CS401A's Prelims: Human-Comp. Interact. Module 03 Flashcards

For preliminary finals.

1
Q

Such a model can help HCI designers analyze the task and base the interface structure around the distinctive problem-solving process.

A

Human Problem-Solving Model

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2
Q

Human problem-solving efforts consists of these four (4) important parts:

A

Sensation
Perception
Memory
Decision/Executor

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3
Q

senses external information through aural, haptic, or visual modality

A

Sensation

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4
Q

interprets and extracts basic meanings of the external information

A

Perception

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5
Q

stores short-term or long-term information about external procedures, rules, relations, schemas, and the likes

A

Memory

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6
Q

formulates and revises a solution or plan, decides based on various information in the memory, and finally acts it out by commanding the motor system.

A

Decision/Executor

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7
Q

introduced the Gulf of Execution and Evaluation.

A

Donald Norman

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8
Q

is the difference between the intentions of the users and what the system allows them to do or how well the system supports those actions.

A

The gulf of execution

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9
Q

is the degree to which the system provides representations that can be directly perceived and interpreted in terms of user expectations and intentions.

A

The gulf of execution

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10
Q

One effective way to create an evaluation in relation to the original performance requirements is with the use of the

A

GOMS model

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11
Q

GOMS stands for

A

goals,
operators,
methods, and
selection rules.

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12
Q

is a human information processing model that predicts what skilled users will do in a seemingly unpredictable situation.

A

The GOMS model

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13
Q

These are tasks that a user wants to accomplish.

A

Goals

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14
Q

These are the basic perceptual, cognitive, or motor actions used to accomplish goals or actions allowed by the system.

A

Operators

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15
Q

These involve a sequence of procedures that can accomplish a goal

A

Methods

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16
Q

These are personal rules users follow in selecting a method to be used.

A

Selection Rules

17
Q

the observable area a person can see through the eye

A

Field of view (FOV)

18
Q

the distance from the eyes to the surface of the display

A

Viewing distance

19
Q

the area subtended by the display from a particular viewing distance

A

Display feld of veiw

20
Q
21
Q

the number of pixels in a horizontal and vertical directions for a fixed area

A

Display resolution

22
Q

the resolution perceived by the eye from a fixed distance

A

Visual acuity

23
Q

the amount of light emitted by an object or as perceived by the human eye

A

Brightness

24
Q

the human response to different wavelengths of light,

25
Q

the relative difference in brightness or color between two (2) objects

26
Q

is the next most common mode of information feedback.

A

Aural modality

27
Q

is commonly used in intermitten alarms.

A

Aural modality

28
Q

Also known as volume, this refers to the amount of sound energy.

29
Q

This is the energy transmitted in the form of waves with different frequencies.

30
Q

This refers to the time differences among sound waves that originate from the same source.

31
Q

This is the ability or a macine or a program I. the first

A

Speech Recognizaion

32
Q

It is a branch of artificial intelligence (AI) that uses computer software to understand input made in the form of sentence in text or speech format.

A

Natural Language Understanding

33
Q

Also known as volume, this referes to the amount of sound enery.

34
Q

This is the energy transmitted in the form of waves with different frequencey.

35
Q

This refers to the time differences among sound waves that originate from the same source.

36
Q

is also known as motor capabilities

A

Human body ergonnomics

37
Q

is a model of human movement that predicts the time required to move rapidly to a target area as a function of the distance to the size of the target.

A

Fitts’ Law

38
Q

is another method of initiating and performang voluntary movement.

A

Motor control