Psychology – Fear and Sadness

Psychology - Fear and Sadness
Psychology – Fear and Sadness

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Psychology – Fear and Sadness

Compare and contrast the existential and mindfulness approaches to understanding and working with fear and sadness. Which of these two approaches do you feel more drawn to and why?

Fear is a natural, powerful, and primitive human emotion. It involves a universal biochemical response as well as a high individual emotional response. Fear alerts us to the presence of danger or the threat of harm, whether that danger is physical or psychological.

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Pathophysiology and Leadership in Clinical Practice

Pathophysiology and Leadership
Pathophysiology and Leadership

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Pathophysiology and Leadership

Introduction     

In clinical practice, medical promptness is an essential element of any given organization. The use of methods that integrate cohesiveness, principles, promptness and good communication presents room for inclusive clinical practice. Also, leaders have the power of using different headship skills to help clinicians work synchronously within the organization. Leaders are also the main people in charge of supervising with the ability as well as skills for clinicians when required.

Again, leaders create their capabilities by incorporating the ideas, ethics, and support of their juniors. On the other hand, clinicians require good leaders to help them in decision making related to assessment, planning treatment, good communication and proper practice. Both Psychopathology and Pathophysiology are relevant to psychology. As such, they can be used to show the level of understanding and skills one should possess so as to facilitate efficient organization leadership.

Explain psychopathology and pathophysiology

Psychopathology involves the study of mental disorder and commonly used in describing mental ailments (College of Registered Nurses of Nova Scotia, 2008).   On the other hand, Psychopathology can be called psychological illness. Assessing mental disorders based on the psychology or dysfunctional character provides delusional views. It encompasses the inability to effectively function, behaving normal or act by the set standards.

Dysfunction hinders individuals the ability to control their sentiments or even characters. For instance, being hysterically sad can lead to dysfunctional traits. Psychological ailments also entail dysfunctions that are used to demonstrate painful impairment, which hinders people ability to work normally.

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With regards to Pathophysiology, it is an uncharacteristic disordered physiological process associated with an ailment or damage. The pathophysiology involves assessing the progress of the illness in the body, which make the patient look for various treatment approaches.

Additionally, Pathophysiology is widely used by health practitioners to not only treat but also diagnose some ailments (College of Registered Nurses of Nova Scotia, 2008).  The manner of carrying out interviews is rather individualized as such it purposes to facilitate the collection of data, engage and motivate patients when it comes to assessing and treating the condition.

Review how these terms relate to behavioral assessment, intervention, and implementation in an organizational setting

            In clinical field, psychology is associated with behavior assessment, intervention, and execution within the organization by the nature of the study and the wider practice. Psychology is also a comprehensive are of scientific evaluation that is connected to individual issues and psychological principles involving assessment, hindrance, amelioration and convalescence of mental pain, infirmity, flawed personality while increasing psychosocial health.

Assessment, intervention, and implementation can be used in any given clinical institution, which promotes and practices the physical and psychological health of the larger public. For that reason, it is necessary to put into account particular clinical methods including Assessment involves developing behavior, interests, cognition, emotional and understanding. In this case, many approaches can be used to interrogate clients such as psychometric tests, interviews, and observations. As such, psychologists should be competent in so as to select the best approach (Ellis & Hartley, 2005).

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Diagnosis entails using the appropriate diagnostic method based on the client’s intellectual degree, cognitive capacity, psychological state, and behavior. DSM-IV-TR is a suitable tool to diagnose and assess clients with flawed characters.

Intervention: while many interventions can be applied across the organization,  clinical experts need particular understanding to diagnose effectively, develop and executed treatment plan.  Moreover, they need the knack to examine the correctness and entirety of planning, conceptualization and implementing the results of the intervention or treatment (Guyatt et al. 2008).

The original assessment allows clinicians to make the right diagnosis, provide relevant information on a treatment plan and assistance to patients and their families.

Discuss how an understanding of these concepts will help the clinical supervisor (leader) in the operation of the organization.

Clinical leaders should have a clear and comprehensive recognition regarding the basis and the manner in which the organization can operate routinely. Additionally, they should recognize the leadership concepts, operation, and facilitation.

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For instance, good managers are linked to significant medical supervision when it comes to satisfaction, commitment to the organization and retention.  Excellent leadership has a perpetual impact on employees regarding curtailing the high turn-over.  Frontline workers are critical to a firm, particularly in a medical facility. The management in tandem with receptionists, medical employees and administrators play a vital function in deducing and understanding the required leadership for sustainable reasons.

The medical manager should ensure the entire team recognizes their obligation and approach work-related tasks to the best of their abilities, towards enhancing the smooth running of the establishment. The leadership should engage its employees in establishing a working culture that is ethically sound in a healthcare environment (Ellis & Hartley, 2005). Moreover, these analytical models will help with upholding strong work standards within the organization.

Analyze the role of a leader when clinicians are involved in individual or group assessments.

The management should participate in frontline supervision for medical personnel working with individual and team assessments to leverage any discrepancies (Guyatt et al. 2008). The management has the solemn obligation; to be readily available in case of any eventuality.  In addition, the leadership ought to ensure that medical personnel are executing their functions competently and for the benefit of their clients.

Medical practitioners are the mainstay of the operation within the healthcare facility, as such; the management should ensure clinicians observe work ethics and medical practices (Muir Gray, 1997). Being conscious of the transformation within an organization is rather critical for key leaders overseeing medical personnel in individual and group assessment settings.

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Again, the leadership can assist clinicians in the analysis phase of treatment to establish the attributes of a patient; remedial plans that are suitable for the patient and evaluating behavioral information of the patient.  Ultimately, the appraisal and remedial planning should culminate to personalized treatment, appropriate patient treatment and ensuring the organization’s mission is realized through better service delivery (Guyatt et al. 2008).

Conclusion

The mental health workers have the responsibility to work relentless for clients and workmates, particularly if they hold leadership positions. Nonetheless, on many occasions, leaders have often been unable to realize the issue of effective communication. Having the understanding to assemble and keep the right team is dominant for consistency.

The leadership mindset towards their employees will depend on the outcome and nature of work (Ellis & Hartley, 2005). In a nutshell, the leader should be effective when it comes to guiding medical personnel within a health care facility to determine competent leadership skills such as servant, transformation and engaging leadership.

References

College of Registered Nurses of Nova Scotia. (2008). Problematic substance use in  the workplace: A resource guide for registered nurses.  Halifax: Author.

Ellis, J. R., & Hartley, C. L. (2005). Managing and coordinating nursing care, 4th ed. Philadelphia: Lippincott Williams & Wilkins.

Guyatt, G., Rennie, D., Meade, M. O., & Cook, D. (2008). Users’ guides to the medical literature:  Essentials of evidence-based clinical practice, 2nd Edition. New  York: McGraw-Hill.

Muir Gray, J. A. (1997). Evidence-based medicine: How to make health policy and management decisions. London: Churchill Press.

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Psychopathology and Leadership in Clinical Practice

Psychopathology
Psychopathology

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Psychopathology and Leadership in Clinical Practice

Introduction     

In clinical practice, medical promptness is an essential element of any given organization. The use of methods that integrate cohesiveness, principles, promptness and good communication presents room for inclusive clinical practice. Also, leaders have the power of using different headship skills to help clinicians work synchronously within the organization. Leaders are also the main people in charge of supervising with the ability as well as skills for clinicians when required.

Again, leaders create their capabilities by incorporating the ideas, ethics, and support of their juniors. On the other hand, clinicians require good leaders to help them in decision making related to assessment, planning treatment, good communication and proper practice. Both Psychopathology and Pathophysiology are relevant to psychology. As such, they can be used to show the level of understanding and skills one should possess so as to facilitate efficient organization leadership.

Explain psychopathology and pathophysiology

Psychopathology involves the study of mental disorder and commonly used in describing mental ailments (College of Registered Nurses of Nova Scotia, 2008). On the other hand, Psychopathology can be called psychological illness. Assessing mental disorders based on the psychology or dysfunctional character provides delusional views. It encompasses the inability to effectively function, behaving normal or act by the set standards.

Dysfunction hinders individuals the ability to control their sentiments or even characters. For instance, being hysterically sad can lead to dysfunctional traits. Psychological ailments also entail dysfunctions that are used to demonstrate painful impairment, which hinders people ability to work normally.

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With regards to Pathophysiology, it is an uncharacteristic disordered physiological process associated with an ailment or damage. The pathophysiology involves assessing the progress of the illness in the body, which make the patient look for various treatment approaches.

Additionally, Pathophysiology is widely used by health practitioners to not only treat but also diagnose some ailments (College of Registered Nurses of Nova Scotia, 2008). The manner of carrying out interviews is rather individualized as such it purposes to facilitate the collection of data, engage and motivate patients when it comes to assessing and treating the condition.

Review how these terms relate to behavioral assessment, intervention, and implementation in an organizational setting

In clinical field, psychology is associated with behavior assessment, intervention, and execution within the organization by the nature of the study and the wider practice. Psychology is also a comprehensive are of scientific evaluation that is connected to individual issues and psychological principles involving assessment, hindrance, amelioration and convalescence of mental pain, infirmity, flawed personality while increasing psychosocial health.

Assessment, intervention, and implementation can be used in any given clinical institution, which promotes and practices the physical and psychological health of the larger public. For that reason, it is necessary to put into account particular clinical methods including Assessment involves developing behavior, interests, cognition, emotional and understanding. In this case, many approaches can be used to interrogate clients such as psychometric tests, interviews, and observations. As such, psychologists should be competent in so as to select the best approach (Ellis & Hartley, 2005).

Want help to write your Essay or Assignments? Click here

Diagnosis entails using the appropriate diagnostic method based on the client’s intellectual degree, cognitive capacity, psychological state, and behavior. DSM-IV-TR is a suitable tool to diagnose and assess clients with flawed characters.

Intervention: while many interventions can be applied across the organization, clinical experts need particular understanding to diagnose effectively, develop and executed treatment plan. Moreover, they need the knack to examine the correctness and entirety of planning, conceptualization and implementing the results of the intervention or treatment (Guyatt et al. 2008).

The original assessment allows clinicians to make the right diagnosis, provide relevant information on a treatment plan and assistance to patients and their families.

Discuss how an understanding of these concepts will help the clinical supervisor (leader) in the operation of the organization.

Clinical leaders should have a clear and comprehensive recognition regarding the basis and the manner in which the organization can operate routinely. Additionally, they should recognize the leadership concepts, operation, and facilitation.

Want help to write your Essay or Assignments? Click here

For instance, good managers are linked to significant medical supervision when it comes to satisfaction, commitment to the organization and retention. Excellent leadership has a perpetual impact on employees regarding curtailing the high turn-over. Frontline workers are critical to a firm, particularly in a medical facility. The management in tandem with receptionists, medical employees and administrators play a vital function in deducing and understanding the required leadership for sustainable reasons.

The medical manager should ensure the entire team recognizes their obligation and approach work-related tasks to the best of their abilities, towards enhancing the smooth running of the establishment. The leadership should engage its employees in establishing a working culture that is ethically sound in a healthcare environment (Ellis & Hartley, 2005). Moreover, these analytical models will help with upholding strong work standards within the organization.

Analyze the role of a leader when clinicians are involved in individual or group assessments.

The management should participate in frontline supervision for medical personnel working with individual and team assessments to leverage any discrepancies (Guyatt et al. 2008). The management has the solemn obligation; to be readily available in case of any eventuality. In addition, the leadership ought to ensure that medical personnel are executing their functions competently and for the benefit of their clients.

Medical practitioners are the mainstay of the operation within the healthcare facility, as such; the management should ensure clinicians observe work ethics and medical practices (Muir Gray, 1997). Being conscious of the transformation within an organization is rather critical for key leaders overseeing medical personnel in individual and group assessment settings.

Want help to write your Essay or Assignments? Click here

Again, the leadership can assist clinicians in the analysis phase of treatment to establish the attributes of a patient; remedial plans that are suitable for the patient and evaluating behavioral information of the patient. Ultimately, the appraisal and remedial planning should culminate to personalized treatment, appropriate patient treatment and ensuring the organization’s mission is realized through better service delivery (Guyatt et al. 2008).

Conclusion

The mental health workers have the responsibility to work relentless for clients and workmates, particularly if they hold leadership positions. Nonetheless, on many occasions, leaders have often been unable to realize the issue of effective communication. Having the understanding to assemble and keep the right team is dominant for consistency.

The leadership mindset towards their employees will depend on the outcome and nature of work (Ellis & Hartley, 2005). In a nutshell, the leader should be effective when it comes to guiding medical personnel within a health care facility to determine competent leadership skills such as servant, transformation and engaging leadership.

References

College of Registered Nurses of Nova Scotia. (2008). Problematic substance use in the workplace: A resource guide for registered nurses. Halifax: Author.

Ellis, J. R., & Hartley, C. L. (2005). Managing and coordinating nursing care, 4th ed. Philadelphia: Lippincott Williams & Wilkins.

Guyatt, G., Rennie, D., Meade, M. O., & Cook, D. (2008). Users’ guides to the medical literature: Essentials of evidence-based clinical practice, 2nd Edition. New York: McGraw-Hill.

Muir Gray, J. A. (1997). Evidence-based medicine: How to make health policy and management decisions. London: Churchill Press.

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Usability Engineering of Cognitive Applications

usability engineering
COGNITIVE APPLICATIONS

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CHILDREN BCI EXPERIENTIAL IMPACT ON USABILITY ENGINEERING OF COGNITIVE APPLICATIONS

1.1 Emotional importance in usability of cognitive application

1.1.1    Children Cognitive Application

Understanding the emotions of human beings is important as it can help to tell how people usually think. To properly study the human emotions, then children aged 4-6 years old can be used in the study. Children in this age bracket are particularly important for use in the study since they cannot tell what really emotion or feeling is from the things they interact with (Ekman, 1992). In essence, the main aim of this study is to delve into the impact of the emotional of children in usability of technologies designed for children aged from 4 to 6 years old. The thesis also seeks to evaluate the usability of cognitive application – based on the children emotions at three stages in the software development process.

1.1.2    Brain Computer Interfaces (BCI) technology

Brain computer interface (BCI) headset technology would be used as a pathway between human and computer, and it will determine the emotion of the user – such as engagement/boredom, frustration, meditation, instantaneous excitement, and long-term excitement – to really understand the emotion of the target user and to predicate the effectiveness of these emotions in usability engineering of this game based on tree cycles testing. From a usability perspective, the researcher is interested in the following aspects:

(i) Effectiveness: the relative effectiveness of different mnemonic actions of children to reach an intended goal;

(ii) efficiency: time taken to complete tasks related to allocation of resources and usage; and

(iii) satisfaction: measures emotional of children reaction by the Emotiv Epoc headset in different emotions such as instantaneous excitement, long term excitement, meditation, engagement and frustration.

This research is particularly important because of the outcomes that would come out of it: the findings will reveal the children emotional impact in usability engineering of cognitive applications with the use of BCI headset. Moreover, the findings will reveal the emotional reactions of children, the usability engineering methods, and the brain-computer interaction technology; the results will also reveal what the suitable interactive design of memory games for children is; and the extent to which the designed game meet the usability requirements by expert review evaluation and heuristic inspection of experts.

Emotions are of great importance in enhancing or improving any system interaction (Brave & Nass, 2003). Previously, systems used to be developed aesthetically and with no regard or response to the emotional influence which they possessed (Papanek, 1985). In addition, system designers have reported that in the past, interactions with technology, computers in particular, were sterile and unemotional (Brave & Nass, 2003).

Nevertheless, design philosophers, scholars, neuroscientists and psychologists have pointed out that nowadays, emotion plays an integral role in how people interact with technology, which include computers as well as the interfaces that have developed to interact by means of this medium. According to (McCarthy & Wright, 2004), designers of interfaces and interactive systems need to recognize and centralize the emotional-volitional nature of any system.

In addition, it is important that designers understand they do not design emotions, but instead they design for the optimum experience that results from personal interaction with the objects experienced in everyday life. It is worth mentioning that an extensive array of emotions play influential roles in almost every goal-oriented activity (Brave & Nass, 2003).

Emotions are essentially built from plain reactions which easily promote the survival of an organism, hence could easily succeed in evolution (Damasio, 2001). Interestingly enough, (Damasio, 2001) gave a description about the ordering of feelings and emotions. Damasio (2001) pointed out that emotions managed to withstand the evolution test. He added that first, human beings have emotions, and then feelings come second after emotions given that evolution initially came up with emotions and later on feelings followed (Damasio, 2001).

In general, human beings ultimately concern themselves with emotions, those which are made public. Emotions are actions that take place mainly in the public as they are visible to other people considering that they occur on a person’s voice, face, or even in certain conducts. Conversely, feelings of a person are normally concealed, like all mental images necessarily are, and are hidden to anyone save for their owner, the most private property of the organism in whose brain they take place (Damasio, 2001).

Emotion is one of the integral elements that are involved in education and learning (Parkinson, 1996). It affects a person’s decision making, communication and even a person’s capacity to learn. Parkinson (1996) pointed out that emotions influence the decisions that individuals make, how effectively they learn and the way they communicate with other people. Psychologists define emotion as a disorganized, intuitive response, which is caused by a lack of effective adjustment (Cannon, 1927; Schachter & Singer, 1962).

Valence is understood as the amount of negativity or positivity that an individual feels toward something. Conversely, arousal is considered as what gets the attention of an individual. In the field of computing, emotion is integral considering that it has the potential of influencing the effectiveness of learning (McCarthy & Wright, 2004). In this research study, the researcher will look into the kinds of situations which bring about emotions within a learning environment.

As such, in this project, the researcher proposes to utilize an electroencephalography (EEG) device known as the Emotiv EPOC – as conducted in the Software and Knowledge Engineering Research Group (SKERG) at King Saud University – to sense or perceive the emotions of a user through brainwaves in cognitive application game. This will allow the researcher to determine positive or negative emotional impact of this game on children and to establish and understand the usability of these kinds of cognitive applications in childhood.

EEG is essentially an electrophysiological monitoring technique for recording the brain’s electrical activity. This monitoring method is usually non-invasive as the electrodes are placed along the scalp. In specific applications however, invasive electrodes are at times utilized (Tatum, 2014). EEG measures fluctuations of voltage that result from ionic current in the brain’s neurons. Emotiv EPOC – developed by Emotiv Systems – is a neuroheadset which lets the players to control game-play with their emotions, expressions and even their thoughts. It is worth mentioning that the Emotiv EPOC, as Shende (2008) pointed out, is an innovative and pioneering high-fidelity Brain-Computer Interface device for the video game market.

The neuroheadset itself is an easy-to-utilize, glossy and lightweight wireless device that features a number of sensors which are capable of detecting conscious thoughts, expressions, as well as non-conscious emotions basing upon electrical signals around the person’s brain (Shende, 2008). The technology basically processes these signals, allowing the players to be able to control the actions or expressions of their in-game character and influence game-play with the use of their emotions, expressions and thoughts.

The Emotic EPOC can non-invasively detect brain activity with the use of EEG, a measure of brain waves, through external sensors all along the individual’s scalp which detect the electrical bustle in different areas of the furrowed surface of the cortex of the brain, a section which is responsible for handling higher-order thoughts (Sergo, 2008).

The Emotiv EPOC can detect in excess of thirty dissimilar emotions, expressions as well as actions including emotional detections like frustration, exctitement, immersion, tension and meditation; facial expressions like anger/eyebrows furrowed, wink, shock/eyebrows raised, wink, smirk, grimace/clenched teeth, horizontal eye movement, and smile; and cognitive actions like rotate, drop, push, lift, pull on 6 dissimilar axis (Shende, 2008). Owing to these detections, the player enjoys a more lifelike, immersive experience.

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1.1.3    Software Usability Engineering

Emotions, as Parkinson (1996) pointed out, are one of the most important factors for creating highly developed educational systems that are adaptive to the needs of the user. Emotions are vital in a lot of areas of learning including creative thinking, motivation, concentration, and even inspiration. A big part of the presently available educational systems do not consider the effects which the emotions of a user could really have on their learning. As such, this study will improve the usability of user interfaces by applying the tree cycle to measure the user’s emotion in each experiment.

Usability Engineering (UE) is understood as the methodical approach that is used to improve the usability of user interfaces by applying various established techniques during the system development lifecycle (SDLC) (Nielsen, 1993). Five qualities of usability have been identified by (Nielsen, 1993), which include efficient to utilize, easy to learn, error prevention, easy to remember, and satisfying.

As per the standard document ISO 9241-11, usability should cover 3 important things: satisfaction, efficiency and effectiveness. Usability is essentially defined as the degree to which a product could be utilized by specific users to attain specific objectives with satisfaction, efficiency, and effectiveness within a specific context of use.

Satisfaction: this encompasses positive emotions, attitudes and comfort that rise from the utilization of a given service, product or system. Attitudes comprise the degree to which the expectations of the users are attained. An individual user’s satisfaction is a part of his or her experience. This measure of usability is measured using a brief questionnaire basing upon Lewis (1991).

Efficiency: according to ISO 9241, efficiency is defined as the total resources that are used up in a given task. It is the relationship between the outcome attained and the resources utilized. This measure of usability is measured through task times. The metrics of efficiency include the number of keystrokes or clicks which are needed or the total time on task. In general, the task needs to be defined from the perspective of the user and not as a single, granular interaction (Nielsen, 1993).

Navigation design aspects for instance links, menus, keyboard shortcuts, in addition to other buttons have an impact on efficiency. When the designer designs them very well, with actions that are expressed clearly, then less amount of effort and time would be required for users to make action and navigation choices. All in all, making the correct choices for efficient utilization of the software is contingent upon an understanding of the users and the way users prefer working.

Effectiveness: this is understood as the completeness, accurateness, and lack of negative outcomes with which the user achieves specific goals (Lewis, 1991). Effectiveness is established by examining whether or not the goals of the user were attained successfully and whether all work is correct. The usability measure of effectiveness is measured through the number of errors and also through task completion.

ISO 9241-11 describes how to find the information needed to consider when assessing or spelling out usability in terms of measures of user satisfaction and performance. There is explicit guidance on how to explain the context of usage of the product as well as the measures of usability.

Usability testing will be conducted to validate the research using the Emotive EPOC headset tool. The levels of effectiveness, efficiency and satisfaction will represent the usability of a cognitive application in the field; the memory game would be designed and implemented by the researcher. The results obtained would show the viably of the approach adopted to conduct a usability testing of a computer game.

1.2 Problem Definition

Emotions are crucial in improving any system interaction. Researchers have reported that emotion plays a fundamental role in the way that individuals interact with technology such as computers. Using youngsters aged 4-6-years-old, this study seeks to gain an insight into the impact of the emotional of children in usability of technologies designed for children aged from 4 to 6 years old.

The researcher will also investigate to determine the impact of these emotions in usability of this game with usability engineering by using BCI headset because this target – the 4-6 year old children – cannot tell really what they feel. The researcher proposes to employ an electroencephalography (EEG) device, the Emotiv EPOC, in detecting the emotions of a user through brainwaves in the cognitive application game to demonstrate that the emotional responses of people could actually vary.

The problem is to understand the impact of children’s emotion in the cognitive application game: children aged 4-6 years. This is significant considering that children cannot really explain their emotion. Therefore this research would help to determine the impact from the children’s minds rather than through conversation since these children cannot actually give good explanation of their young age. Moreover, the researcher will determine how this cognitive application game can be used to improve learning in children rather than just using this innovative technology without any benefits to the users.   

1.3 Research Scope

Target user

Target users are basically the individuals or persons who are expected to use the device the researcher is proposing in the study. This study will focus on samples of children aged from 4 to 6 years old from Saudi Arabia; hence the sample will comprise Saudi children only from the Saudi society. These children are the target users. The researcher plans to use them to determine their emotions in usability of technologies designed for them.

Hardware / Software

In this study, usability testing will be conducted for the purpose of validating the research using the Emotive EPOC headset tool. The levels of effectiveness, efficiency and satisfaction will represent the usability of a cognitive application in the field of memory game, which would be designed and implemented by the researcher in this research project. It is worth mentioning that the results that would be obtained may show the viably of the approach adopted to carry out a usability testing of a computer game.

1.4 Aims and Objectives

The major aim of this research study is to gain insight into the impact of the emotions of youngsters in usability of technologies designed for children aged from 4 to 6 years old. In addition, this research study seeks to evaluate the usability of cognitive application – based on the children emotions at three stages in the software development process.

  • Preliminary Study:

Study1: Design a memory game for children emotional impact Interaction (Low-fidelity prototype phase).

  • Study2: Usability evaluation for the Low-fidelity prototype game by Expert Review and heuristic Inspection (High-fidelity prototype phase).
  • Study3: Usability evaluation for the High-fidelity prototype game by BCI headset and Cognitive walkthrough Inspection (High-fidelity prototype phase Improve).

1.5 Research Questions

The main question of this research study is: What is the most effectively Children emotional Impact in Usability Engineering of Cognitive Applications using BCI headset?

The sub-research questions as the following:

  1. What are the children emotional reactions, the usability engineering methods and what is the brain computer interaction technology?

How the researcher will understand and investigate the terms of the application for this research is articulated in Chapter 2 – Literature Review.

  • What is the suitable interactive design of memory games for children?

The empirical study 1 will be carried out as reported in Chapter 3 – Study 1: Designing a memory game for children emotional impact Interaction.

  • What extent does the designed game meet the usability requirements by expert review Evaluation and heuristic Inspection of experts?

From a usability perspective, the researcher is interested in the following aspects: effectiveness: the relative efficacy of different mnemonic actions of experts to reach an intended aim; efficiency: time taken to carry out and finish tasks relating to allocation of resources and usage; and satisfaction: measures in quantitative surveys from experts (Lewis, 1991). The researcher will investigate applying usability engineering activity to evaluate the Low-fidelity prototype game; this study 2 will be examined exhaustively and reported in Chapter 4 – Study 2: Expert Review and heuristic Inspection.

  • How can conducting UE with BCI technology evaluation?

From a usability perspective, the researcher is interested in the following aspects: effectiveness: The relative effectiveness of different mnemonic actions of children to reach an intended goal. Efficiency: Time taken to complete tasks related to allocation of resources and usage. Satisfaction: measures emotional of children reaction by the Emotiv Epoc headset in different emotions such as instantaneous excitement, long term excitement, meditation, engagement and frustration.

The researcher will investigate applying different usability engineering activities different from Study 2 with BCI technology to evaluate the High-fidelity prototype game; this Study 3 will be examined fully and reported in Chapter 4 – Study 3: Cognitive walkthrough.

1.6       Research Methodology

The aim and objectives would be achieved through three interrelated studies. The Masters of Science thesis emphasizes concepts and processes related to usability engineering. The design and development of the cognitive game done by the researcher goes beyond the scope of the MSc thesis. The three studies in the project lifecycle are:

  • Study 1: designing a memory game for children emotional impact interaction

The researcher conducted previous study in designing cognitive game for children – case study – and with semi-structured interviews with neurologists, psychiatrists and education specialists in order to gather information about the current practice in memory game.

  • Study 2: Expert Review and heuristic Inspection

The researcher conducted usability evaluation inspection methods on Low-fidelity prototype. The experiment focused on the usability of interface/interaction design to engage the expert in the side of cognitive program. Intensive validity testing sessions have been conducted in every field, and challenges faced by the different user groups iteration.

  • Study 3: Cognitive walkthrough

The researcher conducted usability engineering processes during the development iterations of the game. The Emotiv Epoch EEG headset and Windows platform were selected for the development of the application to ensure usability for the different children groups. The development focused on both the emotion impacts and usability of interface/interaction design to engage children in the cognitive program. Intensive validity testing sessions have been conducted in all development iterations.

1.7 Outline of the Thesis (Document Structure)          

Chapter 2 is a review of literature related to the children emotions and usability engineering methods and usability aspects, brain computer interface (BCI) technology and the Emotiv Epoc headset tool. In Chapter 3, Preliminary Study that covers the designing of a memory game for children emotional impact Interaction is discussed. Chapter 4 describes Study 2, the usability evaluation for the Low-fidelity prototype game by Expert Review and heuristic Inspection. I

n Chapter 5, the researcher discusses Study 3 by presenting usability evaluation for the High-fidelity prototype game by BCI headset and Cognitive walkthrough Inspection. Chapter 6 provides a discussion of the results from each of the 3 studies. The thesis is concluded in Chapter 7 by presenting how all the objectives of the three studies have been achieved during the work in this thesis.

References

Brave, S., & Nass, C. (2003). Emotion in Human–Computer Interaction”. In J. Julie & A. Sears (Eds.), The Human-Computer Interaction Handbook. (1st. ed., pp. 81-96). Hillsdale: Lawrence Erlbaum Associates.

Cannon, W. B. (1927). The James-Lange theory of emotion: A critical examination and an alternative theory. American Journal of Psychology, 39, 10-124. Retrieved from http://www.jstor.org/stable/1415404?seq=1#page_scan_tab_contents

Damasio, A. R. (2001). Fundamental feelings. Nature, 413, 781.ISO/DIS 9241-11. Ergonomics of human-system interaction — Part 11: Usability: Definitions and concepts.

Ekman, P. (1992). An argument for basic emotions. Cognition and Emotion, 6, 169–200. 1992.

Lewis, J. R. (1991). Psychometric evaluation of an after scenario questionnaire for computer usability studies: The ASQ.SIGCHI Bulletin, 23, 78-81. Retrieved from https://www.researchgate.net/publication/230786769_Psychometric_evaluation_of_an_after-scenario_questionnaire_for_computer_usability_studies_The_ASQ

McCarthy, J., & Wright, P. (2004). Technology as Experience. The MIT Press.

Nielsen, J. (1993). Usability engineering. New York: Oxford University Press. Retrieved from https://www.nngroup.com/books/usability-engineering/

Papanek, V. (1985). Design for the Real World: Human Ecology and Social Change. Academy Chicago Publishers.

 Parkinson, B. (1996). Emotions are social. British Journal of Psychology, 87, 663–683. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.2044-8295.1996.tb02615.x/abstract;jsessionid=1B1141E227EB4D393BBBE4E306696882.f01t01

Schachter, S., & Singer, J. E. (1962). Cognitive, social, and physiological determinants of emotional state. Psychological Review, 69, 379-399. Retrieved from https://www.researchgate.net/publication/9090242_Cognitive_Social_and_Physiological_Determinants_of_Emotional_State_In_Psychological_Review_695_379-399

Sergo, P. (2008). Head games: Video controller taps into brain waves. Scientific American, 15(9): 2-11. Retrieved from http://www.scientificamerican.com/article/head-games-video-controller-brain/

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Elizabeth Loftus Research Focus

Elizabeth Loftus
Elizabeth Loftus

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Elizabeth Loftus 

A current and fascinating area of research is that of Elizabeth Loftus. Dr. Loftus believes that memory can be reconstructed and changed based upon outside influences and has studied misinformation effects, eyewitness testimony and memories of abuse.

Read about Dr. Loftus’ research in the textbook and go to You Tube to search for Elizabeth Loftus. www.youtube.com

There are many videos about her and explaining her research. Choose 2 videos ( Please provide links to it)which you find interesting (choose ones that have her actually speaking about her research and not copies of her experiments done by others.)

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Dr. Elizabeth Loftus also has her own website.

Answer the following questions in essay form (please answer and number each question separately) –

1. Explain the 2 YouTube videos that you watched about Dr. Loftus. 

2. Discuss the Mini Lecture #20 article and video. Watch both parts of the video to answer the questions. 

a What occurred to Jennifer Thompson and Ronald Cotton? 

b How did the police investigation and procedures allow this injustice to occur? 

c How have police procedures changed now? 

d What are your thoughts about this story?

Elizabeth Loftus

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3. Discuss 3 facts that you learned about memory from reading Myers’ discussion of Memory in chapter 7 of the textbook. Cite pages of textbook.Question 1

In the first video, Elizabeth Loftus discusses the possibility of implanting a false childhood memory in a person’s mind by merely suggesting that it happened through the use of actual facts and suggestions of possibilities of what would have took place. This was done by getting background information from the subjects’ parents prior to talking to them. A quarter of this population ended up accepting the existence of the memory which was in fact false (Loftus, 2009).

In the second video, Elizabeth Loftus discusses the unreliability of eye witness testimonies. Her hypothesis or argument is that eye witness accounts are actually much more malleable than we think. This is to say that the accuracy of these events is more flexible thus making it unreliable as a source of reference for incidents that individuals have witnessed (Loftus, 2010). 

Question 2

Jennifer Thompson was raped and in a bid to ensure the rapist gets justice insisted that Ronald Cotton was the one. As a result, he got convicted of a crime he did not commit and spent a decade in prison. 

Police investigations allowed this injustice to occur because they relied exclusively on the eye witness account rather than other important circumstances. 

Police procedures have changed in that there is more reliance on forensic evidence in combination with eye witness accounts. 

This story makes me have serious doubts about eye witness testimonies and also it leads me to be sympathetic about the large number of people who have probably been convicted despite their innocence due to reliance on eye witness accounts. 

Elizabeth Loftus

Question 3

The first fact I have learnt is that that there are three stages of memory formation and these are sensory, short-term and then long-term memory. 

The second fact I learnt is that routine events are easy to recall because they have become automatic thus leaving very little need for effort. 

The third fact I got was that sleep is indeed good for the brain (Myers, n.d.). 

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 Question 4

Memory can therefore be summarized as a the sum or recollections that an individual experiences subjectively depending on the context of the actual event as well as the present situation. 

References

Loftus, E (2009) The Power of Suggestion. Retrieved from  http://www.youtube.com/watch?v=il0u2s_WGXA

Loftus, E (2010) Eye Witness Testimony Retrieved from http://www.youtube.com/watch?v=SP8kJ5A5xU8

Myers, D (n.d.) Psychology in Everyday Life. Second Edition

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