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
the process by which the brain interprets and organizes the chaos that bombards our senses, is formed and how it affects our memories.
Perception
26
refers to thinking (reasoning & problem solving)
Cognition
27
Three types of Reasoning
1. Deductive 2. Inductive 3. Abductive
28
Problem-Solving examples
1. Gestalt (based on experience) 2. Problem space theory (Probability) 3. Analogy
29
(visual) persistence of the image after the stimulus has been removed
Iconic
30
(aural) allows a brief “play back”
Echoic
31
touch
Haptic
32
Smell and Taste
33
4 types of Sensory Memory
1. Iconic 2. Echoic 3. Haptic 4. Smell and Taste
34
* Scratch-pad for temporary recall * Used for information needed fleetingly * Rapid access, limited capacity * Patterns were used for memory aids
Short Term Memory
35
Information held in LTM is not represented as patterns of neural activity but rather as changes in brain wiring neurons
Long Term Memory
36
Long Term Memory (Capacity)
virtually unlimited
37
Long-Term Memory (Duration)
up to lifetime
38
Long-Term Memory (Processing)
Processing: information is organized according to meaning and associatively linked.
39
amount learned is proportional to amount of time spent
Total Time Hypothesis
40
Information must be meaningful for it to be
stored
41
old replaced by new or vice versa
Interference
42
new information replaces the old
Retroactive Interference
43
the old memory interferes with the new information
Proactive Inhibition
44
the info has been seen before
Recognition
45
reproduced from memory
Recall
46
Mental faculty that allows us to communicate
Language
47
little to none shallow
novice
48
little to none shallow
first time
49
some, but not specific
knowledgeable intermittent
50
expert
expert frequent
51
The use of a mouse is an example of natural relationships.
True
52
The GPUs are made to accelerate the creation of images for display.
True
53
This reasoning is the way of arriving at generalizations from observations we have seen about cases we have not seen.
Inductive Reasoning
54
Last Song Syndrome
Short Term Memory
55
Articulation is where the user communicates the task in the input language.
True
56
Changing your focus from one point to another creates movement. This movement is called scanpath.
saccades
57
Knowing your user is just a piece of cake. It is easy as 1, 2, 3.
False
58
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
True
59
The human brain consists of ____ stages in processing information.
3
60
There are 2 stages in information processing in the human brain.
False
61
HCI always considers the sense of taste in designing systems.
False
62
It pertains to the understanding of the real-world activities or tasks that the user interface aims to accomplish.
Domain Knowledge
63
According to Allen Newell, user proficiency profile shows us how knowledgeable the users in the interface and domain.
False Time Scale is Newell
64
Whole-body tracking devices are commonly seen in arcades.
True
65
Soft controls pertain to the GUI which controls the system.
True
66
Laptop hard drives are ________ than to those in desktops.
Slower
67
Hard disk drives (HDD) are far more expensive than solid-state drives (SSD) .
False SSD are more expensive
68
It allows the computer to do multitasking.
main memory
69
Human memory decay overtime, only fragments may still be present to them.
True
70
The problem-space theory is a kind of problem-solving technique that draws upon past experiences.
False
71
Tactition is the feeling of clicking effect of the mouse buttons.
False