Exam 2 Flashcards

1
Q

Successful displays consider…

A

task and cognitive capabilities

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2
Q

Letter Size - What dimension is most important?

A

Height

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3
Q

How do you determine the height of lettering?

A

James Bond Principle

Height >= .007 Radians x Distance

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4
Q

PVA

A

Primary Visual Area

Where you look the most?

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5
Q

Important things to consider regarding PVA

A

Frequency of Use

Importance of Use

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6
Q

4 Categories of Principles of Design

A

Attention

Perception

Memory

Mental Model (expectations)

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7
Q

exploit redundancy gain

A
  • perception
    def: same message expressed more than once in multiple ways
    ex. position and hue on stop light
    ex. MOA signs place and picture
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8
Q

Gestalt Principles of Grouping

A

cues that help us group features or parts into whole objects

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9
Q

Gestalt Principles Use in Display Characteristics

A
  • keep related tasks in close proximity
  • Increase separation between unrelated displays
  • similarity causes confusion, highlight similar differences and use different symbols
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10
Q

Labeling 4 design criteria

A

Visibility and Legibility

Discriminability

Meaningfulness

Location

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11
Q

Labeling Design Criteria: Visibility and Legibility

A

Width of lines and contrast to background needs to be sufficient under poorest expected viewing conditions

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12
Q

Labeling Design Criteria: Discriminability

A

Be clear with features that require discrimination

ex. no exit vs exit

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13
Q

Labeling Design Criteria: Meaningfulness

A

Keep users in mind and choose icons/labels

Avoid icons/abbreviations that could be confusing

Exploit redundancy gain

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14
Q

Labeling Design Criteria: Location

A

Physically close to and unambiguously associated with the entity that they label

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15
Q

Parrallax Issues

A

Change in perceived location of an object caused by a change in observer position

ex. misreading the speedometer from the passenger seat

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16
Q

Steps in Display Design

A
  1. Determine users, task, and context of use

2. Determine informational needs and methods to convey info

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17
Q

Designing with Color

A

Don’t require people to determine different levels of color (hues)

Color coding should be consistent across a set of displays

Avoid too many colors and highly saturated colors

Use same color to associate similar things (unique stands out)

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18
Q

Common use of red in displays

A

Indicate danger of states to be avoided

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19
Q

3 Types of Displays

A

Qualitative
Quantitative
Check

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20
Q

Qualitative Displays

A

Trend, rate of change, approximation

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21
Q

Quantitative Displays

A

Precise numeric value

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22
Q

Check Displays

A

Parameters for normal ranges

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23
Q

Haptic Feedback Benefits

A

Very fast
Breaks through noise
People like it

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24
Q

Limitations to icons/colors for coding

A

International icons and color differences

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25
Q

Auditory Message Constraints (use visual if..)

A

Person Remains in one position

Message doesn’t call for immediate action

Complex message

Long message

message will be referred to later

auditory systems already in use

noisy receiving location

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26
Q

Contrast

A

difference in luminance b/w 2 adjacent objects

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27
Q

Contrast Sensitivity

A

min contrast b/w lighter and darker area that can be detected

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28
Q

Illuminance

A

intensity of light falling onto a surface

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29
Q

Luminance

A

light reflecting from a surface

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30
Q

reflectance

A

reflective ability of a surface

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31
Q

Fitt’s Law Uses

A

General use: predict movement times

specific example: predict costs of keyboard layouts

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32
Q

Fitt’s Law Components

A

Amplitude of the movement

Width of target

Together create the index of difficulty

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33
Q

Fitt’s Law Implications

A

Smaller targets increase movement time unless moved closer

Shorter time w/ same amplitude, precision decreases

Greater amplitude increases movement time

Larger target means larger error

SPEED ACCURACY TRADE-OFF

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34
Q

HCI

A

Human Computer Interactions

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35
Q

Fitt’s Law impact to HCI

A

Reduce ID (bigger icons, more space)

Compare ID (“capacity” of input devices)

Put things in edges and corners

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36
Q

Types of Positioning Controls/Devices

A

Direct position (touch screen, light pen)

Indirect position (mouse, touch pad)

Indirect velocity (joystick)

Voice

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37
Q

Positioning Devices

A

Use of a control to move an entity such as a cursor to a target

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38
Q

Positioning Device Factors to Consider

A

Feedback of the state of the cursor or entity being moved

Level of Gain required

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39
Q

Gain

A

Change of cursor/change of control position

high gain = small change yields large or fast movement

ideal gain = 1.0-3.0

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40
Q

Control-Response Ratio (C/R)

A

reciprocal of gain

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41
Q

Discrete Controls Definition and Applicable Principles

A

designed primarily for the purpose of activating or changing the discrete state of some systems

Hick-hyman and Fitt’s Law

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42
Q

Types of discrete controls

A

Buttons, switches, knobs, levers, keyboard, voice

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43
Q

Continuous controls

A

used for the need to position or point to some entity in space

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44
Q

Types of continuous controls

A

lever, joystick, mouse

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45
Q

Accidental Activation Causes

A

Skill-Based Failures

Rule-Based Failures

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46
Q

Skill-based failures

A

People inadvertently bump or depress a control

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47
Q

Rule-Based Failures

A

They intentionally activate a control w/o sufficient consideration for the situation

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48
Q

Implication and rule of addressing accidental activation

A

Force people to take more time/exert more effort to complete a task, ease and speed of activation must be balanced with the cost of accidental activation

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49
Q

Methods to avoid accidental activation (4)

A

Locate and Orient

Recess and Shield

Interlock and sequence operations

Resist, delay, and confirm

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50
Q

Methods to avoid accidental activation: Locate and Orient

A

locate and orient the control so it won’t be brushed or bumped

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51
Q

Methods to avoid accidental activation: Recess and Shield

A

Physically protect the control from being brushed or bumped

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52
Q

Methods to avoid accidental activation: Interlock and sequence

A

Interlock control so it requires actions in at least 2 directions to activate

Require a specific sequence of actions

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53
Q

Methods to avoid accidental activation: Resist, delay, and confirm

A

require more effort to move the control than expected from bump

use resistance from viscous or coulomb friction and spring-loading to distinguish controls

Require a confirmation of the primary action (ex. OK button when delete file)

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54
Q

Card Sorting Use

A

Evaluate information architecture of a site

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55
Q

Card Sorting Method

A

Conduct some preliminary research

Participants organize topics into categories that make sense to them and help label them

Can use actual cards, pieces of paper, or software

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56
Q

Card Sorting Benefits

A

Understand users’ expectation/understanding

Helps you understand and better build the structure of a website, decide what to put on homepage, and label categories/navigation

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57
Q

Best Merge Method Definition

A

graphical depiction of percent of agreement for item grouping based on actual agreement and best merge algorithm

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58
Q

Possible Report Structure

A

Graphical depiction of one possible organization of the items

Organization based upon card sorting and cognitive walk through

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59
Q

7 Stages of Action Use

A

How a user understands what to do and how to accomplish their goals

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60
Q

7 Stages of Action Goal Execution

A

Goals to physical system

Bridge the gulf of execution that is mismatched between users’ intentions and actions supported by the software

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61
Q

7 Stages of Action 2 basic pieces

A

Execution

Evaluation

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62
Q

7 Stages of Action Goal Evaluation

A

Physical system to goals

understand feedback from system after execution is the bridge over the gulf of evaluation

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63
Q

7 Stages of Action Creator

A

Norman

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64
Q

7 Stages of Action Components

A

Execution

  1. Establish Goal
  2. Form intention
  3. Specify action sequence
  4. Execute Action

Evaluation

  1. Perceiving the system state
  2. Interpreting the state
  3. Evaluating system state with respect to goals/intentions
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65
Q

Usability testing definiton

A

method of systematically determining the usability of an application

Qualitative and Quantitative assessment of how well a system can be used based on user testing

Done in 1-2 hours x # participants

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66
Q

Heuristic Evaluation definition

A

assessing the usability of an interface based on expertise, existing standards, or guidelines

Done in 1-2 hours

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67
Q

Robust Usability Testing Benefits

A

Methodologically rigorous assessment will enhance the performance of the product/device

Develop an effective, usable product

Identify device failures/difficulties

Rules/regulations don’t guarantee a good product

Help bottom line

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68
Q

Usability Testing is NOT

A

Something to do at the end of the product design cycle

Market Research

Way to get opinions about the device

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69
Q

Components of Good Usability Testing

A

Learnability

Efficiency

Lack of Errors

Satisfaction

Usability can vary based on the context in which it is used

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70
Q

Components of Good Usability Testing: Learnability

A

can learn to use product quickly and easily

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71
Q

Components of Good Usability Testing: Efficiency

A

can achieve optimal productivity during use

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72
Q

Components of Good Usability Testing: Lack of Errors

A

errors are not easily committed and cannot be too serious

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73
Q

Components of Good Usability Testing: Satisfaction

A

happy users

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74
Q

Stages of Usability Testing

A

Formative Testing

Summative Testing

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75
Q

Usability Testing Formative Testing

A

Iterative usability testing performed throughout the development of the device

User input at each stage to guide development

Helps ensure development is on the right track

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76
Q

Usability Testing Summative Testing

A

Testing at the end of the productive design cycle to certify performance is as intended

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77
Q

When to do usability testing

A

as early as possible in design phase

as frequently as possible

before functional specification is complete

when a design decision is made

78
Q

Who to include in usability testing

A

6-8 participants, 1-2 observers

representatives of the target population

NOT members of design team

79
Q

How to do Usability testing

A

Define Usability goals

create/test task scenarios

decide on usability measures

recruit appropriate participants

80
Q

Heuristic Evaluation who to include

A

Human Factors Expert

1-2 people

81
Q

Usability measures

A

Success

time to complete tasks

of links/steps to complete tasks/’lostness’

task completion rate/accuracy

user perceptions of ease of use and appeal

user’s attraction to the site

eye tracking

overall user satisfaction with the site

82
Q

Planning a Usability Test: Elements of a Test Plan

A

Scope (indicate what your are testing)

Purpose (identify the concerns, questions, and goals)

Schedule and Location (indicate when and where you will do the test)

Equipment (indicate type of equipment used)

Scenarios (indicate # and types of tasks included in testing)

Subjective Metrics (questions to ask participants)

Quantitative Metrics

Roles (list of staff and roles)

83
Q

Usability Test: Concurrent Think Aloud (CTA)

A

Understand participants’ thoughts as they interact w/ a product by having them think aloud

Encourage a running stream of consciousness as they work

84
Q

Retrospective Think Aloud (RTA)

A

Moderator asks participants to retrace their steps after completion

Watch video and explain

85
Q

Running a Usability Test: Moderating Techniques

A

Concurrent Probing

Retrospective Probing

86
Q

Usability Test: Concurrent Probing

A

As participant works and does something interesting, ask follow-up questions

87
Q

Usability Test: Retrospective Probing

A

Wait until end of session to ask questions about thoughts/actions

88
Q

Usability Testing Methodology: Scenario Development

A

Create effective and realistic scenarios

Requires insight into the subject matter where the device will be used

89
Q

Usability Testing Scenario Recommendations

A

Test around 5, max 10 tasks

Don’t lead/tunnel the user

Start easy, finish hard

Let the user determine when task is completed

90
Q

Pitfalls of Usability Testing

A

Doesn’t guarantee effective software

Fixation on the laboratory environment (artificial, not naturalistic)

91
Q

Benefits of User-centered design

A

development cost reduced

e-commerce sales improved

product sales increased

employers benefit from easier to use systems

reduced support and maintenance costs

reduced errors

increased safety

92
Q

Local Testing Benefits

A

less facilitator prep

more controlled setting

participants may engage in more detail/for longer

fewer interruptions and technical issues

93
Q

Remote testing benefits

A

may reveal more problems under different browsers or connections

easier recruiting

94
Q

Cost-Benefit of Usability Testing

A

Costs (HF engineer, Mgr, Users)

$$$ HF professional

Benefits:
increased productivity
decreased errors
decreased training

95
Q

Usability Metrics and common tool

A

Efficiency (time needed to use product to perform tasks)

Effectiveness (performance meets tasks for which it was designed)

Satisfaction/attitude (how do users respond?)

Questionnaires

96
Q

ROI on User Testing (Return of investment)

A

Reduced long term costs
Increased sales
Increased productivity
Long term user loyalty

97
Q

Usability Metrics: Effectiveness

A

% task completed

Ratio of successes to failures

number of features or commands to use

98
Q

Usability Metrics: Efficiency

A

Time to complete a task

time to learn

time spent on errors

% or number of errors

frequency of help or documentation use

99
Q

Usability Metrics: User Satisfaction

A

rating scale of usefulness

rating scale of satisfaction

number of times user expressed frustration or dissatisfaction

rating scale for users versus computer control of task

perception that the software supports necessary tasks

100
Q

Why is trust in automation important?

A

Major factor in poor human-automation performance

101
Q

What can trust in automation lead to?

A

Over-reliance or compliance

102
Q

Trust definition

A

Expectation that you can rely on or count on someone/something relating to any type of performance or outcome

Willingness of someone to be vulnerable to actions of someone/something else

Reliance (allowing someone/something to do what it should)

103
Q

3 Assumptions for automation

A

automation is more predictable

automation is superior

automation is easy to deal with (simple)

104
Q

Typical problem in automation

A

human role is defined by what cannot be automated, not what is needed

105
Q

Machine-centered view

A

People are:
Vague, disorganized, emotional, illogical

Machines are:
precise, orderly, not distractable, not emotional, logical

106
Q

Human-centered view

A

People are:
creative, flexible, attentive to change, resourceful, able to make flexible decisions

Machines are:
dumb, rigid, incentive to change, unimaginative, able to make consistent decisions

107
Q

Out of the loop errors

A

occurs when automation hands off control to user and user isn’t paying attention or doesn’t know that machine is handing off controls

perception changes when controlling and when monitoring

108
Q

3 sources of failure in automation complacency and intervention

A

Detection
Situation Awareness
Skill Loss

109
Q

Automation Complacency/Intervention: Detection

A

more reliable the automation, the rarer the “signal events” become and the poorer the detection

110
Q

Automation Complacency/Intervention: Situation Awareness

A

people are better aware of dynamic state of processes where they’re active participants than passive monitors

111
Q

Generation Effect

A

People are better aware of the dynamic state of processes in which they are active participants, selecting and executing its actions, than when they are passive monitors of someone (or something) else carrying out those processes

112
Q

Automation Complacency/Intervention: Skill loss

A

loss of skills an operator experiences by not being an active perceiver, decision maker, or controller

113
Q

Implications of Skill Loss in Automation

A

Decrease in operators’ self-confidence in their own performance (more likely to keep using automation)

May further degrade operator’s ability to intervene appropriately should the system fail

114
Q

Automation metaphors definition

A

relationship between objects and events in a software system and those in a non-computer domain (ex. physical desktop/folders allow better use of operating system)

115
Q

Automation metaphor benefits

A

support transfer of knowledge from a familiar situation and indicate possible actions in unfamiliar ones

Help users develop an effective mental model

116
Q

Skeumorphs

A

specific way to convey metaphors and are features of the implementation that are retained in the software implementation

(ex. texture of leather and stitching that may be found on a physical notepad)

117
Q

Sender’s 3 Types of Complexity

A

User complexity
Engineer complexity
technician complexity

118
Q

Sender’s 3 Types of Complexity: High User Complexity

A

User has to do most work and the engineering behind it is limited

technician complexity can range b/w user and engineer

119
Q

Sender’s 3 Types of Complexity: Low User Complexity

A

user has to do little work w/ multiple options, engineering behind it is more advanced and does most of the work

technician complexity lowers as engineer increases

120
Q

Sender’s 3 Types of Complexity: General Implication

A

user-complexity diminishes, engineer-complexity increases. technician-complexity diminishes, engineer complexity increases

121
Q

Anthropometry Definition

A

scientific study of the measurements and proportions of the human body

122
Q

Anthropometry and Fittting the population importance

A

fit between an individual and product affects performance and safety

123
Q

Variability in the population comes from..

A

Age

Gender

Race and Ethnicity

Generations (increasing since the 1920s)

124
Q

Types of anthropometric data

A

Structural (static measures of body dimensions)

Functional (meausures taken when body is doing some kind of work)

125
Q

Using anthropometric data

A

Determine users

Determine body dimensions of interest

Determine percent of population that needs to be accomodated

126
Q

Anthropometric design criteria

A

extremes (min/max allows everyone to be accommodated)

adjustability (accommodate a range of users and fit depends on adjustment)

average (no such thing, most use to save money)

accessibility (doors, elevators, and halls that accommodate wheelchair width/turn radius)

127
Q

General Principles for fitting the data

A

Clearances should be designed for largest

reaches should be designed for smallest

allow for visibility and normal line of sight

arrange components in functional zones

128
Q

Principles of adjustability

A

adjust workplace

adjust worker position

adjust work piece

adjust tool

129
Q

Percentile definition

A

measure used in statistics indicating the value below which a given percentage of observations in a group falls

130
Q

Ergonomics of computer workstations

A

Shoulders relaxed

Elbows 90 degrees

support lower back

parallel thighs to floor

viewing distance b/w 18-20”

Top of screen at or slightly below eye level

keyboard about elbow height

flat feet on floor

131
Q

2 models of anthropometric dimensions for products

A

Univariate (required dimensions that consist of one measurement)

multivariate (dimensions w/ more than one measurement)

132
Q

VFT

A

Virtual Fit Tool

133
Q

Features of the VFT

A
  1. accurately represents the U.S. civilian population
  2. allows specification of gender proportions
  3. concurrently estimates accommodation on multiple variables
  4. user friendly
134
Q

Spine components

A

24 vertebrae (7 cervical, 12 thoracic, 5 lumbar, sacrum, tailbone)

separated by discs

spinal cord

135
Q

How the back works

A

muscles of the back and stomach support spine in different postures and create motion

all movements require muscular effort

natural position is s-shaped curve with an inward curve at neck and lower back (lordosis) and outward curve at mid-back (kyphosis)

136
Q

Manual material handling (MMH) injuries root cause (work injuries)

A

load
number of repetitions
frequency of repetitions

137
Q

Low back compressive forces

A

MMH injuries = 31% occupational injuries

low back= 71% MMH

25% workers comp costs

Average case = $60,000

138
Q

Factors that affect the likelihood of back injury

A

amount of twisting in lift (torsion)

lack of stretch breaks

presence of old injuries/scarring

congenital spine defects

aging: osteoporosis

139
Q

NIOSH Lifting Equation Use

A

lifting equation for calculating a recommended weight limit

140
Q

Reccommended weight limit (RWL)

A

Weight of load that nearly all healthy workers could perform over a substantial period of time without an increased risk of developing lifting-relating low back pain

141
Q

If RWL @ destination < RWL @ origin one should

A

eliminate the need for significant control of the object at the destination by redesigning the job or modifying the container/object characteristics

142
Q

Lifting Index definition

A

relative estimate of physical stress associated with a particular manual lifting task

143
Q

Lifting index calculation

A

LI = Load weight/RWL

choose lower RWL

144
Q

Design Goal for LI

A

LI <= 1

145
Q

LI indications of risk

A

LI > 1 increased risk for some

LI > 3 high risk for most

146
Q

Aerobic Definition

A

in the presence of oxygen

endurance

walking, bike riding, running

147
Q

Anaerobic Definition

A

without the presence of oxygen

short, intense activity

sprinting and weight lifting

148
Q

Physiology

A

Food = fuel

Combustion of fuel takes place with oxygen

Combustion yields energy for mechanical movement

Fueling and cooling system = blood vessels

Blood vessels move supplies (oxygen, carbs, fat derivatives) to combustion sites (muscles and organs)

Blood vessels move byproducts out (lactic acid, CO2, water, heat) for dissipation by skin and lungs

149
Q

Physiological Systems: Respiratory System

A

Provides oxygen for metabolism and dissipates byproducts

moves air to and from lungs –> Oxygen into bloodstream

removes CO2, water, and heat from blood into air

150
Q

Physiological Systems: Circulatory System

A

Consists of blood and cardiovascular system

Carries oxygen from lungs to cells that use oxygen

Carries fuel to cells and removes metabolic byproducts

Body’s transportation system

151
Q

Physiological Systems: Metabolic System

A

Supports chemical processes in the body that yield energy

152
Q

Blood

A

Red blood cells take oxygen to tissue and remove carbon dioxide from them

White blood cells fight germs and infection

Platelets stop bleeding

Plasma is the solution in which blood cells are held

153
Q

Respiration

A

The volume of air exchanged in the lungs depends on the requirements associated with the work being performed

154
Q

Respiration: Vital Capacity

A

maximal inspiration

155
Q

Respiration: Residual Capacity

A

amount of air left when forcing an expiration

156
Q

Respiration: Tidal Volume

A

Amount of air per breath (liters)

157
Q

Simplified anatomy

A

Bones (internal framework)

muscles (generate force and movement)

Ligaments (connect bones)

Tendons (connect muscles to bone)

Joints (degrees of freedom to move)

158
Q

Respiration: total capacity

A

Vital capacity + Residual Capacity

159
Q

Work Capacity

A

Max rate of energy production during physical work, increases with the duration of the work

Most blood to muscles and least to bone and fatty tissue

160
Q

Metabolic system Definition

A

energy yielding system

161
Q

Energy inputs

A

food and drink (nutrients)

162
Q

Basal metabolism

A

energy to function

163
Q

resting metabolism

A

without work

164
Q

work metabolism

A

due to addtional energy needed to work

165
Q

muscle types

A

cardiac (heart)

smooth (digestive, not under control)

skeletal (under control)

166
Q

muscle components

A

muscle fibers

167
Q

Display Design: Perceptual Principles (Know 1-2)

A
  1. Make displays legible (contrast, visual angle, illumination)
  2. Avoid absolute judgement limit
  3. Top-down processing means that either display consistent with expectations or make signal much stronger to make sure it’s interpreted correctly
  4. Redundancy Gain
  5. Similarity causes confusion,use discriminable objects
168
Q

Display Design: Mental Model Principles (Know 1-2)

A
  1. Pictorial Realism (display looks like variable it represents)
  2. Principle of moving parts (moving elements of a dynamic display should move in a consistent patter to users’ mental models)
169
Q

Display Design: Attention Principles (Know 1-2)

A
  1. Minimize info access cost (min moving attention b/w displays, keep organized to mental models)
  2. Proximity compatibility (keep similar tasks together to ease attention costs)
  3. Principles of multiple resources (use visual and auditory signals/info)
170
Q

Display Design: Memory Principles (Know 1-2)

A
  1. Replace memory with visual info/knowledge in the world
  2. Use predictive displays if you can show what will happen in system
  3. Be consistent (similar displays require similar interpretation)
171
Q

Control Coding: Shape

A

Powerful

can make natural mappings more powerful

doesn’t require visual cues

172
Q

Control Coding: Labeling

A

Better as redundant code

173
Q

Control coding: Mode of Operatoin

A

how the control works tells you what it’s used for

ex. amount of force should indicate use

174
Q

Discrete Controls: Attention (know 1-2)

A
  1. Proximity

2. Avoid resource competition

175
Q

Discrete Controls: Perception (know 1-2)

A
  1. Make accessible

4. Make discriminable

176
Q

Discrete Controls: Perception (know 1-2)

A
  1. Exploit redundancy gain

6. Avoid judgement limits

177
Q

Discrete Controls: Memory (know 1-2)

A
  1. Knowledge in the world

8. Be consistent

178
Q

Discrete Controls: Mental Model (know 1-2)

A
  1. Location compatibility

10. Movement compatibility

179
Q

Chinese and American Different Color perceptions

A

cold: white (c) vs blue (a)
on: green (c) vs red (a)

180
Q

Speed-accuracy tradeoff

A

fast, accuracy suffers
accurate, speed suffers

Hick-hyman law and decision complexity

181
Q

GOMS

A

Goals
Operators (actions)
Methods (sequences)
Selection Rules (what methods to be used in each goal)

182
Q

Schneiderman’s Principles of Good Design (know 2-3)

A
  1. consistency
  2. universal usability
  3. information feedback
  4. design dialong to yield closure
  5. Permit easy reversal of actions
  6. Support internal locus of control
  7. Reduce short term memory load
183
Q

QUIS definition and advantages and disadvantages

A

Questionnaire for User Interface satisfaction

+
easy to use and learn
reliable and valid
easily modifiable

-
used only in analysis of HCI devices

representative user sample required

$$$

184
Q

SUS definition def and benefits

A

System Usability Survey

Quick and dirty measurement

low-cost usability scale for global assessments

reliable, used to make comparisons of user performance changes b/w versions

10-item likert scale

185
Q

Acquisition Automation

A

Sensing and registration of of input data (highlighting, filtering, warnings)

ex. radar

186
Q

Information analysis automation

A

takes input data and analyzes it in some way

select decision

execute task

187
Q

General criteria for functional allocation of automation

A

designed to work in conjunction w/ humans controlling it NOT expecting human to accommodate the automation

188
Q

Human-centered automation design principles

A

better feedback, visibility, and transparency

better cooperation

flexible or adaptive automation

better matching of designs to mental models

allow human to be in control and have trust in and support human capabilities

189
Q

Trust is nonlinear: factors

A

negative experiences weigh more

initial experiences weigh more

low reliability –> rapidly declining trust

higher predictability is important

190
Q

Guides for lifting

A
  1. Plan lift
  2. find best lifting technique (squat better)
  3. get secure grip
  4. pull load close in
  5. alternate task: lifting vs sitting