Heuristics In Judgment And Decision-making
Heuristics (from Ancient Greek language, Ancient Greek wikt:εὑρίσκω, εὑρίσκω, ''heurískō'', "I 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, Decision-making, make decisions, and Problem solving, 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 co ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ancient Greek Language
Ancient Greek (, ; ) includes the forms of the Greek language used in ancient Greece and the classical antiquity, ancient world from around 1500 BC to 300 BC. It is often roughly divided into the following periods: Mycenaean Greek (), Greek Dark Ages, Dark Ages (), the Archaic Greece, Archaic or Homeric Greek, Homeric period (), and the Classical Greece, Classical period (). Ancient Greek was the language of Homer and of fifth-century Athens, fifth-century Athenian historians, playwrights, and Ancient Greek philosophy, philosophers. It has contributed many words to English vocabulary and has been a standard subject of study in educational institutions of the Western world since the Renaissance. This article primarily contains information about the Homeric Greek, Epic and Classical periods of the language, which are the best-attested periods and considered most typical of Ancient Greek. From the Hellenistic period (), Ancient Greek was followed by Koine Greek, which is regar ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Linda Rep
Linda is an English feminine given name, derived from the Spanish word , meaning "pretty." Linda may also refer to: Names * Linda (given name), a female given name (including a list of people and fictional characters so named) * Linda (singer) (born 1977), stage name of Svetlana Geiman, a Russian singer * Miss Linda, long-time manager and wife of Welsh wrestler Adrian Street Surname * Anita Linda (born Alice Lake, 1924–2020), Filipino film actress * Bogusław Linda (born 1952), Polish actor * La Prieta Linda (1933–2021), Mexican singer and actress * Sarah Linda (born 1987), British actress and model * Solomon Linda (1909–1962), South African Zulu musician, singer and composer who wrote the song "Mbube" which later became "The Lion Sleeps Tonight" Places * Linda, Tasmania, Australia, a ghost town * Linda Valley, Tasmania * Linda, Georgia, a village in Abkhazia * Linda, Bashkortostan, Russia, a village * Linda, California, United States, a census-designated place ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Ecological Rationality
Ecological rationality is a particular account of practical rationality, which in turn specifies the norms of rational action – what one ought to do in order to act rationally. The presently dominant account of practical rationality in the social and behavioral sciences such as economics and psychology, rational choice theory, maintains that practical rationality consists in making decisions in accordance with some fixed rules, irrespective of context. Ecological rationality, in contrast, claims that the rationality of a decision depends on the circumstances in which it takes place, so as to achieve one's goals in this particular context. What is considered rational under the rational choice account thus might not always be considered rational under the ecological rationality account. Overall, rational choice theory puts a premium on internal logical consistency whereas ecological rationality targets external performance in the world. The term ecologically rational is only etymolog ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Take-the-best Heuristic
In psychology, the take-the-best heuristic is a heuristic (a simple strategy for decision-making) which decides between two alternatives by choosing based on the first cue that discriminates them, where cues are ordered by cue validity (highest to lowest). In the original formulation, the cues were assumed to have binary values (yes or no) or have an unknown value. The logic of the heuristic is that it bases its choice on the ''best'' cue (reason) only and ignores the rest. Psychologists Gerd Gigerenzer and Daniel Goldstein discovered that the heuristic did surprisingly well at making accurate inferences in real-world environments, such as inferring which of two cities is larger. The heuristic has since been modified and applied to domains from medicine, artificial intelligence, and political forecasting. The heuristic has been used to accurately model how experts, such as airport customs officers and professional burglars, make decisions; the model often makes better predictions o ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Similarity Heuristic
The similarity heuristic is a psychological heuristic pertaining to how people make judgments based on similarity. More specifically, the similarity heuristic is used to account for how people make judgments based on the similarity between current situations and other situations or prototypes of those situations. At its most basic level, the similarity heuristic is an adaptive strategy. The goal of the similarity heuristic is maximizing productivity through favorable experience while not repeating unfavorable experiences. Decisions based on how favorable or unfavorable the present seems are based on how similar the past was to the current situation. For example, a person may use the similarity heuristic when deciding on a book purchase. If a novel has a plot similar to that of novels read and enjoyed or the author has a writing style similar to that of favored authors, the purchasing decision will be positively influenced. A book with similar characteristics to previously pleasu ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Satisficing
Satisficing is a decision-making strategy or cognitive heuristic that entails searching through the available alternatives until an acceptability threshold is met, without necessarily maximizing any specific objective. The term ''satisficing'', a portmanteau of ''satisfy'' and ''suffice'', was introduced by Herbert A. Simon in 1956, although the concept was first posited in his 1947 book ''Administrative Behavior''. Simon used satisficing to explain the behavior of decision makers under circumstances in which an optimal solution cannot be determined. He maintained that many natural problems are characterized by computational intractability or a lack of information, both of which preclude the use of mathematical optimization procedures. He observed in his Nobel Prize in Economics speech that "decision makers can satisfice either by finding optimum solutions for a simplified world, or by finding satisfactory solutions for a more realistic world. Neither approach, in general, dominat ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Recognition Heuristic
The recognition heuristic, originally termed the recognition principle, has been used as a model in the psychology of judgment and decision making and as a heuristic in artificial intelligence. The goal is to make inferences about a criterion that is not directly accessible to the decision maker, based on recognition retrieved from memory. This is possible if recognition of alternatives has relevance to the criterion. For two alternatives, the heuristic is defined as: β, and α, β are independent of n, then a less-is-more effect will be observed. Here, β is the knowledge validity, measured as C/(C+W) for all pairs in which both alternatives are recognized, and n is the number of alternatives an individual recognizes. A less-is-more effect means that the function between accuracy and n is inversely U-shaped rather than monotonically increasing. Some studies reported less-is-more effects empirically among two, three, or four alternatives and in group decisions), whereas others faile ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Gaze Heuristic
The gaze heuristic falls under the category of ''tracking heuristics'', and it is used in directing correct motion to achieve a goal using one main variable. McLeod & Dienes' (1996) example of the gaze heuristic is catching a ball. Gerd Gigerenzer categorizes the ''gaze heuristic'' under ''tracking heuristics'', where human animals and non-human animals are able to process large amounts of information quickly and react, regardless of whether the information is consciously processed. The gaze heuristic is a critical element in animal behavior, being used in predation heavily. At the most basic level, the gaze heuristic ignores all casual relevant variables to make quick gut reactions. Example A catcher using the gaze heuristic observes the initial angle of the ball and runs towards it in such a way as to keep this angle constant. The gaze heuristic does not require knowledge of any of the variables required by the optimizing approach, nor does it require the catcher to integrate ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Fluency Heuristic
In psychology, a fluency heuristic is a mental heuristic in which, if one object is processed more fluently, faster, or more smoothly than another, the mind infers that this object has the higher value with respect to the question being considered. In other words, the more skillfully or elegantly an idea is communicated, the more likely it is to be considered seriously, whether or not it is logical. Research Jacoby and Dallas (1981) found that if an object "jumps out" at a person and is readily perceived, then they have likely seen it before even if they do not consciously remember seeing it. As a proxy for real-world quantities: Hertwig et al. (2008) investigated whether retrieval fluency, like recognition, is a proxy for real-world quantities across five different reference classes in which they expected retrieval fluency to be effective. a) cities in the U.S with more than 100,000 inhabitants b) the 100 German companies with the highest revenue in 2003 c) the top 106 musi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Fast-and-frugal Trees
Fast-and-frugal tree ''or'' matching heuristic (in the study of decision-making) is a simple graphical structure that categorizes objects by asking one question at a time. These decision trees are used in a range of fields: psychology, artificial intelligence, and management science. Unlike other decision or classification trees, such as Leo Breiman's CART, fast-and-frugal trees are intentionally simple, both in their construction as well as their execution, and operate speedily with little information. For this reason, fast-and-frugal-trees are potentially attractive when designing resource-constrained tasks. Laura Martignon, Vitouch, Takezawa and Forster first introduced both the concept and the term in 2003;Martignon, Laura; Vitouch, Oliver; Takezawa, Masanori; Forster, Malcolm"Naive and Yet Enlightened: From Natural Frequencies to Fast and Frugal Decision Trees" published in ''Thinking : Psychological perspectives on reasoning, judgement and decision making'' (David Ha ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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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. UCD differs from other product design philosophies in that it tries to optimize the produ ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |