The Human Flashcards

1
Q

Types of User Knowledge

A
  1. Interface Knowledge
  2. Domain Knowledge
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2
Q

Sensors

A
  1. Vision
  2. Hearing
  3. Taste
  4. Smell
  5. Touch
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3
Q

seeing begins with the perception of light
through the eye’s lens

A

Vision

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4
Q

property of light leading to
perception of color

A

Frequency

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5
Q

brightness, the rate at which light
energy is delivered to a unit of surface

A

Intensity

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6
Q

The eye is stationary, denoting that
attention is fixed at a point

A

Fixations

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7
Q

The eye is moving, denoting that
attention is shifting from one point to another

A

Saccades

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8
Q

sequence of fixation and saccades
or trace of eye movement

A

Scanpath

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9
Q

detection of sound by humans

A

Hearing

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10
Q

the physical property of intensity

A

Loudness

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11
Q

Frequency of the sound

A

Pitch

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12
Q

Richness of the sound; dependent on
harmonic structure of the sound

A

Timbre

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13
Q

Buildup and transition in time

A

Envelope

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14
Q

controlled by a huge network
of nerve endings and touch receptors in the
skin known as the somatosensory system.

A

Sense of Touch

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15
Q

refers to just one aspect of the
somatosensory system

A

Touch

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16
Q

Includes sensory receptors in the skin, muscles,
bones, joints

A
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17
Q

Provides information on touch, temperature,
pain, and body and limb position

A
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18
Q

ability to perceive odors

A

Smell (Olfaction)

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19
Q

chemical reception

A

Taste (Gustation)

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20
Q

refers to HCI as upper body, Used to
manipulate keyboards, mice, and other
controllers. (fingers, hands, arms)

A

Limbs

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21
Q

sounds created by a combination of
movement in the larynx and pulmonary
pressure.

A

Voice

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22
Q

Can be used as input for automatic speech
recognition.

A

Voice

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23
Q

usually used as a sensor but may also be
used as an input e.g. Eye tracking Systems

A

Eyes

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24
Q

The Human Factor

A
  1. Perception
  2. Cognition
  3. Memory
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25
Q

the process by which the brain interprets
and organizes the chaos that bombards our senses, is formed and how it affects our memories.

A

Perception

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26
Q

refers to thinking (reasoning & problem solving)

A

Cognition

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27
Q

Three types of Reasoning

A
  1. Deductive
  2. Inductive
  3. Abductive
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28
Q

Problem-Solving examples

A
  1. Gestalt (based on experience)
  2. Problem space theory (Probability)
  3. Analogy
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29
Q

(visual) persistence of the image after
the stimulus has been removed

A

Iconic

30
Q

(aural) allows a brief “play back”

A

Echoic

31
Q

touch

A

Haptic

32
Q

Smell and Taste

A
33
Q

4 types of Sensory Memory

A
  1. Iconic
  2. Echoic
  3. Haptic
  4. Smell and Taste
34
Q
  • Scratch-pad for temporary recall
  • Used for information needed fleetingly
  • Rapid access, limited capacity
  • Patterns were used for memory aids
A

Short Term Memory

35
Q

Information held in LTM is not
represented as patterns of neural
activity but rather as changes in brain
wiring neurons

A

Long Term Memory

36
Q

Long Term Memory (Capacity)

A

virtually unlimited

37
Q

Long-Term Memory (Duration)

A

up to lifetime

38
Q

Long-Term Memory (Processing)

A

Processing: information is organized
according to meaning and associatively
linked.

39
Q

amount learned is
proportional to amount of time spent

A

Total Time Hypothesis

40
Q

Information must be meaningful for it to be

A

stored

41
Q

old replaced by new or vice versa

A

Interference

42
Q

new information replaces the
old

A

Retroactive Interference

43
Q

the old memory interferes with the
new information

A

Proactive Inhibition

44
Q

the info has been seen
before

A

Recognition

45
Q

reproduced from memory

A

Recall

46
Q

Mental faculty that allows us to communicate

A

Language

47
Q

little to none shallow

A

novice

48
Q

little to none shallow

A

first time

49
Q

some, but not specific

A

knowledgeable intermittent

50
Q

expert

A

expert frequent

51
Q

The use of a mouse is an example of natural relationships.

A

True

52
Q

The GPUs are made to accelerate the creation of images for display.

A

True

53
Q

This reasoning is the way of arriving at generalizations from observations we have seen about cases we have not seen.

A

Inductive Reasoning

54
Q

Last Song Syndrome

A

Short Term Memory

55
Q

Articulation is where the user communicates the task in the input language.

A

True

56
Q

Changing your focus from one point to another creates movement. This movement is called scanpath.

A

saccades

57
Q

Knowing your user is just a piece of cake. It is easy as 1, 2, 3.

A

False

58
Q

B2V allows the driver to be safer while driving. Its goal is to access the driver’s intention, between 0.2 and 0.8 seconds, before it could be executed

A

True

59
Q

The human brain consists of ____ stages in processing information.

A

3

60
Q

There are 2 stages in information processing in the human brain.

A

False

61
Q

HCI always considers the sense of taste in designing systems.

A

False

62
Q

It pertains to the understanding of the real-world activities or tasks that the user interface aims to accomplish.

A

Domain Knowledge

63
Q

According to Allen Newell, user proficiency profile shows us how knowledgeable the users in the interface and domain.

A

False Time Scale is Newell

64
Q

Whole-body tracking devices are commonly seen in arcades.

A

True

65
Q

Soft controls pertain to the GUI which controls the system.

A

True

66
Q

Laptop hard drives are ________ than to those in desktops.

A

Slower

67
Q

Hard disk drives (HDD) are far more expensive than solid-state drives (SSD) .

A

False SSD are more expensive

68
Q

It allows the computer to do multitasking.

A

main memory

69
Q

Human memory decay overtime, only fragments may still be present to them.

A

True

70
Q

The problem-space theory is a kind of problem-solving technique that draws upon past experiences.

A

False

71
Q

Tactition is the feeling of clicking effect of the mouse buttons.

A

False