Associate Teaching Professor
						Carnegie Mellon University
					
I enjoy learning random factoids about science. Here are some of my favorite Wikipedia articles related to math, psychology, research, computer science, and human-computer interaction.
| Benford's Law | Numbers starting with one are six times more likely than numbers starting with nine. | 
| Law of Large Numbers | Empirical results will tend toward the theoretical results given a big enough sample, probably. | 
| Infinite Monkey Theorem | With enough time, anything and everything will happen. | 
| Borsuk-Ulam Theorem | There always exists a set of opposite points on Earth with the same temperature and pressure. | 
| Fermi Estimation | Super rough estimates are suprisingly good. | 
| Beta (finance) | A way of measuring the volatility of a stock relative to the market. | 
| Mann Whitney U Test | Non-parametric test for comparing two samples. | 
| Birthday Paradox | Given 23 people there is a 50% chance that a pair will share a birthday. | 
| Monty Hall Problem | A nice puzzle where it really helps to draw out a solution tree. | 
| Prisoner's Dilemma | People not cooperating hurts everyone, including themselves. | 
| Zipf's Law | A thing is twice as frequent as the next thing which is twice as frequent as the next... | 
| Cognitive Load Theory | You solve problems worse if you have to use too much mental effort. | 
| Chunking | Our phone numbers are 7 digits long based on how we break up info in our head. | 
| Insight | That eureka moment. | 
| Spacing Effect | Cramming is not the best way to learn. | 
| Garden Path Sentence | You parse the sentence one way until it doesn't make sense anymore. | 
| Prospect Theory | People are rationally irrational sometimes, and irrationally rational other times. | 
| Baddeley's Model of Working Memory | A popular model of how our memory works. | 
| Electroencephalography | We can cheaply measure brainwaves induced by stress and cognitive load. | 
| Framing Effect | The reason why movie theater's popcorn is priced the way it is. | 
| Phonemic Restoration Effect | You still hear cuss words when they bleep it out, don't you? | 
| Confirmation Bias | When you only pay attention to evidence that supports your idea. | 
| Survivorship Bias | You have to look at the data points that died, too. | 
| Regression Toward the Mean | Are you sure this is an effect or is it just going back to normal? | 
| Type I and Type II Errors | Whether you are finding a difference when it doesn't exist or not finding a difference when it does. | 
| Correlation Does Not Imply Causation | Just because red cars get in more wrecks doesn't mean it is the cars' fault. | 
| Falsifiability | Some things you can never prove. | 
| False Dilemma | You're either going to love this list or you're going to hate it. | 
| Grounded Theory | A qualitative method that will surely get the reviewers arguing. | 
| Associative Array | Any problem can be coerced into using a dictionary! | 
| Tracing Garbage Collection | A beautiful means of cleaning up your garbage. | 
| Separation of Concerns | Each piece of code should do something but not everything. | 
| Off-By-One Error | One of the most common mistakes for any programmer. | 
| Finite-State Machine | Any problem can be reduced into a state machine. | 
| Recursive Descent Parser | An elegant way to write a parser. | 
| Binary Search Algorithm | Cut your search space in half, recursively. | 
| K-Means Clustering | Find clusters in your data. | 
| TF-IDF | Measure the importance of words in a document. | 
| Affordance | The means to which you do something. | 
| Cognitive Dimensions of Notations | Classic usability principles for GUIs and programming languages. | 
| Information Seeking Behavior | Various theories on how people seek the info that they seek. | 
| Information Overload | When Amazon presents too many results you just buy the first one. | 
| Widget (GUI) | Handy list of GUI elements. | 
| Fitt's Law | Accurate way to measure people's mouse movements. | 
| Usability Testing | How to test to see if people can actually use your thing. | 
| User-Centered Design | Always remember the user. | 
| Keystroke-Level Model | Surprisingly accurate way to predict how long it will take users to interact with your GUI. |