Ergonomics Exam 1 Flashcards

1
Q

Fitting the task to the person.

A

Human Factors and Ergonomics

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2
Q
  • Safety
  • Performance
  • Satisfaction
A

Goals of HFE

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3
Q
  • Understand
  • Test
  • Design
A

HFE Design Cycle

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4
Q

Behavior of people depends on situation.

A

Systems Thinking

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5
Q

Slow and detailed design process.

A

Vee Process

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6
Q

Incremental improvement design process.

A

Plan-Do-Check-Act Cycle

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7
Q

Rapid design process.

A

Scrum / Agile

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8
Q

What, why, and how tasks are performed.

A

Hierarchical Relationships

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9
Q

Who performs the task, what feedback.

A

Information or Part Flow

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10
Q

When and what order are tasks performed.

A

Sequence and Timing

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11
Q

Where and under what physical conditions are tasks performed.

A

Location and Context of Task

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12
Q

Get evaluation from 3 to 5 HFE experts individually for a broad and informal assessment of the design.

A

Heuristic Evaluations

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13
Q

Ask questions while performing the series of tasks to identify potential problems.

A

Cognitive Walkthrough

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14
Q

Compare design alternatives to find the most usable system.

A

Usability Testing

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15
Q

Manipulate certain factors / conditions to measure human behavior to understand human in a context.

A

Technique Selection

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16
Q

Variables that are deliberately changed during the study.

A

Independent Variables

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17
Q

Measure the effects of variables changed.

A

Dependent Variables

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18
Q

Transforming light waves into nerve impulses.

A

Vision

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19
Q

Light wavelength.

A

Hue

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20
Q

Light Amplitude

A

Brightness

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21
Q

Purity of Color

A

Saturation

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22
Q

Amount of energy radiated by a light source.

A

Luminous Intensity (I) / Luminous Flux

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23
Q

Amount of light falling on a surface.

A

Illuminance (E)

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24
Q

Amount of light reflected off or by a surface.

A

Luminance / Brightness (B)

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25
Q

Ratio (%) of luminance by illuminance.

A

Reflectance (R)

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26
Q

Tool for measuring illuminance.

A

Luxmeter

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27
Q

Tool for measuring luminance.

A

Photometer

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28
Q

Parts of eye that are used for motion detection, are sensitive to light levels (light and dark) and help you see in the dark.

A

Rods

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29
Q

Parts of the eye that are used for fine detail and respond to color.

A

Cones

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30
Q

Glare that arises from reflected light.

A

Indirect Glare

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31
Q

Glare that arises directly from the light source.

A

Direct Glare

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32
Q

Light with longer wavelength and lower color temperature.

A

Warm Light

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33
Q

Light with shorter wavelength and higher color temperature.

A

Cool Light

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34
Q

Relationship between object size and distance.

A

Visual Angle

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35
Q

Ability to resolve small details.

A

Visual Acuity

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36
Q

Ratio of the difference between the luminance of light and the dark areas to the total luminance.

A

Contrast

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37
Q

Processing that deals with knowledge, experience, desires, goals, context, and bias.

A

Top-Down Processing

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38
Q

Processing that deals with stimulus, the senses, acuity recognition based on individual details, and data.

A

Bottom-Up Processing

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39
Q

How much eye muscles have moved to focus.

A

Accomodation

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40
Q

How much eyes have rotated in.

A

Convergence

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41
Q

Difference between right and left eye view.

A

Binocular Disparity

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42
Q

Eye movements through the visual field.

A

Visual Search

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43
Q

Smooth following of moving target.

A

Pursuit

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44
Q

Abrupt movements from one place to the next.

A

Saccadic

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45
Q

Where a target might be.

A

Expectancy

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46
Q

Search is parallel or all at once rather than serial.

A

Conspicuity

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47
Q

Unwanted sound.

A

Noise

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48
Q

Energy waves through any elastic medium.

A

Sound

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49
Q

Vibrations associated with sound are detected as slight variations in pressure.

A

Amplitude

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50
Q

Sound power per unit area, measured in dB (decibels).

A

Sound Intensity (Sound Pressure Level)

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51
Q

Any of the techniques used to construct scales relating physical stimulus properties to perceived magnitude.

A

Psychophysical Scaling

52
Q

Smallest change or difference in sensory stimulus that person can reliably detect.

A

Just Noticeable Difference (JND)

53
Q

Tool that measures workers’ exposure to sound levels over time.

A

Noise Dosimeters

54
Q

Relates perceived change to actual change in stimulus.

A

Weber’s Law

55
Q

Loss of sensitivity to a signal when noise is present.

A

Sound Masking

56
Q

Amount of loss of hearing after noise source has terminated.

A

Temporary Threshold Shift

57
Q

Occupational deafness from prolonged, cumulative high-intensity noise exposure.

A

Permanent Threshold Shift

58
Q

A workers’ daily exposure to occupational noise normalized to an 8 hour day.

A

Time Weighted Average (TWA)

59
Q

Deals with sense of touch and position.

60
Q

Feeling from sensory receptors in the fingers and skin.

A

Tactile (Touch)

61
Q

Feeling from sensory receptors in muscles, joints and tendons.

A

Kinesthesis (Position)

62
Q

Sense of motion by limbs.

A

Proprioceptive

63
Q

Convey information on linear and angular acceleration.

A

Vestibular Senses

64
Q

The capability to process and distinguish simultaneous sources of sensory information.

A

Selective Attention

65
Q

Too much information at once.

A

Load Stress

66
Q

Information presented too quickly.

A

Speed Stress

67
Q

SEEV

A
  • Salience
  • Effort
  • Expectancy
  • Value
68
Q

A cognitive process involving trying to pay attention to several tasks at the same time.

A

Divided Attention

69
Q

High-level cognitive mechanism of human beings to allocate attention for certain tasks.

A

Controlled System

70
Q

Full attention to one task, then to other.

A

Task Switching

71
Q

Time to switch from ongoing task.

A

Interruption Lag

72
Q

Time to get back up to speed on the ongoing task.

A

Fluency Resumption

73
Q

Time to switch back to ongoing task.

A

Resumption Lag

74
Q

Temporary, attention-demanding storage, used to retain new information.

A

Working Memory

75
Q

The storehouse of facts about the world and how we do things.

A

Long-Term Memory

76
Q

Subsystem that deals with words and sounds.

A

Phonological Loop

77
Q

Subsystem that deals with visual imagery.

A

Visuospatial Sketchpad

78
Q

Subsystem that deals with events and experiences.

A

Episodic Buffer

79
Q

A set of adjacent stimulus units tied together by associations in the subject’s long term memory.

A

Chunk (Memory Units)

80
Q

Memory that can’t be put into words, you just do it.

A

Procedural Memory

81
Q

Memory of knowing a fact.

A

Semantic Memory

82
Q

Memory of remembering a specific instance.

A

Event or Episodic Memory

83
Q

Remembering to perform a planned action or intention at the appropriate time.

A

Prospective Memory

84
Q

A behavior that has been repeated many times.

85
Q

The high-level mental processes that build on the stages of information processing.

A

Macrocognition

86
Q

Thinking about one’s own thinking.

A

Metacognition

87
Q

People’s awareness and understanding of dynamic changes in their environment.

A

Situation Awareness

88
Q

Intuitive, automatic, and highly-practiced decision process.

A

Skill-Based

89
Q

Heuristic decision process.

A

Rule-Based

90
Q

Analytical, based on mental model decision process.

A

Knowledge-Based

91
Q

Fast, involuntary, and associative decision making route.

92
Q

Slow, controlled, and rule following decision making route.

93
Q

Rational, optimal, or normative decision making model.

A

Traditional

94
Q

Decision making model that describes what people actually do.

A

Descriptive

95
Q

Comparing the expected value of outcomes, based on probabilities of the event occuring.

A

Expected Value Theory / Decision Trees

96
Q

Measures the attractiveness / preference of each outcome for a set of alternatives.

A

Multi-Attribute Utility Theory

97
Q

Models how people make effective decisions quickly in complex situations.

A

Recognition Primed Decision Making (RPD)

98
Q

Present information and/or feedback.

99
Q

Enable inputs to operate the system.

100
Q

Determine the nature of task to be supported.

A

Task Analysis

101
Q

Identify what users need to know for task and system operation.

A

Information Analysis

102
Q

Map physical properties with operator requirements.

A

Design the Display

103
Q

Visual display that measures trend, rate of change, and approximation.

A

Qualitative Readings

104
Q

Visual display that measures precise numeric values.

A

Quantitative Readings

105
Q

Critical information should be obvious.

A

Salience Compatibility

106
Q

Separate pieces of information that user needs to integrate or compare should be presented close together.

A

Proximity Compatibility Principle

107
Q

Make the display look like what it is representing.

A

Principle of Pictorial Realism

108
Q

Make the display parts move in a way consistent with system operation.

A

Principle of the Moving Part

109
Q

Display type that supports understanding of direction and rate of movement.

A

Analog Display

110
Q

Display type that supports precise reading.

A

Digital Display

111
Q

Display where relevant feature emerges from combination of graphical features.

A

Configural Displays

112
Q

Display that’s superimposed on visual field.

A

Heads-Up Display

113
Q

Knowledge that relies on highly salient landmarks to orient.

A

Landmark Knowledge

114
Q

Knowledge that uses point-to-point navigation with visual triggers.

A

Route Knowledge

115
Q

Knowledge that has an internalized cognitive map through sufficient experience.

A

Survey Knowledge

116
Q

It takes longer to respond to many equally likely options, compared to a situation with one or two likely options.

A

Hick-Hyman Law

117
Q

Complex movements of greater length and small target size lead to more information.

A

Fitts’s Law

118
Q

Given a fixed information processing capacity, people can be accurate or fast, but not both.

A

Speed-Accuracy Tradeoff

119
Q

People process information at a fixed rate.

A

Information Theory

120
Q

It’s more efficient to require several complex choices than many simple choices.

A

Decision Complexity Advantage

121
Q

Time required to rapidly move from a starting position to a final target area.

A

Movement Time

122
Q

Perceive error and try to correct.

A

Closed Basic Tracking Loop

123
Q

Movement of control specifies position.

A

Zero Order

124
Q

Movement of control specifies change (velocity).

A

First Order

125
Q

Movement of control specifies rate of change (acceleration).

A

Second Order

126
Q

Amount the input is multiplied by to produce an output.