Applied Cognitive Psychology - Lecture notes 3, LU

Applied Cognitive Psychology - Leiden University (2019)

Lecture 3: Human Computer Interaction

Succesful interaction with computers results in achieving our goals

We spend more time with our computer than our partner ---> worth investing in a good human computer interaction

We, as humans have limitations, such as not being able to pay attention for too long, having biases etc. We have to take our cognitive abilities into account when we design computers. 

In the ACP model, to achieve a goal we either have to change cognition or environemnt. In the case of HCI we aim to change the environment, as it is much more difficult to change human cognition (e.g.: you can't tell someome to just be more flexible, rather change the design so it is easier for the user).

User experience (UX)

Levels of UX:

1. Utility - is it useful?

2. Usability - can the product be used easily?

3. Desirability - does the product look and feel good?

4. Brand experience - is the overall feeling about product good?

Goal: "It works well and makes me say wow!"

Displays

The system conveys information to the user through the display. Can be something you see or hear that indicates a certain information (e.g.: phone beeps when you get a new text).

Graphical User Interterface (GUI): you can draw things with pixels --> easy to shape the digital environment

Design principles

Perceptual:

1. Legibility - e.g.: info conveyed through text should be legible - right color, font, positioning...

2. Absolute judgment - e.g.: only using one property to convey info (e.g. dark green means good, light green means bad ---> can lead to confusion)

3. Top down expectation - e.g.:  A I3 C or 12 I3 14

4. Redundancy gain - e.g. traffic lights. We have to use both the position and the color, because it can lead to confusion if e.g. we don't use position (color blind people) or color (difficult to see position from afar)

5. Discriminability: e.g.: icons look too similar to eachother

Mental model (understanding what you see):

6. Pictorial realism: e.g.: the higher the volume the higher the indicator is

7. Moving part: e.g.: if you have a moving stick, reverese shouldn't be marked forward 

Attention:

8. Information access: e.g.: you need to put a code into Usis that you can only access through the e-studyguide - bad design

9.Proximity compatibility: e.g.: similar backgrounds indicating similar applications

10. Multiple resources: e.g.: having GPS tell you where to go and also showing it

Memory:

11. Knowledge in the world: having the options ready and havign to only choose (not having to know by heart)

12. Prediction: e.g.: weather apps let you know what to expect

13. Consistency: it's wise to be consistent with other apps so users learn how to use your app faster

Conflicts:

Example: Using a remote control with a button for everything  -->knowledge in the world but legibility bad

Alerts, labels, icons:

Alerts:

-Warnings

-Cautions

-Advisories

Labels, icons:

-Visibility

-Discriminability

-Meaningfulness

-Location

 

Usability goals:

Effectiveness - Accuracy and completeness with which users achieve specified tasks

Efficiency - Resources expended in relation to the accuracy and completeness with which users achieve goals

Safety - Avoid danger of carrying out unwanted actions accidently; means of recovery when they happen

Utility - Is it the right functionality? 

Learnability - Easy to learn, easy to master

Memorability - Retention over time

 

How do we develop an app or website?

Waterfall model:

1. Initiation: Good idea for new app, should I build this?

-Define it: what is different about the app compared to competitors?

2. Analysis: analyze target,take into account who can pay for it/invest in it

-Check for requirenmnets: interviews etc

3. Design: definining all systems, subsystems, displays etc

- System design phase

4. Implementation

 

Problem with the model: at the end the software doesn't fit the needs of it's environmnet etc...

Improvement: repeated evalutation

 

7 stages of action (Norman):

1. Forming the goal - I want to eat

2. Forming the intention - I will get something from the vending machine

3. Specifying the action - Outline steps needed for getting food from the machine

4. Executing the action - Selecting item and paying  

5. Perceiving the state of the world - Has anything changed? Item fell from its place.

6. Interpreting the state of the world - The food is ready to be taken from the machine

7. Evaluating the outcome - I will get the item I payed for and eat

 

HCI Guidelines (Nielsen's list)

Match real world

Consistency and standards

 Visibility of system status

 User control and freedom

 Error prevention, recovery

Memory

 Flexibility, efficiency

 Simplicity and aesthetics

 

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Applied Cognitive Psychology - Lecture notes, LU

Applied Cognitive Psychology - Lecture notes, LU

Applied Cognitive Psychology - Lecture notes, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 1: Introduction

Topics in Applied Cognitive Psychology:

• Education

- e.g.: how can we enhance memory?

• Work place

-e.g.: should employees be allowed to nap at work?

• Industry

-e.g.: how can we prevent human errors in the industry?

• Transportation

-e.g.: how can we design the cockpit to decrease pilot error?

• Military

-e.g.: how can drugs and food influence endurance in battle?

• Justice

-e.g.:how can we evaluate the accuracy of witness statements in court?

• Care and cure

-e.g.: how can we motivate patients to take their medicine?

• Health

-e.g.:how can meditation influence our mental and physical fitness?

• Leisure

-e.g.: how can certain foods enhance our sports performance?

 

The ACP Model

Outcome = Cognition x Environment

Cognition: memory, attention, flexibility, inhibition, motivation, enjoyment…

Environment: organization, product, website, tools…

Factors: variables to manipulate

– change environment (design, lay-out, responsiveness)

-change cognition (brain training games, operating instructions, situational awareness)

 

Goal of ACP: Provide practical solutions based on theoretical knowledge of cognitive psychology

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Applied Cognitive Psychology - Lecture notes 2, LU

Applied Cognitive Psychology - Lecture notes 2, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 2: Fundamentals of Cognition

Perception:

Any type of sensory information

Most of the information first comes in to the Thalamus, and then spreads e.g. visual cortex, primary sensory cortex...

For ACP: we are interested in only some low-level perceptual phenomena: hering grid, motion-after-effect, color-after-effect

Focus of ACP: what drives our perception?

Bottom-up driven processes drive our perception in an automatic way.

Top-down processing drives our perception through expectancies. Example: A I3 C or I2 I3 I4

If the information quality goes down, then the top-down influence increases

Limitations:

Broadbent’s Attentional Filter: Early selection on attended channel and physical properties (pitch, color, loudness). But: there must be some semantic processing left.

-Example: dichotic listening task ---> while people cannot recall what they heard, it still influences their actions

 

Attention

According to William James, attention is similar to consciousness, it implies concentrating on one thing.

Overt attention: Any kind of physical change that follows our attention - e.g. head turn

Covert attention: The focus of our attention changes without any phyisical change (Posner) - even if eye is centered in one place, we can focus on other things.

Endogenous attention: conscious, controlled effort (top-down)

Exogenous attention: automatic, e.g.: someone sneezes in the exam room and you automatically pay attention to it

Visual search:

Feauture integration process: Different feautures of an object are processed in different parts of the brain. When target and distractor differ in only one feauture, it is easier to notice.

Pop-out: target is seen automatially - e.g. green circle amongst pink circles

Conjunction: more difficult to note - e.g.: search for orange square amongst blue squares and orange triangles

Attentional control:

Example: learning to drive a car requires conscious attention, but once skill is mastered it becomes somewhat automatic

Disadvantage to things becoming automatic: difficult to deal with unexpected situations

 

Working memory

Limited capacity,limited duration

Primacy: you will remember better the first couple of letters in a sequence

Recency: you will remember better the last couple of letters in a sequence

Chuncking: Chuncking into information that makes sense to us so we remember it better.

Example: PASAAICIBF ---> FBI CIA ASAP 

Interference: More difficult when two informations interfere with eachother. Example: Stroop task

There's 3 parts to working memory:

1. Central Executive: Manages Visuospatial sketchpad and Phonological loop

2: Visuospatial sketchpad: we interact with visual information

- Maintain and manipulate visual information

- Spatial insight, mental rotation

3. Phonological loop

-capacity of the phonological loop is fixed amount (duration) of speech sounds ~ 2.5 seconds

- articulatory loop: worse recall if articulation of words is suppressed by counting aloud.

-phonological store: similarity effect – letters that sound similar (BDPGV) are more difficult to retain than letters with distinctive sounds (BFHXR)

3

.....read more
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Applied Cognitive Psychology - Lecture notes 3, LU

Applied Cognitive Psychology - Lecture notes 3, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 3: Human Computer Interaction

Succesful interaction with computers results in achieving our goals

We spend more time with our computer than our partner ---> worth investing in a good human computer interaction

We, as humans have limitations, such as not being able to pay attention for too long, having biases etc. We have to take our cognitive abilities into account when we design computers. 

In the ACP model, to achieve a goal we either have to change cognition or environemnt. In the case of HCI we aim to change the environment, as it is much more difficult to change human cognition (e.g.: you can't tell someome to just be more flexible, rather change the design so it is easier for the user).

User experience (UX)

Levels of UX:

1. Utility - is it useful?

2. Usability - can the product be used easily?

3. Desirability - does the product look and feel good?

4. Brand experience - is the overall feeling about product good?

Goal: "It works well and makes me say wow!"

Displays

The system conveys information to the user through the display. Can be something you see or hear that indicates a certain information (e.g.: phone beeps when you get a new text).

Graphical User Interterface (GUI): you can draw things with pixels --> easy to shape the digital environment

Design principles

Perceptual:

1. Legibility - e.g.: info conveyed through text should be legible - right color, font, positioning...

2. Absolute judgment - e.g.: only using one property to convey info (e.g. dark green means good, light green means bad ---> can lead to confusion)

3. Top down expectation - e.g.:  A I3 C or 12 I3 14

4. Redundancy gain - e.g. traffic lights. We have to use both the position and the color, because it can lead to confusion if e.g. we don't use position (color blind people) or color (difficult to see position from afar)

5. Discriminability: e.g.: icons look too similar to eachother

Mental model (understanding what you see):

6. Pictorial realism: e.g.: the higher the volume the higher the indicator is

7. Moving part: e.g.: if you have a moving stick, reverese shouldn't be marked forward 

Attention:

8. Information access: e.g.: you need to put a code into Usis that you can only access through the e-studyguide - bad design

9.Proximity compatibility: e.g.: similar backgrounds indicating similar applications

10. Multiple resources: e.g.: having GPS tell you where to go and also showing it

Memory:

11. Knowledge in the world: having the options ready and havign to only choose (not having to know by heart)

12. Prediction: e.g.: weather apps let you know what to expect

13. Consistency: it's wise to be consistent with other apps so users learn how to use your app faster

.....read more
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Applied Cognitive Psychology - Lecture notes 4, LU

Applied Cognitive Psychology - Lecture notes 4, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 4: Human Error

 

While in the past being hurt was seen as a "personality trait", it turned out that there is no difference in proneness to injury.

It is often difficult to judge a situation to be safe or not.

Kahneman:

2 systems for processing information

  • System 1:
    • Fast
    • Unconscious
    • Intuitive
    • Sensitive for pictures
  • System 2:
    • Slow
    • Conscious reasoning
    • Evaluate
    • Sensitive for information

System 1 always gives an immediate reaction, this is ‘uncontrollable’.

System 2 has to be activated

Unfortunately this reaction is not always good. Estimates of probability and impact are strongly influenced by:

  • Saliency
  • Availability
  • Public outrage

Saliency

Example: 9/11 very salient, but actually much more people died in car accidents that week.

Availability

Example: While hurricane Maria got little media coverage, it was more destructive than hurricane Harvey.

Public outrage

Example: the public outrage for a gun crime is much higher than the actual hazard

James Reason

Not-intentional behavior:

  • Skill-based slip (Error of commission)
  • Skill-based-lapse (Error of omission)

Intentional behaviour

  • Rule- or knowledge-based mistake
  • Violation

Fatigue

Significant jump in risk of error after 8 hours of working

Risk of mistake is more than double after 90 minutes after break compared to 30 minutes

Expectations

Fixation on expected solutions

Confuse new problems with old problems with known solutions

Rule breaking

Who violates?

  • Violators can be found at all levels of an organisation
  • People may treat rules as prescriptions for others but only as guidance for themselves
  • Incidents may have been caused because people followed (bad?) procedures
  • Personality characteristic: sheep or wolf?

Conclusions

‘Human error’ research looked at individual behaviour and ways to ‘fix it’

Reason and Rasmussen caused a revolution in the 1980s when they categorised human error and related the categories to organisational issues

The success has been staggering in the areas where it has been applied: up to 96% less accidents

Recent developments: look at human error from a ‘complexity’ point of view

At the moment there are few practical applications, but it has potential

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Applied Cognitive Psychology - Lecture notes 5, LU

Applied Cognitive Psychology - Lecture notes 5, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 5: Game-based cognitive training

60% americans play video games (~90% between ages of 2 and 17)

Potential: people already spend a lot of time gaming

- there could be benefits: training, simulation, increase behavior, increase motivation...

Different categories of games:

 Serious games: skills and knowledge based

- e.g.: simulator games --> pilots taught to fly

 Gamification: use of gaming elements in non-games

- e.g.: Wii Fit -- fitness exercise but it's almost like a game.

-e.g.2: Ticket vending machine in Moscow that gives a ticket if you do ten squats in front of the machine

Gaming elements:

-Reward system

  • Fast and frequent feedback - form of operant conditioning
  • Uncertainty - e.g.: gambling relies on uncertainty and that is what makes it addictive
  • Reward scheduling: example: give reward in the beginning and later only 50% of the time, after that increase reward again
  • Link rewards: e.g.: if you collect 17 coins, you can buy an item
  • Anticipation: if you get 130 Magicarp, then you can trade it to one Gyarados in Pokemon Go

-Adaptivity

  • Difficulty: it is better to start easy and then get more difficult, than start off difficult
  • Time pressure
  • Progress
  • Flow: you loose sense of time and space because you are so engaged: happens when high challange is met with high skill

- Social factors

  • competitive feeling
  • social facilitation
  • "your friend passed you on the leaderboard!"
  • creates community and social support
  • more engaging

-Context

  • Story
  • Immersion (e.g.: music)
  • Identity (heart rate goes up when you can choose and see your character)

 

Cognitive enhancement: can videogames enhance cognitive functioning?

Two types of games that can enhance cognitive functioning

  1. Training games:

Cognitive training: use it or lose it!

-Train working memory --> N-back Task

  • shown a stream of letters and you have to indicate if it is the same you saw N places before
  • but: most people stop halfway during the training because tasks are boring
  • Training games = cognitive task + gamification (to make it more engaging)
  • Nintendo Brain training/ brain age, Lumosity, Brain Gymmer
  • If I get better at the N-back task form doing a lot of N-back task that doesn’t mean a lot. But if I get better at a very different task measuring a different cognitive ability, then there is transfer
  • Transfer:
    • 1. Learning: learn to bike
    • 2. Near-transfer: get better at biking
    • 3. Transfer: get better at hockey, soccer --> overall physical fitness
    • 4.Far-transfer: changes in everyday life – e.g.: grades
  • Design:

Experimental condition: Pre-test – Training – Post-test

Control condition: Pre-test --> training

.....read more
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Applied Cognitive Psychology - Lecture notes 6, LU

Applied Cognitive Psychology - Lecture notes 6, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 6:Food and Drugs

Effect of food on cognition

-Source of energy

-Maintain cognitive function

-Adapting for food acquisition has affected evolution of the modern brain and cognitive skills

-Omega 3 linked to brain development

-Fish based diet decreased, saturated/trans fatty acids increase --> depression also increases

-Gut bacteria can influence mood, prevent depression

Neurotransmitters

Acetycholine (Ach):

-involved in muscle action, memory and attention

-Malfunction: associated with AD

Dopamine (DA):

-Movement, learning, attention, emotion. Mediates effects of natural rewards and drugs

-Malfunction: Reduced – Parkinson’s, ADHD, Excess – Schizophrenia

Seratonin:

-Affects mood, hunger, sleep, arousal, and social behavior

-Malfunction: low – depression, high - autism

Norepinephrine:

-Helps control mood, alertness, and arousal

-Malfunction: low- depression, high – anxiety

GABA:

-Major inhibitory neurotransmitter

-Malfunction: low – Huntington’s disease and personality changes, high – sleeping and eating disorders

Glutamate:

-Major excitatory neurotransmitter, involved in memory formation

-Malfunction: low – depression, schizophrenia, high – migraines, seizures

 

Inactivation of Neurotransmitters

Neurotransmitters are released from the presynaptic cell into the synapse, to be absorbed in the postsynaptic cell

Some drugs block the release of neurotransmitters:

-Botulinium toxin (Ach) --> muscle paralysis (like botox)

-Clozapine in Schizophrenia --> to decrease dopamine

Reuptake by axon terminals or glial cells for reuse: released dopamine gets reabsorbed

-Cocaine and Speed delay reuptake of Norepinephrine ( more pleasure)

-Anti-depressants (Prozac) block reuptake of Serotonin

-Lithium speeds reuptake (increases depression)

Neurotransmitters deactivated by enzymes:

-Nerve gas (VX) destroys AChE

-COMT-gene encodes an enzyme that destroys DA in the pre-frontal cortex

Neurotransmitters can also be diffused via blood

 

Dopamine level

-Low: Poor performance – Parkinson’s disease, ADHD

-Moderate: Maximum performance

-High: Poor performance – Schizophrenia, drug overdosing

-Optimise baseline by either CNS stimulants (e.g.coffee) or depressants (e.g. alcohol) or both

-Effects of a drug depends on the dose and baseline DA levels

 

Baseline DA level correlates with working memory capacity

High listening span: higher activity of caudate and plutamen (in Basal ganglia)

Genetics and dopamine:

-Enzymes in the COMT gene inactivate released dopamine, thereby regulating its flux in the PFC

-COMT knockout mice show increased DA in the PFC and COMT inhibitors shows to improve WM in humans

-COMT gene has 2 alleles: Val-Val, Val-Met, Met-Met

-->e.g.: we get Val from our mother, Met from our father (rare genotype)

Val amino acid: Fast DA degradation (“warriors”)

Met: Slow DA degradation (“worriers”)

 

Wisconsin card sorting test and N-Back tasks:

Effect of amphetamine on participants who do the tasks:

N-back task:

-Val allele people: Because of amphetamine, their performance increases – maximum performance – Less

.....read more
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Applied Cognitive Psychology - Lecture notes 7, LU

Applied Cognitive Psychology - Lecture notes 7, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 7: Cognitive Psychology in the Courtroom

Stages Penal Case Law:

1. Facts

2. Evidence

3. Guilt

4. Verdict/sentence

Where does the psychologist come in?

The psychologist looks at the facts and analyzes to what extent the facts are reliable and can be considered as evidence. 

A psychologist cannot tell whether someone is or isn't guiltly 

Procedure:

1.There is an allegation, or a suspicion of guilt. 

2.The prosecutor looks for facts, interrogates people.

3. Police looks at facts, psychologist can help here. 

4. Prosecutor goes to the judge with evidence.

5. Judge decides with the jury whether suspect is guilty. The defense talks to the judge also

6. The psychologist can communicate with the prosecutor, the police,and  the defense.

7. Decision of guilt

Signal detection: 

2 types of error possible:

1. Jury decides suspect is guilty, while they aren't

2. Jury decides suspect is not guilty, while they are

What can we do?

Decide which type of error is worse.

Assumption of innocence: avoiding the 1st error.

- have to have enough evidence to prosecute someone

Eye witnesses

Sources of error:

  • Poor memory performance
  • Questions / Interrogation method
  • Post event information 
  • Causality

Misinformation effect: Incorporating misleading information into one's own memory of an event

Example: "How fast were the cars going when they bumped into each other?" vs "How fast were the cars going when they smashed into each other?" 

Post-information

Example: Adding "he died later that day" after seeing a man being pushed will lead to a different judgement than not knowing that information.

Line-ups:

People can be biased to think the perpetrator must be in the line-up, which psychologist try to avoid by making sure witnesses know that perpetrator might not be there

The portraits should fit the description

The crime scene should be simulated: go to the scene, and based on what the witness said try to redo the situation

Line-ups should be done quickly after the incident

Causality:

Causality is important in the courtroom

  • Has to be assessed by the judge and jury 
  • Related to responsibility / accountability
  • Did the suspect not / partially / fully cause the fact?
  • Relevance of fact for guilt decision

Causality can be ambiguous

  • We don't know whether the effect is actually due to perceived cause
  • Interpreted in hindsight
  • Perception of causality subject to suggestion and manipulation.

Cues to causality (Einhorn & Hogarth, 1986)

  • Precedence: cause precedes effect
  • Contingency in time and space
  • Congruency of cause and consequence: causes and effects are of similar kind
  • Major‐event‐major‐cause heuristic: we assume the cause is similarly severe as the effect
  • No alternative explanation available

Biases in perceived

.....read more
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Applied Cognitive Psychology - Lecture notes 8, LU

Applied Cognitive Psychology - Lecture notes 8, LU

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Applied Cognitive Psychology - Leiden University (2019)

Lecture 8: Aging & Individual differences

Aging in the Netherlands

Double aging: more old people and increase in life expectancy

Health care cost  NL – 15.4% of GDP

2013: 27%  are 65+, 2040: 51% will be 65+

Healthcare costs are cut, but there’s an increasing number of people needing care

Solution: stay at home, family has to take care of you

-more responsibility for vulnerable group, lack of knowledge and tools

Proper solution:

  • Cheap& efficient care: robotics, ehealth, domotics 
  • Improve functioning: occupational health, stress, assessment, workplace design
  • Preventive interventions: healthy mind, healthy brain, goal setting, sense making
  • Senior consumers: media, ebikes, memory support

How does aging impact cognitive performance?

Sensory perception – Cognition – Motoric action

Sensory perception:

Eye sight:

Pupil size gets smaller, clarity goes down, needs 3x the light as a young person

Focus speed and movement speed of lens & muscles goes down, worse near focus

Retina: peripheral view gets worse

Trouble in traffic: night blindness, motion perception ,depth perception

Hearing

Hardening of membranes and eardrums

-3D perception

-High tones (voices/words)

Consequences:

-Social isolation

-Bad orientation

-Problems in traffic

Other senses

Can't smell as well ---> more likely to eat spoiled food

Can't taste as well --->bad appetite

Worse balance -->fall over

Proprioception goes down -->accidents

Less sensitive to touch --> might not notice dangerous heat

Motoric decline

Leg strength decreases

Aerobe muscles decreases (muscles that use oxygen to perform)

Grip sense decreases

(Leiden Academy of Aging – they have aging suits! - experience what it's like to be old)

Neuro-muscular degeneration:

-Dopamine in CNS goes down

-Tremours

-Posture: slow correction

-Motor process speed

-Fine motor control

-Speech control

-Parkinsons – so little dopamine that movement becomes difficult

Cognitive control

Conjunctive attention, divided attention and sustained attention goes down

Switching, inhibition, updating goes down

Routine and fixed rules improve

Prospective memory (planning to perform action later on) goes down

PFC:

-Gray Matter (neuron bodies & dendrites) goes down

-White matter volume also decreases

-Old people use more of their PFC than young people, because they need to use more brain power to do the same task

Compensation:

-In old age people have more positive mood (a way to get more dopamine)

Memory

Episodic, spatial and working memory decreases

Hippocampus volume goes down – seems that higher education decreases less

Hemispheric Asymmetry Reduction in Older Adults (HAROLD): old people

.....read more
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