CS401A's Prelims: Human-Comp. Interact. Module 03 Flashcards

For preliminary finals. (38 cards)

1
Q

Such a model can help HCI designers analyze the task and base the interface structure around the distinctive problem-solving process.

A

Human Problem-Solving Model

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2
Q

Human problem-solving efforts consists of these four (4) important parts:

A

Sensation
Perception
Memory
Decision/Executor

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3
Q

senses external information through aural, haptic, or visual modality

A

Sensation

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4
Q

interprets and extracts basic meanings of the external information

A

Perception

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5
Q

stores short-term or long-term information about external procedures, rules, relations, schemas, and the likes

A

Memory

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6
Q

formulates and revises a solution or plan, decides based on various information in the memory, and finally acts it out by commanding the motor system.

A

Decision/Executor

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7
Q

introduced the Gulf of Execution and Evaluation.

A

Donald Norman

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8
Q

is the difference between the intentions of the users and what the system allows them to do or how well the system supports those actions.

A

The gulf of execution

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9
Q

is the degree to which the system provides representations that can be directly perceived and interpreted in terms of user expectations and intentions.

A

The gulf of execution

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10
Q

One effective way to create an evaluation in relation to the original performance requirements is with the use of the

A

GOMS model

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11
Q

GOMS stands for

A

goals,
operators,
methods, and
selection rules.

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12
Q

is a human information processing model that predicts what skilled users will do in a seemingly unpredictable situation.

A

The GOMS model

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13
Q

These are tasks that a user wants to accomplish.

A

Goals

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14
Q

These are the basic perceptual, cognitive, or motor actions used to accomplish goals or actions allowed by the system.

A

Operators

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15
Q

These involve a sequence of procedures that can accomplish a goal

A

Methods

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16
Q

These are personal rules users follow in selecting a method to be used.

A

Selection Rules

17
Q

the observable area a person can see through the eye

A

Field of view (FOV)

18
Q

the distance from the eyes to the surface of the display

A

Viewing distance

19
Q

the area subtended by the display from a particular viewing distance

A

Display feld of veiw

21
Q

the number of pixels in a horizontal and vertical directions for a fixed area

A

Display resolution

22
Q

the resolution perceived by the eye from a fixed distance

A

Visual acuity

23
Q

the amount of light emitted by an object or as perceived by the human eye

24
Q

the human response to different wavelengths of light,

25
the relative difference in brightness or color between two (2) objects
Contrast
26
is the next most common mode of information feedback.
Aural modality
27
is commonly used in intermitten alarms.
Aural modality
28
Also known as volume, this refers to the amount of sound energy.
Intensity
29
This is the energy transmitted in the form of waves with different frequencies.
Sound
30
This refers to the time differences among sound waves that originate from the same source.
Phase
31
This is the ability or a macine or a program I. the first
Speech Recognizaion
32
It is a branch of artificial intelligence (AI) that uses computer software to understand input made in the form of sentence in text or speech format.
Natural Language Understanding
33
Also known as volume, this referes to the amount of sound enery.
Intensity
34
This is the energy transmitted in the form of waves with different frequencey.
Sound
35
This refers to the time differences among sound waves that originate from the same source.
Phase
36
is also known as motor capabilities
Human body ergonnomics
37
is a model of human movement that predicts the time required to move rapidly to a target area as a function of the distance to the size of the target.
Fitts' Law
38
is another method of initiating and performang voluntary movement.
Motor control