Heuristic in the context of Usability engineering


Heuristic in the context of Usability engineering

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⭐ Core Definition: Heuristic

A heuristic or heuristic technique (problem solving, mental shortcut, rule of thumb) is any approach to problem solving that employs a pragmatic method that is not fully optimized, perfected, or rationalized, but is nevertheless "good enough" as an approximation or attribute substitution. Where finding an optimal solution is impossible or impractical, heuristic methods can be used to speed up the process of finding a satisfactory solution. Heuristics can be mental shortcuts that ease the cognitive load of making a decision.

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Heuristic in the context of Intuition

Intuition is the ability to acquire knowledge without recourse to conscious reasoning or needing an explanation. Different fields use the word "intuition" in very different ways, including but not limited to: direct access to unconscious knowledge; unconscious cognition; gut feelings; inner sensing; inner insight to unconscious pattern-recognition; and the ability to understand something instinctively, without any need for conscious reasoning. Intuitive knowledge tends to be approximate or heuristic.

The word intuition comes from the Latin verb intueri translated as 'consider' or from the Late Middle English word intuit, 'to contemplate'. Use of intuition is sometimes referred to as responding to a "gut feeling" or "trusting your gut".

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Heuristic in the context of Rational intuition

Logical Intuition, or mathematical intuition or rational intuition, is a series of instinctive foresight, know-how, and savviness often associated with the ability to perceive logical or mathematical truth—and the ability to solve mathematical challenges efficiently. Humans apply logical intuition in proving mathematical theorems, validating logical arguments, developing algorithms and heuristics, and in related contexts where mathematical challenges are involved. The ability to recognize logical or mathematical truth and identify viable methods may vary from person to person, and may even be a result of knowledge and experience, which are subject to cultivation. The ability may not be realizable in a computer program by means other than genetic programming or evolutionary programming.

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Heuristic in the context of Schema (psychology)

In psychology and cognitive science, a schema (pl.: schemata or schemas) describes a pattern of thought or behavior that organizes categories of information and the relationships among them. It can also be described as a mental structure of preconceived ideas, a framework representing some aspect of the world, or a system of organizing and perceiving new information, such as a mental schema or conceptual model. Schemata influence attention and the absorption of new knowledge: people are more likely to notice things that fit into their schema, while re-interpreting contradictions to the schema as exceptions or distorting them to fit. Schemata have a tendency to remain unchanged, even in the face of contradictory information. Schemata can help in understanding the world and the rapidly changing environment. People can organize new perceptions into schemata quickly as most situations do not require complex thought when using schema, since automatic thought is all that is required.

People use schemata to organize current knowledge and provide a framework for future understanding. Examples of schemata include mental models, social schemas, stereotypes, social roles, scripts, worldviews, heuristics, and archetypes. In Piaget's theory of development, children construct a series of schemata, based on the interactions they experience, to help them understand the world.

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Heuristic in the context of Old quantum theory

The old quantum theory is a collection of results from the years 1900–1925, which predate modern quantum mechanics. The theory was never complete or self-consistent, but was instead a set of heuristic corrections to classical mechanics. The theory has come to be understood as the semi-classical approximation to modern quantum mechanics. The main and final accomplishments of the old quantum theory were the determination of the modern form of the periodic table by Edmund Stoner and the Pauli exclusion principle, both of which were premised on Arnold Sommerfeld's enhancements to the Bohr model of the atom.

The main tool of the old quantum theory was the Bohr–Sommerfeld quantization condition, a procedure for selection of certain allowed states of a classical system: the system can then only exist in one of the allowed states and not in any other state.

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Heuristic in the context of Heuristic (psychology)

Heuristics (from Ancient Greek εὑρίσκω (heurískō) 'to find, discover') is the process by which humans use mental shortcuts to arrive at decisions. Heuristics are simple strategies that humans, animals, organizations, and even machines use to quickly form judgments, make decisions, and find solutions to complex problems. Often this involves focusing on the most relevant aspects of a problem or situation to formulate a solution. While heuristic processes are used to find the answers and solutions that are most likely to work or be correct, they are not always right or the most accurate. Judgments and decisions based on heuristics are simply good enough to satisfy a pressing need in situations of uncertainty, where information is incomplete. In that sense they can differ from answers given by logic and probability.

The economist and cognitive psychologist Herbert A. Simon introduced the concept of heuristics in the 1950s, suggesting there were limitations to rational decision making. In the 1970s, psychologists Amos Tversky and Daniel Kahneman added to the field with their research on cognitive bias. It was their work that introduced specific heuristic models, a field which has only expanded since. While some argue that pure laziness is behind the heuristics process, this could just be a simplified explanation for why people don't act the way we expected them to. Other theories argue that it can be more accurate than decisions based on every known factor and consequence, such as the less-is-more effect.

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Heuristic in the context of Calculation

A calculation is a deliberate mathematical process that transforms a plurality of inputs into a singular or plurality of outputs, known also as a result or results. The term is used in a variety of senses, from the very definite arithmetical calculation of using an algorithm, to the vague heuristics of calculating a strategy in a competition, or calculating the chance of a successful relationship between two people.

For example, multiplying 7 by 6 is a simple algorithmic calculation. Extracting the square root or the cube root of a number using mathematical models is a more complex algorithmic calculation.

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Heuristic in the context of Success

Success is the state or condition of meeting a defined range of expectations. It may be viewed as the opposite of failure. The criteria for success depend on context, and may be relative to a particular observer or belief system. One person might consider a success what another person considers a failure, particularly in cases of direct competition or a zero-sum game. Similarly, the degree of success or failure in a situation may be differently viewed by distinct observers or participants, such that a situation that one considers to be a success, another might consider to be a failure, a qualified success or a neutral situation. For example, a film that is a commercial failure or even a box-office bomb can go on to receive a cult following, with the initial lack of commercial success even lending a cachet of subcultural coolness.

It may also be difficult or impossible to ascertain whether a situation meets criteria for success or failure due to ambiguous or ill-defined definition of those criteria. Finding useful and effective criteria, or heuristics, to judge the failure or success of a situation may itself be a significant task.

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Heuristic in the context of Culture theory

Culture theory is the branch of comparative anthropology and semiotics that seeks to define the heuristic concept of culture in operational and/or scientific terms.

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Heuristic in the context of Dirac delta function

In mathematical analysis, the Dirac delta function (or δ distribution), also known as the unit impulse, is a generalized function on the real numbers, whose value is zero everywhere except at zero, and whose integral over the entire real line is equal to one. Thus it can be represented heuristically as

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Heuristic in the context of Defeasible reasoning

In philosophy of logic, defeasible reasoning is a kind of provisional reasoning that is rationally compelling, though not deductively valid. It usually occurs when a rule is given, but there may be specific exceptions to the rule, or subclasses that are subject to a different rule. Defeasibility is found in literatures that are concerned with argument and the process of argument, or heuristic reasoning.

Defeasible reasoning is a particular kind of non-demonstrative reasoning, where the reasoning does not produce a full, complete, or final demonstration of a claim, i.e., where fallibility and corrigibility of a conclusion are acknowledged. In other words, defeasible reasoning produces a contingent statement or claim. Defeasible reasoning is also a kind of ampliative reasoning because its conclusions reach beyond the pure meanings of the premises.

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Heuristic in the context of Occam's razor

In philosophy, Occam's razor (also spelled Ockham's razor or Ocham's razor; Latin: novacula Occami) is the problem-solving principle that recommends searching for explanations constructed with the smallest possible set of elements. It is also known as the principle of parsimony or the law of parsimony (Latin: lex parsimoniae). Attributed to William of Ockham, a 14th-century English philosopher and theologian, it is frequently cited as Entia non sunt multiplicanda praeter necessitatem, which translates as "Entities must not be multiplied beyond necessity", although Occam never used these exact words. Popularly, the principle is sometimes paraphrased as "of two competing theories, the simpler explanation of an entity is to be preferred."

This philosophical razor advocates that when presented with competing hypotheses about the same prediction and both hypotheses have equal explanatory power, one should prefer the hypothesis that requires the fewest assumptions, and that this is not meant to be a way of choosing between hypotheses that make different predictions. Similarly, in science, Occam's razor is used as an abductive heuristic in the development of theoretical models rather than as a rigorous arbiter between candidate models.

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Heuristic in the context of Nucleic acid design

Nucleic acid design is the process of generating a set of nucleic acid base sequences that will associate into a desired conformation. Nucleic acid design is central to the fields of DNA nanotechnology and DNA computing. It is necessary because there are many possible sequences of nucleic acid strands that will fold into a given secondary structure, but many of these sequences will have undesired additional interactions which must be avoided. In addition, there are many tertiary structure considerations which affect the choice of a secondary structure for a given design.

Nucleic acid design has similar goals to protein design: in both, the sequence of monomers is rationally designed to favor the desired folded or associated structure and to disfavor alternate structures. However, nucleic acid design has the advantage of being a much computationally simpler problem, since the simplicity of Watson-Crick base pairing rules leads to simple heuristic methods which yield experimentally robust designs. Computational models for protein folding require tertiary structure information whereas nucleic acid design can operate largely on the level of secondary structure. However, nucleic acid structures are less versatile than proteins in their functionality.

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Heuristic in the context of Failure

Failure is the social concept of not meeting a desirable or intended objective, and is usually viewed as the opposite of success. The criteria for failure depends on context, and may be relative to a particular observer or belief system. One person might consider a failure what another person considers a success, particularly in cases of direct competition or a zero-sum game. Similarly, the degree of success or failure in a situation may be differently viewed by distinct observers or participants, such that a situation that one considers to be a failure, another might consider to be a success, a qualified success or a neutral situation.

It may also be difficult or impossible to ascertain whether a situation meets criteria for failure or success due to ambiguous or ill-defined definition of those criteria. Finding useful and effective criteria or heuristics to judge the success or failure of a situation may itself be a significant task.

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