Chapter 1- Reasoning and thinking Flashcards

1
Q

The process by which we use the knowledge we have to draw conclusions

A

Reasoning

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2
Q

3 different types of reasoning

A

Deduction

Induction

Abduction

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3
Q

derives the logically necessary conclusion from the given premises.

General rule> Specific conclusion (always true)

A

Deduction

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4
Q

Generalizing from cases to we have seen to infer information about cases we have not seen.

Specific observation> General conclusion ( Maybe true)

A

Induction

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5
Q

From a fact to the action or state that caused it

Incomplete observation>Best prediction (may be true)

A

Abduction

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6
Q

The process of finding the solution to an unfamiliar taste, using the knowledge that we have.

A

Problem Solving

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7
Q

5 different views of problem solving

A

Gestalt theory

Problem Space theory

Use of analogy

Skills acquisition

Errors and mental models

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8
Q

Problem solving is both productive and reproductive

A

Gestalt theory

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9
Q

Comprises problem states and problem solving involves generating these states using legal state transition operators

A

Problem Space theory

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10
Q

Problems are solved by mapping knowledge relating to a similar known domain to the new problem

A

Use of analogy

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11
Q

According to the ATC model, skills are acquired through various levels,

A

Skills Acquisition

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12
Q

There are different types of errors: changes in context of skilled behaviour can cause errors. An incorrect understanding / model of a situation can cause errors too.

A

Errors and mental models

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13
Q

Our body responds biologically to an external stimulus and we interpret that is some ways as particular ______________

A

Emotion

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14
Q

The principles and properties discussed apply to the majority of people, but humans are not all the same.

A

Individual differences

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15
Q

process of a information transfer

A

Interaction

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16
Q

What are the 5 text-entry devices?

A

Alphanumeric keyboard
Chord Keyboards
Phone pad and T9 entry
Handwriting recognition
Speech recognition

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17
Q

Only a few keys are used. Letters are produces by pressing multiple keys at once

A

Chord Keyboards

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18
Q

The numeric keys on a cell phone can be pressed more than once to enter letters.

A

Phone pad and T9 entry

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19
Q

2 keypad modes most phones have:

A

numeric
alphanumeric mode

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20
Q

-deals mostly worth stroke information
-the way in which letter is drawn, not the letter itself.
-has the advantages of size and accuracy over small keyboards and are therefore often used in mobile computing

A

Handwriting recognition

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21
Q

-performance is relatively low even, for a restricted vocabulary.
-Adjusting the system for use with natural language gives birth to even more problems: the ‘error’ in natural language use, different voices, emotions and accents, etc.

A

Speech recognition

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22
Q

Types of positioning

A

The mouse

Touchpad

Trackball and thumbwheel

Joystick and keyboard nipple

Touch sensitive screens (touchscreen)

Stylus and lightpen

Digitalizing tablet

Eyegaze

Cursor keys and discrete positioning

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23
Q

-an indirect device, because a transformation is required to map from the horizontal nature of the desktop to the vertical alignment of the screen.

A

Mouse

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24
Q

-touch-sensitive tablets, operated by sliding the finger over it and are mostly used in notebook computers.

A

touchpad

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25
-an upside-down mouse: instead of moving the devices itself, the ball is rolled to move the cursor. -offer less usability because they can only manipulate the horizontal and vertical movement of the cursor.
Trackball and thumbwheel
26
Two types of joystick:
absolute sticks isometric sticks
27
tiny joysticks that sometimes used on notebook computers.
Keyboard nipples
28
-detect the position of the user's finger or stylus on the screen itself and are therefore very direct.
Touch sensitive screens (touchscreen)s
29
For more accurate positioning, systems with touch sensitive surfaces often imply a stylus
Stylus and lightpen
30
Device used for freehand drawing
Digitalizing tablet
31
Allow you to control the computer by looking at it while wearing special glasses, heat mounted boxes, etc.
Eyegaze
32
For 2d-navigation, this can sometimes preferable. The same goes for remote-controls and cellphones.
Cursor keys and discrete positioning
33
4 Types of display devices
Bitmaps display, resolution, and color Technologies Large displays and situated displays Digital papers
34
means that display is made of fixed number of dots or pixels in rectangular grid
Bitmaps display , resolution and color
35
In LCD's a thin layer of liquid crytals is sandwiched between two glass plates. External lights pass through the top plate and are polarized. this passes through the crystal and is reflected back to the user's eye.
Technologies
36
- there several types of this -some use gas plasma technology -projector is possible too.
Large displays and situated displays
37
have small screen through which lights is projected on screen
LCD projectors
38
Thin flexible paper material that can be written to electronically, but keep its contents when removed from the power supply.
Digital papers
39
2 devices for virtual reality and 3d interaction
Positioning in 3d 3d displays
40
Human can use a 3d environment with a 2d device (mouse). The human mind is therefore capable of handling multiple degrees of indirection.
Positioning in 3D
41
can be displayed in normal screen using shadows, depth etc. User can enter a VR cave, where the VR world is projected around them.
3d displays
42
What happens if the VR systems performances too slow, and there is delay between movement and image?
disorientation and sickness may occur.
43
5 Physical controls, sensors and special devices
Special displays Sound output Touch, feel and smell Physical controls Environment and bio-sensing
44
-numerous display devices such as LED's and head-up displays
Special displays
45
By having sounds confirms a right action, we can speedup interaction
Sound output
46
Haptic devices are various forms of forms of force, resistance and texture influencing our physical senses.
Touch, feel and smell
47
Not only the functions of controls, but it is also physical design is important and needs to suit the situation in which it used.
Physical controls
48
Many sensors in our environment monitor our behaviour. Their measurements ranges from temperature and movement to the user's emotional states.
Environment and bio-sensing
49
4 types of Paper: Printing and Scanning
Printing Fonts and page description languages Screen and page Scanner and optical character recognition
50
Most common printers nowadays are dot based. In order of increasing resolution, familiar types are dot matrix printers, inkjet printers and laser printers.
Printing
51
Some printer print ASCII-characters and bitmaps 'by itself'. Many more complex documents are translated into suitable bitmaps by the computer.
Fonts and page description languages
52
There are many differences between a paper print and a computer monitor, which causes problems when designing software.
Screen and page
53
Scanner shines a beam of light at the page and record the intensity and color of the refection. the resolution of the scanner can differ highly between types.
Scanner and optical character recognition
54
6 types of memory
RAM and short term memory (stm) Disks and long-term memory (ltm) Understanding speed and capacity Compression Storage format and standards Method of access
55
Most current active information is held in this
Random access memory
56
Most current active information is held in this
Ram volatile
57
Most current active information is held in this Most current active information is held in this
ram and short term memory (STM)
58
2 main techniques used in disks:
magnetic disks optical disks
59
In comparison to RAM, this is much slower.
Long term memory
60
example of magnetic disks
floppy hard disk tape
61
example of optical disks
CD-ROM DVD
62
the capacity of ram is limited and therefore multitasks-systems tend to swap background-running programs for RAM to the hard disks
Understanding speed and capacity
63
techniques can be reduce the amount of storage required for text, bitmaps and video
Compression
64
basic standard for text storage is the
ASCII characters codes
65
An extended version of this system and can also code for foreign characters.
UNICODE
66
The basic standard for text storage is the ASCII character codes. UNICODE is an extended version of this system and can also code for foreign characters.
Storage format and standards
67
is by special key fields with an associated index.
Standard database access
68
Standard database access is by special key fields with an associated index. The user has to know the key before the system can find information.
Method of access
69
3 processing and networks
Effects of finite processor speed Limitations on interaction performance Network computing
70
can affect the user by being too slow (which can avoided by using buffers) or too fast.
processing speed of an interactive system
71
The processing speed of an interactive system can affect the user by being too slow (which can avoided by using buffers) or too fast.
Effects of finite processor speed
72
Several factors that can limit the speed of an interactive system
computation bound storage channel bound graphic bound network capacity
73
Have an effect on effect on interactivity, because the distances may cause a noticeable delay in response from the system
Network systems
74
Network systems have an effect on interactivity, because the large distances may cause a noticeable delay in response from the system.
Network computing
75
Models of Interaction
terms of interaction execution-evaluation cycle interaction framework
76
Aid the user in accomplishing goals from some application domain.
Purpose of an interactive system
77
area of expertise and knowledge in some real-world activity
Domain
78
Operations to manipulate the concepts of a domain
Tasks
79
Desired output from a performed tasks
Goal
80
Specification required to meet the goal
Intention
81
Identification of the problem space for the user of an interactive system in terms of domain, goals, intention and tasks.
Task analyses
82
Core language, describes computational attributes of the domain relevant to the system state.
System’s Language
83
Task language, describes psychological attributes of the domain relevant to the user state.
User’s Language
84
Computerized application
System
85
The plan formulated by the user is executed by the computer. When finished, the user evaluates the results and determines the further actions.
The execution-evaluation cycle
86
- On the user-side, communication is in task-language and on the system side, in core language.
The interaction framework
87
user side of the interface, covering both input and output and the user’s immediate context
Ergonomics
88
3 frameworks and HCI
Ergonomics Dialog design and interface styles. Presentation and screen design
89
-The study of the physical characteristics of the interaction. -contribution to HCI is in determining constraints on the way we design systems and suggesting detailed and specification guidelines and standards.
Ergonomics
90
8 interaction styles
Command line interface Menus Natural Language Question/answer and query dialog Form-fills and spread sheets The WIMP interface Point and click interfaces Three- dimensional interfaces
91
provides a mean of expressing instructions to the computer directly using function keys, single characters, abbreviations or whole word commands
Command line Interface
92
available for the user is displayed on the screen can be presented text-based and graphical
Menus
93
ambiguity of this makes it very hard for a machine to understand.
Natural Language
94
The user asked a series of questions and so is led through the interaction step by step
Question/Answer and query dialog
95
Primarily used for data entry but can also be useful in data retrieval applications
Form-fills and spread sheets
96
the default interface style for the majority of computer systems today.
WIMP interface
97
meaning of WIMP
Windows, icons, menus and pointers
98
closely related to the WIMP-style: pointing and clicking are the only action required to access information
Point-and-click interfaces
99
The simplest technique is where ordinary WIMP elements are given of this appearance. A more complex technique uses interfaces with this workspace.
Three-dimensional interfaces
100
The most complex 3D workspace is
virtual reality
101
Elements of the WIMP Interfaces
Windows Icons Pointers Menus Toolbars Palettes Dialog boxes
102
are areas on the screen that behave as if they were independent terminals in their own right.
Windows
103
a small picture used to represent a closed window
Icons
104
nothing more that small bitmap images with a hotspot: the location to which they point/
pointers
105
represents a choice of operations or services that can be performed by the system at a given time.
Menus
106
individual and isolated regions within display that can be selected by the user to invoke a specific action.
Buttons
107
Mostly equivalent to menus, except for this can also hold buttons
toolbars
108
mechanism for making the set of possible modes and the active
Palettes
109
are information windows used by the system to bring the user’s attention to some important information.
Dialog boxes
110
The presence of other people in a work environment affects the performance of the worker in any tasks for example, by ‘competition-behaviour’. A well-designed system, however, may also work motivating on the user.
The context of interaction
111
It is no longer sufficient that users can use a system; they have to want to use it as well.
Experience engagement and fun
112
Experience engagement and fun
Understanding experience Designing experience Physical design and engagement Managing value
113
multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers
HCI
114
HCI uses this three to support and fulfil human-computer activities and is applied to various types of computer systems, including air traffic control, nuclear processing, offices and computer gaming.
productivity, safety, and entertainment
115
data output by the computer vice versa.
Human input
116
most important senses in HCI.
Vision hearing touch
117
process by which we use the knowledge we have to draw conclusions.
Reasoning
118
three different types of reasoning:
Abduction, Induction and deduction.
119
the process of finding a solution to an unfamiliar taste, using knowledge that we have
Problem solving
120
Different views of problem solving are:
Gestalt theory, problem space theory, and the use of analogy.
121
is a process of information transfer
Interaction
122
Text entry devices
alphanumeric keyboard, chord keyboard, speech recognition
123