Exam 1 Flashcards

1
Q

the scientific discipline concerned with the
understanding of interactions among humans and other elements of a system,
and the profession that applies theory, principles, data and methods to design in
order to optimize human well-being and overall system performance.
Ergonomists contribute to the design and evaluation of tasks, jobs, products,
environments and systems in order to make them compatible with the needs,
abilities and limitations of people.

A

Ergonomics

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2
Q

a discipline that considers the
cognitive, physical, and organizational influences on human
behavior to improve human interaction with products and
process.

A

Human factors

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3
Q

typically used in the USA

A

human factors

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4
Q

typically used in europe

A

ergonomics

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5
Q

Father of “Science of Management”

A

Fred Taylor

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6
Q

stay alert for extended periods of time

A

fatiguing process

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7
Q

accurate and precise monitoring

A

vigilance tasks

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8
Q

any deviation from “appropriate” behavior that can lead to undesirable outcomes

A

errors

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9
Q

an unintended action

A

slip

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10
Q

a wrong goal/plan is established and subsequent actions are inappropriate

A

mistake

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11
Q

create->evaluate->understand

A

design cycle

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12
Q

focuses more on safety

A

high risk domains

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13
Q

focuses more on performance

A

workplace

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14
Q

focuses more on satisfaction

A

consumer products

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15
Q

focuses more on changing what operators do than on changing the devices they use

A

task design

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16
Q

changes the physical equipment that people work with

A

equipment design

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17
Q

changes the physical environment where the tasks are carried out

A

environmental design

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18
Q

changes the makeup of the team or organization by picking people that are best suited to the job.

A

selection

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19
Q

changes how groups of people communicate and relate to each other, and provides a broad view that includes the organizational climate where the work is performed

A

team and organization design

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20
Q

closely related to human factors, but focuses on the cognitive considerations, particularly in the context of safety of complex systems, such as nuclear power plant

A

cognitive engineering

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21
Q

takes complex systems as its focus

A

macroergonomics

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22
Q

addresses the need to con- sider not just the details of particular devices or processes, but the need to consider the overall work system.

A

macroergonomics

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23
Q

considers how designs must consider how people interact with all systems, to the point of forecasting availability of qualified staff based on demographic trends and training requirements.

A

human systems integration

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24
Q

often linked to the field of user experience and tends to focus more on software and less on the physical and organizational environment

A

human computer interaction

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25
Q

he focus is on improving the performance of the person and the technology, not just making the technology perform better

A

joint optimization

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26
Q

time and motion study

A

frank and lillian gilbreth

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27
Q

average of trained employees

A

qualified employee

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28
Q

often used in the design of large, high-risk systems, such as the design of a new aircraft, where sequential development is possible and verification, validation, and documentation are critical

A

vee process

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29
Q

commonly used to enhance workplace efficiency and production quality [30]. The cycle begins with the target improvement.

A

Plan-Do-Check-Act cycle

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30
Q

more typical of consumer software products, such as smartphone and web applications, where an iterative and incre- mental approach is needed to resolve uncertainty in design re- quirements

A

scrum process

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31
Q

a work measurement technique whereby times established for basic human motions are used to build up the time for a job at a defined level of performance.

A

predetermined motion time system

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32
Q

reach and move

A

can hardly be improved by additional training

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33
Q

grasp and position

A

can be improved by training

34
Q

work measurement technique that concentrates on the movement of
objects. It is used to analyze work and to determine the normal time that it would
take to perform a particular process /operation.

A

MOST

35
Q

improving the performance of manual work

A

time motion studies

36
Q

improving the computer systems and consumer products

A

contextual inquiries

37
Q

way of systematically describing human interaction with a system to understand how to match the demands of the system to human capabilities

A

task anaylsis

38
Q

identify new way of doing things

A

hierarchal relationships

39
Q

helps specify interface content

A

information flow

40
Q

specifies efficient interatction

A

sequence and timing

41
Q

not a real user but include key information of user characteristics

A

persona

42
Q

Provide response that is grounded in years of design practice and much research on human behavior

A

design heuristics

43
Q

They are solution to commonly occurring design problems and are most typically associated with software but also physical systems

A

design patterns

44
Q

which form of evaluation: qualitative measures such as observations, interviews; understand and diagnose

A

formative evaluation

45
Q

which form of observation: quantitative measures such as numeric indicator of performance such as response time, frequency of use; verify

A

summative evaluation

46
Q

address important limits of direct observations.

A

retrospective and prospective protocol analysis

47
Q

involve the human factors specialist asking the user to describe their tasks.

A

structured and unstructured interviews

48
Q

typically used after designers have obtained preliminary descriptions of activities or basic tasks.

A

surveys and questionnaires

49
Q

can be shown as an arrangement of tasks where tasks are broken into more specific subtasks

A

task hierarchy data

50
Q

shown in sequence diagrams that show the order and duration tasks for each object and person in the system.

A

task sequence data

51
Q

considers whether the system is going to place excessive mental or physical demands on the user, either alone or in conjunction with other tasks

A

workload analysis

52
Q

should be conducted any time a product or system has implications for human safety.should be conducted any time a product or system has implications for human safety.

A

safety and hazard analysis

53
Q

considers how to distribute tasks between the human operator and technology.

A

function allocation analysis

54
Q

calculates the importance of features that best serve the user needs

A

cost/benefit analysis

55
Q

to identify opportunities to improve a design to

serve better user need and preference efficiently.

A

evaluation

56
Q

best suited for interaction design

A

cognitive walkthrough

57
Q

best for interface design

A

heuristic evaluation

58
Q

Helps identify design problems and opportunities for improvements as part of
developments

A

usability test

59
Q

Protective outer surface over lens of eye

A

cornea

60
Q

Aperture of which size is controlled by iris:

A

pupil

61
Q

Changes in shape through ciliary muscle action to focus objects

A

lens

62
Q

converts electromagnetic waves to electrochemical signals

A

retina

63
Q

is generated by photoreceptors in retina – rod and cone cells

A

vision

64
Q

Adapt to lower light levels

A

rod cells

65
Q

high sensitivity but poor acuity

A

rod cells

66
Q

Active at higher light levels

A

cone cells

67
Q

high acuity but low sensitivity

A

cone cells

68
Q

are saturated combinations of different wavelengths (λ)

A

hues

69
Q

Degree of deviation of wavelength of color from “white point”

A

saturation

70
Q

actual light energy of source

A

luminous intensity

71
Q

amount of light hitting object you see

A

illuminance

72
Q

perceived brightness of given object

A

luminance

73
Q

Point at which rods become more sensitive is called

A

rod-cone break

74
Q

Ability to detect and discriminate fine details of objects at distance

A

acuity

75
Q

rate at which areas of stimuli alternate between light (white) and dark (black) per degree of visual angle (cycles per degree (CPD))

A

spatial frequency

76
Q

Allow for perception of color

A

cones in retina

77
Q

People with normal color vision are

A

trichromats

78
Q

Ability to focus objects at different distances through involuntary contraction/relaxation
of ciliary muscles

A

accomodation

79
Q

is a depth cue that results because the closer an object is to the observer, the greater the amount of disparity there is between the view of the object received by each eyeball.

A

binocular disparity

80
Q

is the converging of parallel lines (i.e., the road) toward the more distant points.

A

linear perspective

81
Q

is a cue based on the knowledge that if two objects are the same true size (e.g., the two trucks in the figure), then the object that occupies a smaller visual angle (the more distant vehicle in the figure) is farther away.

A

relative size

82
Q

describes how nearer objects obscure objects that are farther away

A

interposition