Test 1 Flashcards

1
Q

Steps of the Human- Machine System

A

All within the environment:

Displays
Perception 
Cognition 
Action
Controls
Operation
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2
Q

3 Goals of Science

A

Description, Prediction, Explanation/ Understanding

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3
Q

Subject variables

A

characteristics that are part of the human (height, weight, age…)

Things that can potentially impact an experiment

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4
Q

2 parts of every measure

A

true effects and random error

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5
Q

Reliability

A

the consistency of measurements

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6
Q

Validity

A

degree to which and experiment, procedure, or measure represents what it’s supposed to

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7
Q

Construct Validity

A

does the measure measure the construct it’s supposed to represent

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8
Q

Internal Validity

A

ability to draw causal relationships from data

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9
Q

External Validity

A

can the results be generalized

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10
Q

Ecological Validity

A

do the behaviors that occur in the study reflect the behaviors that occur in the natural setting

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11
Q

Types of research

A

descriptive and experimental

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12
Q

Descriptive research

A

used when you can’t control the events, when you want to examine an event that can’t be replicated

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13
Q

slip

A

failure in execution of action- had the right intent, but did the wrong thing

more likely to occur in familiar situations

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14
Q

lapses

A

intended actions ends up not getting done because you forgot. memory failure

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15
Q

violations

A

intended choice to disobey rule/ procedure. not wearing helmet on construction site

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16
Q

mode errors

A

action is appropriate in a different setting, but not this one. failing to put a car back in drive after backing up a little bit

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17
Q

error of omission

A

user fails to perform required actions

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18
Q

error of comission

A

user performs wrong action

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19
Q

types of error commission

A

timing error- too early/ late
sequence error- did steps in wrong order
selection error- used the wrong control

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20
Q

Failure taxonomy

A

recoverable
non- recoverable- system failure unavoidable
operator error
design error

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21
Q

Stressor

A

anything that’s not innate to the human machine system or the information being processed

usually expected to degrade system performance

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22
Q

arousal

A

energy level of the operator. more stress leads to more arousal

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23
Q

Designing for error

A
  1. avoid perceptual confusion- ensure stimuli are easily distinguishable
  2. don’t make errors irreversible
  3. make errors visible
  4. lock out errors
  5. give reminders
  6. make mode differences visible
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24
Q

Stress may have effects on:

A

cognition, emotions, physiology, sensory and physical performance- hard to use right controls when hands are cold

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25
Q

Yerkes- Dodson Law

A

NOT ALWAYS THE CASE. For more complicated task, less stress is better. For simple tasks, more stress is required

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26
Q

Response perseveration

A

can be caused by stress. persist at something that’s not working

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27
Q

Cognitive narrowing

A

can be caused by stress- tunnel vision- discourages creative thinking. goes along with response perseveration

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28
Q

speed- accuracy trade off

A

under high stress, people more likely to sacrifice accuracy for speed

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29
Q

Reducing negative effects of stress

A
  1. design system so avoids/ works with stress
    • make relevant information obvious
    • give user control over stressor
    • decrease need for working memory
  2. Provide knowledge of and control over stressors
    • warn them about it and teach them how to cope
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30
Q

Simple reaction time

A

single response after action occurs

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31
Q

Choice reaction time

A

adds processing, so takes longer. more than one option, and you have to choose which one to make

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32
Q

Wavelengths of light and perception

A

wavelengths are purely physical, while perception is fully psychological

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33
Q

Perceived color

A

can be influenced by things other than wavelength. The same colors look different in different contexts

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34
Q

Spectral Colors

A

colors comprised of one wavelength

ROY G BIV

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35
Q

Non- spectral colors

A

more than one wavelength

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36
Q

Ways to get non- spectral colors

A

additive mixing- increases amount of light reflected- computers

subtractive mixing- decrease amount of light reflected- paing

37
Q

Color Properties

A

hue, saturation, lightness

38
Q

Color circle

A

describes dimension of hue and saturation. must be 3D to add lightness

39
Q

CIE color space

A

describes colors based on three primaries. most accurate

40
Q

Trichromatic Theory

A

perceive colors based on the three primaries

41
Q

cyanolabe

A

blue photopigment

42
Q

chlorolabe

A

green photopigment

43
Q

erythrolabe

A

red photopigment

44
Q

Opponent Process Theory

A

perception of color based on blue yellow and red green. only one color can be signaled at a time. explains after image effect

45
Q

5 Grouping Principles

A
Similarity 
Proximity
Continuity- In lines or smooth curves
Closure
Common Fate
46
Q

Proprioception

A

ability to know where your limbs are without seeing them- oculomotor depth cues

47
Q

Vergence

A

amount your eyes turn inward to focus on an object. The feedback from those muscles are cues

48
Q

Correlational Research

A

descriptive. measures strength of relationship between two variables

49
Q

Differential Research

A

looks at two differential groups based on a preexisting variable

50
Q

Basic Designs of experimental research

A

between groups and within groups

51
Q

7 Principles for turning difficult tasks into simple ones

A
  1. Knowledge in the world and head
  2. simplify structure of tasks
  3. make things visible
  4. get mapping right
  5. exploit the power of contraints
  6. design for error
  7. standardize
52
Q

How do we perceive color?

A

Trichromatic theory, opponent process theory

53
Q

Dichromatic vision

A

missing one photopigment

54
Q

Protanopia

A

missing erythrolabe

55
Q

Duetanopia

A

missing chlorolabe

56
Q

Visual acuity

A

how clear we see things

57
Q

Contrast sensitivity

A

ability of visual system to distinguish between bright and dim in a static image. contrast and spacial frequency

58
Q

Perceptual organization

A

how the brain decides which pieces go together

59
Q

Artificially induced grouping

A

common region, connectedness

60
Q

Accommodation

A

automatic adjustments of the lens that maintain a focused image on the retina

61
Q

Monocular depth cues

A
aka pictorial cues
interposition 
size
perspective
motion parallax
62
Q

Motion parallax

A

apparent displacement of something because of two different lines of site

63
Q

Binocular depth cues

A
binocular disparity
size and shape constancy
object motion
induced motion
apparent motion
64
Q

Binocular disparity

A

each eyes get a different image because of a slightly different location

65
Q

Object motion

A

we can see movement of one object against a static background pretty easily

66
Q

Induced motion

A

after looking at a waterfall, everything else looks like it’s moving up

67
Q

Apparent motion

A

like tv frames- looks like smooth motion to us

68
Q

Hearing

A

sometimes better at signaling people, because it doesn’t matter as much where they are, and there is a higher sense of eargency

69
Q

Equal loudness contours

A
  1. to get equal loudness, different frequencies need different intensity levels
  2. low frequencies are hardest to hear
  3. differences in loudness across frequencies goes down as intensity increases
70
Q

Perceived loudness

A

is a function of intensity and length of time it was presented (not including constant noises)

71
Q

Pitch

A

qualitative attribute to sound influenced by frequency, but not always just

72
Q

Equal pitch contours

A

pitch decreases with higher intensity below 3 but increases above 3

73
Q

Longer duration and pitch

A

longer durations allows higher ability to discriminate between pitches

74
Q

Frequency theory

A

pitch detection: basliar membrane vibrates at the pitch of the sound

75
Q

Place theory

A

pitch detection: basliar membrane vibrates at a different place place per pitch and those neurons send signals to particular parts of the brain

76
Q

Consonance

A

combination of notes that sound good together

77
Q

Dissonance

A

combination of notes that sound harsh together

78
Q

Auditory stream segregation

A

auditory system perceives sounds as together or separate to make fluid sounds

79
Q

Sound localization

A

ability to locate a sound in space. need two ears. front to back sounds are harder to determine. vertical localization is worse

80
Q

Speech spectogram

A

used to examine characteristics of different phonemes

81
Q

Categorical perception

A

distinguishes difference in phonemes

82
Q

Listener expectancy

A

influences greatly the perception of speech

83
Q

Semantic context

A

words are identified by what you think the speaker meant

84
Q

Syntactic context

A

words are arranged correctly

85
Q

Vestibular system

A

inner ear. balance, location, gravitational pull

86
Q

Somesthetic system

A

detects facets of the environment that you can actually feel

87
Q

Affordances

A

quality of an object or environment that allows user to perform action

88
Q

Olfactory epithelium

A

receptor cells in nasal cavity

89
Q

Three stage model

A

allows us to examine performance in terms of characteristics and limitations to:

Stimulus > Perception > Cognition > Action> Response