied separately. Therefore, a methodology is needed that takes into account this mutual dependency of human cognitive functions and system characteristics. Finding such methodology is a task for current and future interaction research.
... Another way of looking at these problems was initiated within cognitive psychology and cognitive science (Simon 1969(Simon /1996. It is characterized by empirical psychological analysis of design behavior and designers' information processing (Visser 2003, Saariluoma 2003, Cantamessa 2003, Eckert et al. 2005. ...
... We follow Morgan et al. (2002) and propose that lay people as well as experts use mental models for organising knowledge, for understanding how things interact with each other. Accordingly, we focused on the contents of farmers' mental models, on how they perceived the uses of environmental technology (Saariluoma, 2003). We propose a framework in which mental models on the one hand of ecosystem services, and on the other of the human community, provide a key to understanding farmers' decision-making in the adoption of environmental technology. ...
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We assessed the roles of automated environmental monitoring technology in the sustainable use of agricultural ecosystem services in the Karjaanjoki River catchment area in Finland by examining the mental models of 39 farmers participating in an environmental monitoring platform. The monitoring data served the farmers in their decision-making and risk management, in addition to holding a potential for environmental research and monitoring. The farmers' main interests, however, lay in finding cost-efficient agricultural practices, not in environmental monitoring or management as such. Greater familiarisation of users may enhance the usability of technology. Fundamental functional deficiencies, however, can only be remedied by further development. Participatory planning and the study of farmers' mental models should thus be applied already in the designing stage. In future, new technologies should be integrated into farmers' mental models, so as to facilitate, complement and correct traditional models of sustainability.
... The minimal length of the bit string to be represented to the user tells us how much "raw information" was offered but not how it is integrated into the mental representation of the users. In addition, psychological processes are complicated, highly conceptual in nature, contextual and thus often unpredictable, although not, per se, inexplicable (Helfenstein & Saariluoma 2005;Saariluoma 1990Saariluoma , 2003. This means that user psychological analysis of the conceptual basis of interaction problems is indeed very important to avoid oversimplifying assumptions and consequent errors. ...
Article
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Information equivalence is introduced as core, multifaceted concept when studying the conditions and effects of presenting information contents in various modes on a mobile device. The paper emphasizes the user psychological perspective opposite a technical one, i.e., the extent to which user information processing and performance is equivalent across distinct modes of presenting the same information contents carried in a bit string. Equivalence was tested for visual-textual, auditory, and visual-pictorial mediation options, using immediate recall performance measures. Counter to intuition, no significant overall effects of presentation mode on learning the mediated contents were revealed. In contrast, content type of the messages strongly influenced recall, with performance being inferior for abstract compared to concrete contents. Whereas there was no interaction effect between content type and presentation mode, time-dependency related to the contents was found, indicating that messages with abstract contents may be less suitable for presentation in audio-or video-formats. The relevance of this type of research, its results, and the development of novel domain-bridging concepts for design and for interdisciplinary approaches to human device interaction in general are discussed.
... So far, the research into ontologies has mainly concentrated on the form of actual knowledge systems, and much less attention has been paid to the dynamics of the thought processes creating them. Content-based design analysis is specifically targeted when investigating thought processes in design [9], [10], [11]. Consequently, it is natural in its context to ask about the nature of thought processes relevant in building new ontologies. ...
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The research on engineering knowledge systems is continually evolving. Knowledge is conveyed through the thought processes of engineers. In order to provide adequate support for engineering design the thought processes must be understood. The aim of this paper is to discuss how to transform conceptual knowledge to design ontologies. We suggest a procedure termed Cartesian reasoning to explicate some intuitive steps in engineering thinking and to put them under scrutiny.
... So far, the research into ontologies has mainly concentrated on the form of actual knowledge systems, and much less attention has been paid to the dynamics of the thought processes creating them. Content-based design analysis is specifically targeted when investigating thought processes in design [9], [10], [11]. Consequently, it is natural in its context to ask about the nature of thought processes relevant in building new ontologies. ...
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To understand the nature of driving forces for cultural development, we must distinguish between a physical and an ideal realm. However, the ontological status of the ideal realm in relation to the physical realm is heavily debated. We argue for the necessity and relevance of both realms; both are connected through the actions of agents based on their mental concepts. The dynamic forces for the actions of the ideal realm are drivers for cultural development.Keywordsactionagencyculturedevelopmentenergyinformationmatter
Book
The two-volume set LNCS 12794-12795 constitutes the refereed proceedings of the 9th International Conference on Culture and Computing, C&C 2021, which was held as part of HCI International 2021 and took place virtually during July 24-29, 2021. The total of 1276 papers and 241 poster papers included in the 39 HCII 2020 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers included in the HCII-C&C volume set were organized in topical sections as follows: Part I: ICT for cultural heritage; technology and art; visitors’ experiences in digital culture; Part II: Design thinking in cultural contexts; digital humanities, new media and culture; perspectives on cultural computing.
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Aesthetics is a central quality attribute of a product. Research into the relationship between aesthetics in human–technology interaction and the well-being of older people is still in its infancy. In care homes, aesthetics can play a major role in creating a ‘feeling of home’, which is important when the transition to assisted living may involve multiple changes and losses that affect an older person’s well-being. This chapter discusses the potential of aesthetic design to address older people’s emotional well-being. Aesthetics in technology and technological environments provides a new ethical way of looking at valuable problems in design—meaningfulness in terms of personal and individual symbolic values and the harmonizing potential of artefacts to create a ‘feeling of home’. Promoting the aesthetic well-being of older people in care homes (and in general) deserves further attention.
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The relationship between emotions and ethics has been debated for centuries. The act of understanding emotions through the framework of ethics involves accepting that emotions are to some extent culturally dependent. By linking emotions in design to larger ethical discussions, it may be accepted that ethics and design are both technological constructions designed to shape a collective worldview. While both are cultural constructions, they are in constant dialogue with one another through social discourse and individualistic cognitive–affective appraisal processes. This chapter presents an account of technoethics that challenges ideas of ethical values embedded within technology, drawing attention to the role of human intentionality as a definitive ethical factor in human–technology relationships. The chapter problematises simplistic views of ethics and emotional technology experience to reveal the ambiguous and dynamic nature of cognitive–emotional–cultural interdependencies in technology experience.
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Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and their relative weight depending on the cultural background of the viewer. Although results indicate common elements affecting viewers of the two countries, they differ in the relative weight to global aesthetics features. The results of this study can be utilized in designing audio-visual representations of products for online shops taking into account the cultural factors affecting the design practice.
Conference Paper
The core idea of experience-driven design is to define the intended experience before functionality and technology. This is a radical idea for companies that have built their competences around specific technologies. Although many technology companies are willing to shift their focus towards experience-driven design, reports on real-life cases about the utilization of this design approach are rare. As part of an industry-led research program, we introduced experience-driven design to metal industry companies with experience goals as the key technique. Four design cases in three companies showed that the goals are useful in keeping the focus on user experience, but several challenges are still left for future research to tackle. This exploratory research lays ground for future research by providing initial criteria for assessing experience design tools. The results shed light on utilizing experience goals in industrial design projects and help practitioners in planning and managing the product design process with user experience in mind.
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In a perfect world, it would always be possible to operate technology effortlessly and to reach the desired goal. However, in the real world many factors may make technologies difficult to use or even hinder people from using technical artefacts. Most of these factors pertain to usability (i.e., technology’s ability to fit users’ capabilities) and thus concern technological solutions from the point of view of human beings as users of technology. Therefore, designing technical artefacts that are easy to use requires understanding the psychological and mental preconditions for using technology.
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User experience has become a key concept in investigating human-technology interaction. Therefore it has become essential to consider how user experience can be explicated using psychological concepts. Emotion has been widely considered to be an important dimension of user experience, and one obvious link between modern psychology and the analysis of user experience assumes the analysis of emotion in interaction processes. In this paper, the focus is on the relationship between action types and elicited emotional patterns. In three experiments including N = 40 participants each, it is demonstrated that the types of emotions experienced when people evaluate and use technical artefacts differ based on the stances they take toward these artefacts. One cannot approach user experience irrespective of the careful analysis of the situation-specific emotional themes. It is essential to any theory of user experience to consider the nature of the situation and relevant actions.
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This article discusses the content-based approach in examination of values. In the content-based approach, human thinking in different contexts is set at the focal point, and attention is devoted to those cognitive processes through which mental representations are constructed. The information contents of mental representations play a decisive role in understanding human behavior. By applying content-based analysis to an examination of the conceptual contents of human values, it is possible to reach a deeper understanding of the cognitive structure which lies as the motivational foundation of actions. In this article, it is argued that different informational contents of values explain variance actualized in behaviors. A suggestion for a model of cognitive structure of values is presented. The model illustrates different information contents related to particular object.
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This is a research/review paper, distributed under the terms of the Creative Commons Attribution-Noncommercial 3.0 Unported License http://creativecommons.org/licenses/by-nc/3.0/), permitting all non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited. Microinnovations among the paradigms of innovation research -what are the common ground issues Abstracts -If we consider innovations as human action, this research has been dominated on one hand by social and policy making processes and, on the other, by organizational management thinking. In this study, we shall introduce a third perspective to innovation as action, namely, innovation as a human way of thinking. We claim that innovations are always made by thinking people, and therefore we should also look innovations in concepts of scientific research to human thought processes. Since societal and organizational paradigms concern innovations as relatively large wholes, we term the research on these paradigms as macroinnovation research.Here, we study the relations of microinnovations research to major paradigms of innovation research and in this way define its role within the field. We shall define the common ground points between microinnovation research and such established paradigms as organizational innovation research, innovation processes, systems and especially ecosystems of innovations research, flow of information, diffusion of innovations and finally the research on innovation policies.
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User psychology is a human–technology interaction research approach that uses psychological concepts, theories, and findings to structure problems of human–technology interaction. As the notion of user experience has become central in human–technology interaction research and in product development, it is necessary to investigate the user psychology of user experience. This analysis of emotional human–technology interaction is based on the psychological theory of basic emotions. Three studies, two laboratory experiments, and one field study are used to investigate the basic emotions and the emotional mind involved in user experience. The first and second experiments study the measurement of subjective emotional experiences during novel human–technology interaction scenarios in a laboratory setting. The third study explores these aspects in a real-world environment. As a result of these experiments, a bipolar competence–frustration model is proposed, which can be used to understand the emotional aspects of user experience.
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In designing technologies for older people, it is essential to understand their form of life, how they mentally represent it and its relations to technology. We can use content-based psychological research to investigate mental contents of people, who employ this knowledge to solve important psychological issues such as problems of human-technology interaction. In this particular study, we have focused on the contents of the concept of worth, as this notion opens up an important perspective to the motives of the users of technology. A user study where around 400 older citizens expressed their subjective opinions about significant areas of life was carried out. These areas of life constitute their individual form of life. There were two basic questions in our investigation. Firstly, we wanted to find those areas of life for which older people prefer and expect new products and services to be developed. Secondly, we investigated ageing persons’ subjective opinions of the most important product qualities for these products. In conclusion, the paper presents the relevant ‘worths’ that ageing citizens perceive in technology. Understanding the contents of product worth related to users’ form of life opens up new perspectives on the road to more focused design of successful and desired products and services for the ageing population.
Chapter
In this paper, we discuss about content-based design research. By means of it, we have separated four different types of thought processes, which occur during engineering design. We have used data which we have gathered during research into a large scale industrial design process, i.e., the design of the extended nip press (ENP) in paper machines. By means of interviews and documentary analyses, we have composed a picture of this complex design process. In it we have noticed that there are qualitatively different modes of thinking, which may be used to elaborate classical phase models of human thinking. We suggest that the human thought process entails such modes as apperception, restructuring, reflection and construction.
Conference Paper
Understanding information graphics rely on thought process of graphics' reader, and thinking has the most important role in interpretation and exploitation. We are interested in the cognitive mechanisms underlying interaction with information graphics. In this study, we studied those cognitive processes which are employed when interacting with information graphics. Based on these experiments, we have separated four different types of thought processes which occur during the interactions with information graphics. We propose that these thought processes are apperception, restructuring, reflection and construction.
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The purpose of this paper is to develop theoretical concepts for mental content-based investigations and explanations in the psychology of human thinking in general and transfer more specifically. The schema-based analysis of transfer postulates that the solving of an earlier problem can influence a person's future behavior only to the degree of schematic similarity between the primary and the secondary problem solution. The reported content-based investigation, using Duncker's (1935) classic tumor task, shows however, that the contents of schemata cause an essential variation in a person's mental representation and judgement of radiation confluence effects. The study identified and assessed in separate experiments the influence of three different thought models (additive, balancing, and distribution-based) and two distinct types of spatial images of rays (compact vs. diverging). Whereas differences in the central tendencies of the judgements could expose some of the priming effects between experimental conditions, the core of the content-based analysis was based on the identification of distinct groups of participants displaying a certain type of judgement. These differences reflected the contrasts between the thought models and the ray image content. They substantiated the claim that a schema-based analysis of transfer and reasoning in general, is alone not sufficient to explain interindividual and intercontextual differences that are based on distinctive mental content in the reasoners' apperception.
Article
Mental representation is a central theoretical concept in modern cognitive psychology. However, its investigation has been predominantly based on inapt perceptualist concepts, which presume that information contents in them, i.e., mental contents, solely arise from stimulus. This is in spite of the evidence that much in human thought does not have any sensory equivalence. Consequently, we make a difference between perception and apperception, as e.g., Kant and Wundt did, and argue in favor of a detailed analysis of this mental process that is responsible for the construction of representations. We present here five primed problem solving experiments. The basic idea was to demonstrate that depending on priming information people represent perceptually identical stimuli very differently, i.e., they ascribe different uses and meanings to objects and they integrate them differently to compose distinct solutions. In this vein, we demonstrate that people regularly rely on information, which is not or cannot be perceived in principle. On the ground of our empirical findings, we resurrect the issue on why the difference between perception and apperception is theoretically adequate and introduce some central concepts for the theoretical analysis of apperception such as "seeing as" and functional binding.
Conference Paper
The aim of this paper is to explore the effects of ubiquitous computing in cars on the situation awareness and expectations of the driver. In a driving simulation environment with participants using a co-driver system, we investigated how people took and recovered from misinformation provided by the system. The system presented safety-critical information about the upcoming curves on the road, but in the experiment part of the messages contained false information. The effects of this information on participantspsila behavior were investigated. On the grounds of the experiment, we discuss two approaches for investigating driverspsila situational awareness, which are based on either mental workload or mental contents.
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En este artículo presentamos un conjunto de principios que definen la psicología cognitiva orientada hacia el contenido. Estos principios se presentan en el contexto de la investigación realizada sobre la forma de procesamiento de los jugadores de ajedrez. En el artículo se defiende que los conceptos teóricos de atención, imagen mental y memoria están basados en los conceptos de capacidad y formato, y que éstos no son lo suficientemente poderosos para expresar los fenómenos asociados a los contenidos mentales. Por el contrario, es necesario desarrollar un lenguaje teórico que esté genuinamente orientado hacia el contenido para poder discutir, por ejemplo, los problemas de contenido y su integración en el pensamiento. El principal problema es cómo explicar los contenidos de las representaciones ¿Por qué tienen las representaciones los contenidos que tienen?. Aquí focalizaremos la discusión en la manera en que se puede explicar la selección de elementos contenidos en la representación. Para formular los conceptos básicos de la investigación sobre el pensamiento orientado hacia el contenido se han de discutir primero varios puntos. Primero, se mostrará que la investigación tradicional sobre atención y memoria está orientada hacia la capacidad y, por tanto, no es capaz de expresar los contenidos mentales. En segundo lugar, se defiende que hay fenómenos referidos al contenido que se tienen que explicar mediante otros fenómenos relacionados con el contenido. En tercer lugar, se muestra que en ajedrez, las personas integran la información en representaciones mentales a través de reglas funcionales o razones que especifican por qué algunos contenidos deben incluirse en la representación. Finalmente se muestra que las personas integran la información alrededor de "modelos de pensamiento" cuyos contenidos, junto a las reglas funcionales o razones, explican y clarifican la estructura de contenido de la representación mental. Se defiende también que el análisis del contenido es metacientíficamente más similar a la lingüística, con sus métodos básicos de explicación y análisis de contenidos, que a las ciencias naturales, que es el modelo que mas comúnmente subyace a la psicología experimental actual.
Article
Five protocol-analysis experiments with tactical, endgame, and strategic positions were conducted to study cognitive errors in chess players' thinking. It will be argued that chess players' errors can be only partially explained in terms of unspecified working-memory overload, because the working-memory loads caused by the solution paths are usually small. It is therefore necessary to consider apperceptive mechanisms also, as these control information intake. Subjects fail either because they are not able to see the right prototypical problem space at all, or because they fail to close them as a result of missing some crucial task-relevant cue. This makes chess players lose their "belief in the idea" and restructure, after which the apperceptive information-selection mechanisms make the finding of the solution still more unlikely.
Article
Traces the development of the cognitive approach to psychopathology and psy hotherapy from common-sense observations and folk wisdom, to a more sophisticated understanding of the emotional disorders, and finally to the application of rational techniques to correct the misconceptions and conceptual distortions that form the matrix of the neuroses. The importance of engaging the patient in exploration of his inner world and of obtaining a sharp delineation of specific thoughts and underlying assumptions is emphasized. (91/4 p ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Continuing his exploration of the organization of complexity and the science of design, this new edition of Herbert Simon's classic work on artificial intelligence adds a chapter that sorts out the current themes and tools -- chaos, adaptive systems, genetic algorithms -- for analyzing complexity and complex systems. There are updates throughout the book as well. These take into account important advances in cognitive psychology and the science of design while confirming and extending the book's basic thesis: that a physical symbol system has the necessary and sufficient means for intelligent action. The chapter "Economic Reality" has also been revised to reflect a change in emphasis in Simon's thinking about the respective roles of organizations and markets in economic systems.
Iacocca-car autobiography (in Finnish)
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Konstruktionslehre (in Finnish) MET
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  • W Beitz
SKOP-a brief history
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Apperception and restructuring in chess players’ problem solving Lines of thought: reflections on the psychology of thinking
  • P Saariluoma
  • K J Gilhooly
  • Keane
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  • Rh Logie
  • G Erdos
press) Stumbling blocks in novice architectural design
  • P Saariluoma
  • I Maarttola
Ajatteluriskit ja kognitiiviset prosessit taloudellisessa toiminnassa
  • P Saariluoma
  • I Maarttola
  • P Niemi
Cognitive therapy: transforming the image
  • F Wills
  • D Sanders
Analytical psychology
  • G F Stout
  • GF Stout
Thinking in work life: from errors to opportunities (in Finnish) WSOY: Porvoo
  • P Saariluoma
Learning to program lisp
  • J R Anderson
  • R Farrell
  • R Sauers
  • JR Anderson
Stumbling blocks in novice architectural design
  • P Saariluoma
  • I Maarttola