Chapter 1- Reasoning and thinking Flashcards

1
Q

The process by which we use the knowledge we have to draw conclusions

A

Reasoning

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2
Q

3 different types of reasoning

A

Deduction

Induction

Abduction

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3
Q

derives the logically necessary conclusion from the given premises.

General rule> Specific conclusion (always true)

A

Deduction

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4
Q

Generalizing from cases to we have seen to infer information about cases we have not seen.

Specific observation> General conclusion ( Maybe true)

A

Induction

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5
Q

From a fact to the action or state that caused it

Incomplete observation>Best prediction (may be true)

A

Abduction

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6
Q

The process of finding the solution to an unfamiliar taste, using the knowledge that we have.

A

Problem Solving

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7
Q

5 different views of problem solving

A

Gestalt theory

Problem Space theory

Use of analogy

Skills acquisition

Errors and mental models

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8
Q

Problem solving is both productive and reproductive

A

Gestalt theory

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9
Q

Comprises problem states and problem solving involves generating these states using legal state transition operators

A

Problem Space theory

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10
Q

Problems are solved by mapping knowledge relating to a similar known domain to the new problem

A

Use of analogy

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11
Q

According to the ATC model, skills are acquired through various levels,

A

Skills Acquisition

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12
Q

There are different types of errors: changes in context of skilled behaviour can cause errors. An incorrect understanding / model of a situation can cause errors too.

A

Errors and mental models

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13
Q

Our body responds biologically to an external stimulus and we interpret that is some ways as particular ______________

A

Emotion

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14
Q

The principles and properties discussed apply to the majority of people, but humans are not all the same.

A

Individual differences

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15
Q

process of a information transfer

A

Interaction

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16
Q

What are the 5 text-entry devices?

A

Alphanumeric keyboard
Chord Keyboards
Phone pad and T9 entry
Handwriting recognition
Speech recognition

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17
Q

Only a few keys are used. Letters are produces by pressing multiple keys at once

A

Chord Keyboards

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18
Q

The numeric keys on a cell phone can be pressed more than once to enter letters.

A

Phone pad and T9 entry

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19
Q

2 keypad modes most phones have:

A

numeric
alphanumeric mode

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20
Q

-deals mostly worth stroke information
-the way in which letter is drawn, not the letter itself.
-has the advantages of size and accuracy over small keyboards and are therefore often used in mobile computing

A

Handwriting recognition

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21
Q

-performance is relatively low even, for a restricted vocabulary.
-Adjusting the system for use with natural language gives birth to even more problems: the ‘error’ in natural language use, different voices, emotions and accents, etc.

A

Speech recognition

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22
Q

Types of positioning

A

The mouse

Touchpad

Trackball and thumbwheel

Joystick and keyboard nipple

Touch sensitive screens (touchscreen)

Stylus and lightpen

Digitalizing tablet

Eyegaze

Cursor keys and discrete positioning

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23
Q

-an indirect device, because a transformation is required to map from the horizontal nature of the desktop to the vertical alignment of the screen.

A

Mouse

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24
Q

-touch-sensitive tablets, operated by sliding the finger over it and are mostly used in notebook computers.

A

touchpad

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25
Q

-an upside-down mouse: instead of moving the devices itself, the ball is rolled to move the cursor.

-offer less usability because they can only manipulate the horizontal and vertical movement of the cursor.

A

Trackball and thumbwheel

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26
Q

Two types of joystick:

A

absolute sticks
isometric sticks

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27
Q

tiny joysticks that sometimes used on notebook computers.

A

Keyboard nipples

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28
Q

-detect the position of the user’s finger or stylus on the screen itself and are therefore very direct.

A

Touch sensitive screens (touchscreen)s

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29
Q

For more accurate positioning, systems with touch sensitive surfaces often imply a stylus

A

Stylus and lightpen

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30
Q

Device used for freehand drawing

A

Digitalizing tablet

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31
Q

Allow you to control the computer by looking at it while wearing special glasses, heat mounted boxes, etc.

A

Eyegaze

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32
Q

For 2d-navigation, this can sometimes preferable. The same goes for remote-controls and cellphones.

A

Cursor keys and discrete positioning

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33
Q

4 Types of display devices

A

Bitmaps display, resolution, and color

Technologies

Large displays and situated displays

Digital papers

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34
Q

means that display is made of fixed number of dots or pixels in rectangular grid

A

Bitmaps display , resolution and color

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35
Q

In LCD’s a thin layer of liquid crytals is sandwiched between two glass plates. External lights pass through the top plate and are polarized. this passes through the crystal and is reflected back to the user’s eye.

A

Technologies

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36
Q
  • there several types of this
    -some use gas plasma technology
    -projector is possible too.
A

Large displays and situated displays

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37
Q

have small screen through which lights is projected on screen

A

LCD projectors

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38
Q

Thin flexible paper material that can be written to electronically, but keep its contents when removed from the power supply.

A

Digital papers

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39
Q

2 devices for virtual reality and 3d interaction

A

Positioning in 3d
3d displays

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40
Q

Human can use a 3d environment with a 2d device (mouse). The human mind is therefore capable of handling multiple degrees of indirection.

A

Positioning in 3D

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41
Q

can be displayed in normal screen using shadows, depth etc. User can enter a VR cave, where the VR world is projected around them.

A

3d displays

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42
Q

What happens if the VR systems performances too slow, and there is delay between movement and image?

A

disorientation and sickness may occur.

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43
Q

5 Physical controls, sensors and special devices

A

Special displays

Sound output

Touch, feel and smell

Physical controls

Environment and bio-sensing

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44
Q

-numerous display devices such as LED’s and head-up displays

A

Special displays

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45
Q

By having sounds confirms a right action, we can speedup interaction

A

Sound output

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46
Q

Haptic devices are various forms of forms of force, resistance and texture influencing our physical senses.

A

Touch, feel and smell

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47
Q

Not only the functions of controls, but it is also physical design is important and needs to suit the situation in which it used.

A

Physical controls

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48
Q

Many sensors in our environment monitor our behaviour. Their measurements ranges from temperature and movement to the user’s emotional states.

A

Environment and bio-sensing

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49
Q

4 types of Paper: Printing and Scanning

A

Printing

Fonts and page description languages

Screen and page

Scanner and optical character recognition

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50
Q

Most common printers nowadays are dot based. In order of increasing resolution, familiar types are dot matrix printers, inkjet printers and laser printers.

A

Printing

51
Q

Some printer print ASCII-characters and bitmaps ‘by itself’. Many more complex documents are translated into suitable bitmaps by the computer.

A

Fonts and page description languages

52
Q

There are many differences between a paper print and a computer monitor, which causes problems when designing software.

A

Screen and page

53
Q

Scanner shines a beam of light at the page and record the intensity and color of the refection. the resolution of the scanner can differ highly between types.

A

Scanner and optical character recognition

54
Q

6 types of memory

A

RAM and short term memory (stm)

Disks and long-term memory (ltm)

Understanding speed and capacity

Compression

Storage format and standards

Method of access

55
Q

Most current active information is held in this

A

Random access memory

56
Q

Most current active information is held in this

A

Ram volatile

57
Q

Most current active information is held in this
Most current active information is held in this

A

ram and short term memory (STM)

58
Q

2 main techniques used in disks:

A

magnetic disks
optical disks

59
Q

In comparison to RAM, this is much slower.

A

Long term memory

60
Q

example of magnetic disks

A

floppy
hard disk
tape

61
Q

example of optical disks

A

CD-ROM
DVD

62
Q

the capacity of ram is limited and therefore multitasks-systems tend to swap background-running programs for RAM to the hard disks

A

Understanding speed and capacity

63
Q

techniques can be reduce the amount of storage required for text, bitmaps and video

A

Compression

64
Q

basic standard for text storage is the

A

ASCII characters codes

65
Q

An extended version of this system and can also code for foreign characters.

A

UNICODE

66
Q

The basic standard for text storage is the ASCII character codes. UNICODE
is an extended version of this system and can also code for foreign
characters.

A

Storage format and standards

67
Q

is by special key fields with an associated index.

A

Standard database access

68
Q

Standard database access is by special key fields with an associated
index. The user has to know the key before the system can find
information.

A

Method of access

69
Q

3 processing and networks

A

Effects of finite processor speed

Limitations on interaction performance

Network computing

70
Q

can affect the user by
being too slow (which can avoided by using buffers) or too fast.

A

processing speed of an interactive system

71
Q

The processing speed of an interactive system can affect the user by
being too slow (which can avoided by using buffers) or too fast.

A

Effects of finite processor speed

72
Q

Several factors that can limit the speed of an interactive system

A

computation bound

storage channel bound

graphic bound

network capacity

73
Q

Have an effect on effect on interactivity, because the distances may cause a noticeable delay in response from the system

A

Network systems

74
Q

Network systems have an effect on interactivity, because the large
distances may cause a noticeable delay in response from the
system.

A

Network computing

75
Q

Models of Interaction

A

terms of interaction

execution-evaluation cycle

interaction framework

76
Q

Aid the user in accomplishing goals
from some application domain.

A

Purpose of an interactive system

77
Q

area of expertise and knowledge in some real-world activity

A

Domain

78
Q

Operations to manipulate the concepts of a domain

A

Tasks

79
Q

Desired output from a performed tasks

A

Goal

80
Q

Specification required to meet the goal

A

Intention

81
Q

Identification of the problem space for the user of an
interactive system in terms of domain, goals, intention and tasks.

A

Task analyses

82
Q

Core language, describes computational
attributes of the domain relevant to the system state.

A

System’s Language

83
Q

Task language, describes psychological attributes of
the domain relevant to the user state.

A

User’s Language

84
Q

Computerized application

A

System

85
Q

The plan formulated by the user is executed by the computer. When
finished, the user evaluates the results and determines the further
actions.

A

The execution-evaluation cycle

86
Q
  • On the user-side, communication is in task-language and on the
    system side, in core language.
A

The interaction framework

87
Q

user side of the interface, covering both input and output and
the user’s immediate context

A

Ergonomics

88
Q

3 frameworks and HCI

A

Ergonomics

Dialog design and interface styles.

Presentation and screen design

89
Q

-The study of the physical characteristics of the interaction.

-contribution to
HCI is in determining constraints on the way we design systems and suggesting detailed
and specification guidelines and standards.

A

Ergonomics

90
Q

8 interaction styles

A

Command line interface

Menus

Natural Language

Question/answer and query dialog

Form-fills and spread sheets

The WIMP interface

Point and click interfaces

Three- dimensional interfaces

91
Q

provides a mean of expressing instructions to the computer directly
using function keys, single characters, abbreviations or whole word
commands

A

Command line Interface

92
Q

available for the user is displayed on the screen

can be presented text-based and graphical

A

Menus

93
Q

ambiguity of this makes it very hard for a machine to
understand.

A

Natural Language

94
Q

The user asked a series of questions and so is led through the interaction
step by step

A

Question/Answer and query dialog

95
Q

Primarily used for data entry but can also be useful in data retrieval
applications

A

Form-fills and spread sheets

96
Q

the default interface style for the
majority of computer systems today.

A

WIMP interface

97
Q

meaning of WIMP

A

Windows, icons, menus and pointers

98
Q

closely related to the WIMP-style: pointing and clicking are the
only action required to access information

A

Point-and-click interfaces

99
Q

The simplest technique is where ordinary WIMP elements are given of this
appearance. A more complex technique uses interfaces with this
workspace.

A

Three-dimensional interfaces

100
Q

The most complex 3D workspace is

A

virtual reality

101
Q

Elements of the WIMP Interfaces

A

Windows

Icons

Pointers

Menus

Toolbars

Palettes

Dialog boxes

102
Q

are areas on the screen that behave as if they were
independent terminals in their own right.

A

Windows

103
Q

a small picture used to represent a closed window

A

Icons

104
Q

nothing more that small bitmap images with a hotspot: the
location to which they point/

A

pointers

105
Q

represents a choice of operations or services that can be
performed by the system at a given time.

A

Menus

106
Q

individual and isolated regions within display that can be
selected by the user to invoke a specific action.

A

Buttons

107
Q

Mostly equivalent to menus, except for this can also hold
buttons

A

toolbars

108
Q

mechanism for making the set of possible modes and the
active

A

Palettes

109
Q

are information windows used by the system to bring the
user’s attention to some important information.

A

Dialog boxes

110
Q

The presence of other people in a work environment affects the performance of the
worker in any tasks for example, by ‘competition-behaviour’. A well-designed system,
however, may also work motivating on the user.

A

The context of interaction

111
Q

It is no longer sufficient that users can use a system; they have to want to use it as well.

A

Experience engagement and fun

112
Q

Experience engagement and fun

A

Understanding experience

Designing experience

Physical design and engagement

Managing value

113
Q

multidisciplinary field of study focusing on
the design of computer technology and, in particular, the interaction between humans
(the users) and computers

A

HCI

114
Q

HCI uses this three to support
and fulfil human-computer activities and is applied to various types of computer
systems, including air traffic control, nuclear processing, offices and computer gaming.

A

productivity, safety, and entertainment

115
Q

data output by the computer vice versa.

A

Human input

116
Q

most important senses in HCI.

A

Vision

hearing

touch

117
Q

process by which we use the
knowledge we have to draw conclusions.

A

Reasoning

118
Q

three different types of reasoning:

A

Abduction, Induction and deduction.

119
Q

the process of finding a solution
to an unfamiliar taste, using knowledge that we have

A

Problem solving

120
Q

Different views of problem
solving are:

A

Gestalt theory, problem space theory, and the use of analogy.

121
Q

is a process of information transfer

A

Interaction

122
Q

Text entry
devices

A

alphanumeric keyboard, chord keyboard, speech recognition

123
Q
A