Learning curve in the context of Misnomer


Learning curve in the context of Misnomer

Learning curve Study page number 1 of 1

Play TriviaQuestions Online!

or

Skip to study material about Learning curve in the context of "Misnomer"


⭐ Core Definition: Learning curve

A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the horizontal axis), that is to say, the more someone, groups, companies or industries perform a task, the better their performance at the task.

The common expression "a steep learning curve" is a misnomer suggesting that an activity is difficult to learn and that expending much effort does not increase proficiency by much, although a learning curve with a steep start actually represents rapid progress. In fact, the gradient of the curve has nothing to do with the overall difficulty of an activity, but expresses the expected rate of change of learning speed over time. An activity that it is easy to learn the basics of, but difficult to gain proficiency in, may be described as having "a steep learning curve".

↓ Menu
HINT:

In this Dossier

Learning curve in the context of Graphical user interface

A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where head-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.

View the full Wikipedia page for Graphical user interface
↑ Return to Menu

Learning curve in the context of Chinese input method

Several input methods allow the use of Chinese characters with computers. Most allow selection of characters based either on their pronunciation or their graphical shape. Phonetic input methods are easier to learn but are less efficient, while graphical methods allow faster input, but have a steep learning curve.

Other methods allow users to write characters directly via touchscreens, such as those found on mobile phones and tablet computers.

View the full Wikipedia page for Chinese input method
↑ Return to Menu

Learning curve in the context of Organizational learning

Organizational learning is the process of creating, retaining, and transferring knowledge within an organization. An organization improves over time as it gains experience. From this experience, it is able to create knowledge. This knowledge is broad, covering any topic that could better an organization. Examples may include ways to increase production efficiency or to develop beneficial investor relations. Knowledge is created at four different units: individual, group, organizational, and inter organizational.

The most common way to measure organizational learning is a learning curve. Learning curves are a relationship showing how as an organization produces more of a product or service, it increases its productivity, efficiency, reliability and/or quality of production with diminishing returns. Learning curves vary due to organizational learning rates. Organizational learning rates are affected by individual proficiency, improvements in an organization's technology, and improvements in the structures, routines and methods of coordination.

View the full Wikipedia page for Organizational learning
↑ Return to Menu

Learning curve in the context of User-centered design

User-centered design (UCD) or user-driven development (UDD) is a framework of processes in which usability goals, user characteristics, environment, tasks and workflow of a product, service or brand are given extensive attention at each stage of the design process. This attention includes testing which is conducted during each stage of design and development from the envisioned requirements, through pre-production models to post production.

Testing is beneficial as it is often difficult for the designers of a product to understand the experiences of first-time users and each user's learning curve. UCD is based on the understanding of a user, their demands, priorities and experiences, and can lead to increased product usefulness and usability. UCD applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.

View the full Wikipedia page for User-centered design
↑ Return to Menu

Learning curve in the context of Hermann Ebbinghaus

Hermann Ebbinghaus (24 January 1850 – 26 February 1909) was a German psychologist who pioneered the experimental study of memory. Ebbinghaus discovered the forgetting curve and the spacing effect. He was the first person to describe the learning curve. He was the father of the neo-Kantian philosopher Julius Ebbinghaus.

View the full Wikipedia page for Hermann Ebbinghaus
↑ Return to Menu