Exam 1 Flashcards

1
Q

Goals of human factors (3)

A
  1. making the human interaction with systems one that enhances performance
  2. increases safety
  3. increases user satisfaction
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2
Q

What does Human Factors involve?

A

The study of factors and development of tools that facilitate the achievement of these goals

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3
Q

What do human factor experts they assume?

A

Machines affect human behavior, the interface affects total system performance, a superior design improves performance

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4
Q

Approaches for Problem-Solving: Equipment Design

A

change physical equipment

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5
Q

Approaches for Problem-Solving: Task Design

A

change how task is accomplished

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6
Q

Approaches for Problem-Solving: Enviromental Design

A

change features of the work environment such as temperature, lighting, sound

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7
Q

Approaches for Problem-Solving: Training

A

change worker behavior by providing skills and teaching procedures

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8
Q

Approaches for Problem-Solving: Selection

A

recognizes individual differences in ability to accomplish work

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9
Q

Benefits from Human Factors: Personal (4)

A
  1. Reduced design-induced operator error
  2. Increased productivity
  3. Increased safety
  4. Improved satisfaction
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10
Q

Benefits from Human Factors: System benefits (3)

A
  1. Increased reliability
  2. Increased availability
    Increased public safety
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11
Q

Benefits from Human Factors: Cost (2)

A

Lower staff, training, & life-cycle costs

Lower personnel turnover

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12
Q

How important is “Human Factors”?

A

Inclusion of Human Factors in the design and operation of safety critical, complex systems can avoid severe, negative consequences.
According to the FAA National Plan for Aviation Human Factors and other data analyses, human error has been identified as a causal factor in 80% of aviation accidents and incidents

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13
Q

Human (or User-) Centered Design

A

design philosophy, or methodological principle, that centers the design process around the user.

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14
Q

Three important attributes of HCD:

A
  1. Focus on the roles of humans in complex systems
  2. Design objectives are elaborated in terms of roles of humans
  3. Specific design issues follow from these objectives
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15
Q

Four general approaches to HCD/UCD:

A
  1. Understand users, their tasks and their environment
  2. Use observations and measurements to gather user requirements and limitations
  3. Iterative design using prototypes, where rapid changes are made to the design
  4. Participatory design where users are directly involved as part of the design team
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16
Q

Human-Centered Design Objectives should support…

A
  1. enhance human abilities
  2. help overcome human limitations
  3. foster user acceptance
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17
Q

Human centered design should…

A
  1. enhance human abilities
  2. help overcome human limitations
  3. foster user acceptance
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18
Q

Design Issues should:

A
  1. Formulate the right problem – make sure that system objectives and requirements are right
  2. Design an appropriate solution – excellence in engineering is necessary but not sufficient to assure that system design is successful
  3. Develop the solution to perform well – operability, maintainability, supportability
  4. Assure user satisfaction
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19
Q

Function Analysis:

A

What are the basic functions of the system?

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20
Q

Preliminary Task Analysis:

A

What are the jobs, duties, tasks, and actions that user will be performing?

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21
Q

Function Allocation:

A

the assigning of tasks to humans or machine taking into account human vs. machine capabilities and limitations

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22
Q

Affordance

A

The physical property that gives a way what can be done with an object

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23
Q

Sound is

A

the vibration of air molecules

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24
Q

Amplitude

A

sound pressure perceived as loudness

25
Q

Frequency

A

Cycles per second(Hertz) perceived as pitch

26
Q

Timbre

A

quality of sound

27
Q

Loudness double with and is affected by

A
  1. with each 10dB increase
  2. sound frequency. Humans are sensitive to sounds between 20 Hz and 20,000 Hz, but most sensitive to 1,000 - 4,000 Hz range.
28
Q

Sound conversion in the ear

A

Converts sound energy (outer ear) to mechanical energy (middle ear) to electrical nerve energy (inner ear), then sends signal to the brain

29
Q

Alarm Design (5)

A
  1. Conduct environment/task analysis – must understand what sounds/noises (and their qualities) are associated with the job
  2. Make sure alarms are within human’s capability of discrimination by varying on different dimensions:
  3. Pitch (low to high), Envelope (rising/falling pitch), Timbre (quality), and Rhythm (synchronous vs. asynchronous)
  4. Design specific qualities of sound
    For example: Use pulses to create unique sound and to give perception of an approaching, then receding sound to create sense of urgency
  5. Establish repeating sequence
30
Q

Occupational Noise, Dangers of excessive noise (6) :

A
  1. Hearing loss – caused by exposure to loud noises. Some hearing loss is expected with age (higher freqs)
  2. Loss of sensitivity while noise is present
  3. Temporary Threshold Shift (TTS) – Loss of hearing that lingers after noise is terminated (post-rock concert)
  4. Tinnitus or ringing in the ears
  5. 100 dB for 100 min causes a 60 dB TT
    6- Permanent Threshold Shift (PTS) – Occupational Deafness caused by long term exposure (esp high freqs)
31
Q

Noise Remediation, Signal Enhancement

A

increase the signal to noise ratio (make signal louder relative to background)

32
Q

Noise Remediation,

Noise Exposure Regulations

A

OSHA standards based on Time Weighted Average (calculated with dosemeter)

  • if TWA > 85 dB (action level) employer must provide hearing protection
  • if TWA > 90 dB (permissible exposure level) employer must take noise reduction measures
33
Q

White Noise

A

Humming noise used to mask distracting sounds

34
Q

The source, environment, listener

A

The Source – Select equipment and tools that have built in sound dampening
The Environment – Use sound attenuating or sound absorbing materials to reduce transmission and reverberation

The Listener – Ear protection such as earplugs (internal) or earmuffs (external)

35
Q

Vestibular System

A

detects acceleration forces, maintains upright posture/balance and controls eye position relative to head

36
Q

Semicircular Canals

A

– detect angular acceleration (rotation) in 3 axes
- a crista embedded in a jelly-like material (cupola) is supported by hair cells that bend and fire when the crista moves in response to head rotation.

37
Q

Vestibular Sacs (Utricle & Saccule)

A

detect linear acceleration
- hair cells embedded in jelly-like substance lag behind when the head moves. When motion becomes steady, otoliths catch up and hairs no longer bent.

38
Q

Spatial Disorientation

A

vestibular illusion which tricks the brain into thinking body is a different position than it actually is.

39
Q

Vection

A

the illusion of self-motion induced my visual cues

40
Q

Motion Sickness

A

nausea, disorientation and fatigue attributed to disturbance of vestibular system caused when vision and inner ear send conflicting (decoupled) signals

41
Q

, Medications

A

Antihistamines (Dramamine), Dopamine blockers or anti-psychotics (Thorazine), anti-nausea (serotonin) and Scopolamine (anticholinergic)

42
Q

Motion Disturbances Treatments, Behavioral

A

sit facing front with front window view, eat bland foods such as bread, bananas, rice. If on a boat, stay in middle (less rocking) and look forward at the horizon, not at the waves.

43
Q

Sopite Syndrome

A

– motion induced drowsiness
Subset of motion sickness symptoms, but sometimes the sole manifestation
Dangerous because victims often not aware of its onset or the likelihood of onset
Found to affect passengers and operators of cars, trucks, ships, helicopters, planes, and simulators
No known prevention techniques (many motion sickness medications increase drowsiness)
May be a major cause of accidents and military pilot pilot training washout

44
Q

Tactile

A

Cutaneous or somatosensory sense provided by receptors just under the skin.

45
Q

Thermoreceptors

A

detect heat/cold

46
Q

Mechanoreceptors

A

detect pressure

47
Q

Nociceptors

A

detect noxious stimuli (caustic substances)

48
Q

Haptic

A

Shape information provided through manipulation of fingers

49
Q

Proprioception

A

Receptors in the limbs provide information of limb position in space.

50
Q

Kinesthesis

A

– Receptors in the muscles provide information about limb motion

51
Q

Light is, amplitude perceived as, wavelength perceived as

A

Light is an electromagnetic wave
Amplitude perceived as brightness
Wavelength (nm) perceived as hue

52
Q

Luminous Flux

A

energy of source (units of candela)

53
Q

Illuminance

A

amount of energy that strikes surface of object (foot candle or lux)

54
Q

Luminance

A

amount of energy reflecting off the surface of an object (foot lambert)

55
Q

Reflectance (3)

A
  1. amount of energy reflecting off the surface of an object (foot lambert)
    ratio of
    2.luminance/illuminance
  2. amount of energy reflecting off the surface of an object (foot lambert)
56
Q

Brightness

A

perceived intensity

57
Q

Rods

A

– sensitive to dim light (night vision)

- found mostly in periphery
- why you can see a dim star better if look a few degrees to one side
58
Q

Cones

A

sensitive to color (daylight vision)

- concentrated in fovea
- provides fine detail
59
Q

Vision Regimes

A

20/20 Vision – a person can see from 20 feet what a person with “normal” vision can see from 20 feet
20/40 Vision – a person can see from 20 feet what a person with “normal” vision can see from 40 feet