Definitions Flashcards

1
Q

Usability

A

The capacity in human functional terms to be used easily and effectively by the specified range of users, given specified training and user support, to fulfil the specified range of tasks, within the specified range of environmental scenarios

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2
Q

Learnability

A

Users must be able to learn to use the system after a certain amount of training

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3
Q

Effectiveness

A

Use of system in a number of environments, within a certain time frame and within error limits

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4
Q

Attitude

A

Positive attitudes towards using the system and levels of tiredness or discomfort are kept minimal

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5
Q

Flexibility

A

User performance must not degrade beyond a certain limit across tasks and environments

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6
Q

High Attentional Load

A

Harder to use, harder to learn, less efficient

= displeasurable product

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7
Q

Low Attentional Load

A

Easier to use, easier to learn, more efficient

= more use + popularity

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8
Q

Capacity Theories

A

The demands of the two tasks exceeded available capacity

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9
Q

External Memory

A

Refers to any tool or UI feature that allows users to explicitly save and access information needed during a task

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10
Q

Change Blindness

A

When a stimulus undergoes a change without being noticed by its observer

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11
Q

Task Representation

A

Contains rules to complete whatever we are doing as well as any task relevant information in working memory

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12
Q

Neurodiversity

A

Diversity of human brains and minds, the infinite variation in neuro-cognitive functioning within our species

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13
Q

Partial Sightedness

A

Ones visual capacity is limited (can occur from trauma or disease - cannot be corrected with glasses)

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14
Q

Refractive Errors

A

Myopia (Near sightedness)
Hyperopia (Far sightedness)
Astigmatism (Distorted vision at all distances)
Presbyopia (Loss of ability to focus up close)

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15
Q

Macular Degeneration

A

Blurring of central vision

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16
Q

Cataracts

A

Clouding of lens

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17
Q

Diabetic Retinopathy

A

Damage to blood vessels

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18
Q

Hemianopia

A

Loss of one visual field

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19
Q

Sensory Overload (SPD)

A

Over stimulation from sensory input

20
Q

Colour Blindness (DPT)

A

Deuteranopia (Deuteranomaly - Green)
Protanopia (Protanomaly - Red)
Tritanopia (Tritanomaly - Blue)

21
Q

Articulatory Suppression

A

A method to inhibit subvocal rehearsal of items in a memory test or experiment by requiring the participant to perform a distracting verbal task such as counting or naming, during the retention period

22
Q

Selective Attention

A

Processes that allow an individual to select and focus on particular input for further processing while simultaneously suppressing irrelevant or distracting information

23
Q

Inattentional Blindness

A

When you engage in a task, attention can act like a set of ‘blinders’, allowing salient stimuli to pass totally unnoticed right in front of our eyes

24
Q

Conceptual Domain Hypothesis

A

What I expect in the target population

25
Q

Observable Domain Hypothesis

A

What I expect in my data

26
Q

Independent Groups Design

A

Sample split into 2 groups, each group does one of the experimental conditions

27
Q

Matched Pairs

A

Same as independent, but each participant is matched on important characteristics with someone else in the other group

28
Q

Repeated Measures

A

The same group of participants take part in both experimental conditions

29
Q

Parametric

A

Calculated from data (using mean and SD) - assuming normal distribution

30
Q

Non-Parametric

A

Computed from ranked scores

31
Q

Nominal

A

Categorised (e.g. Sex)

32
Q

Ordinal

A

Categorised and ordered (e.g. Grading)

33
Q

Interval

A

Categorised and ordered with equal intervals (e.g. Year)

34
Q

Ratio

A

Categorised, ordered, equal intervals, with a true zero point (e.g Height)

35
Q

Kurtosis

A

Sharpness of a peak of a frequency-distribution curve

36
Q

Negative Skew

A

Curve to right, tail to left

37
Q

Positive Skew

A

Curve to left, tail to right

38
Q

Platykurtic

A

Negative values - flat and light tailed

39
Q

Leptokurtic

A

Positive Values - pointy and heavy tailed

40
Q

Power

A

The probability of correctly rejecting the null hypothesis

41
Q

Ceiling Effect

A

When a test is too easy everyone gets correct answers

42
Q

Floor Effect

A

When a test is too hard no-one gets correct answers

43
Q

Dark Adaptation

A

Slow recovery of visual sensitivity following cessation of intense illumination

44
Q

Afterimage

A

An image that continues to appear after a period of exposure to the original image (photochemical activity)

45
Q

Positive Afterimage

A

Retina exposed to dark light, brain signals continue for ~500ms after looking away

46
Q

Negative Afterimage

A

Retina exposed to bright light and becomes light adapted only in the area the light fell - a uniform background will look darker

47
Q

Perceptual Persistance

A

The longer the stimulus is displayed the more sensory evidence is accumulated, impacting accuracy and speed