Ergonomics Exam 1 Flashcards

(127 cards)

1
Q

Fitting the task to the person.

A

Human Factors and Ergonomics

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2
Q
  • Safety
  • Performance
  • Satisfaction
A

Goals of HFE

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3
Q
  • Understand
  • Test
  • Design
A

HFE Design Cycle

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4
Q

Behavior of people depends on situation.

A

Systems Thinking

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5
Q

Slow and detailed design process.

A

Vee Process

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6
Q

Incremental improvement design process.

A

Plan-Do-Check-Act Cycle

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7
Q

Rapid design process.

A

Scrum / Agile

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8
Q

What, why, and how tasks are performed.

A

Hierarchical Relationships

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9
Q

Who performs the task, what feedback.

A

Information or Part Flow

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10
Q

When and what order are tasks performed.

A

Sequence and Timing

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11
Q

Where and under what physical conditions are tasks performed.

A

Location and Context of Task

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12
Q

Get evaluation from 3 to 5 HFE experts individually for a broad and informal assessment of the design.

A

Heuristic Evaluations

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13
Q

Ask questions while performing the series of tasks to identify potential problems.

A

Cognitive Walkthrough

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14
Q

Compare design alternatives to find the most usable system.

A

Usability Testing

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15
Q

Manipulate certain factors / conditions to measure human behavior to understand human in a context.

A

Technique Selection

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16
Q

Variables that are deliberately changed during the study.

A

Independent Variables

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17
Q

Measure the effects of variables changed.

A

Dependent Variables

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18
Q

Transforming light waves into nerve impulses.

A

Vision

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19
Q

Light wavelength.

A

Hue

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20
Q

Light Amplitude

A

Brightness

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21
Q

Purity of Color

A

Saturation

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22
Q

Amount of energy radiated by a light source.

A

Luminous Intensity (I) / Luminous Flux

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23
Q

Amount of light falling on a surface.

A

Illuminance (E)

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24
Q

Amount of light reflected off or by a surface.

A

Luminance / Brightness (B)

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25
Ratio (%) of luminance by illuminance.
Reflectance (R)
26
Tool for measuring illuminance.
Luxmeter
27
Tool for measuring luminance.
Photometer
28
Parts of eye that are used for motion detection, are sensitive to light levels (light and dark) and help you see in the dark.
Rods
29
Parts of the eye that are used for fine detail and respond to color.
Cones
30
Glare that arises from reflected light.
Indirect Glare
31
Glare that arises directly from the light source.
Direct Glare
32
Light with longer wavelength and lower color temperature.
Warm Light
33
Light with shorter wavelength and higher color temperature.
Cool Light
34
Relationship between object size and distance.
Visual Angle
35
Ability to resolve small details.
Visual Acuity
36
Ratio of the difference between the luminance of light and the dark areas to the total luminance.
Contrast
37
Processing that deals with knowledge, experience, desires, goals, context, and bias.
Top-Down Processing
38
Processing that deals with stimulus, the senses, acuity recognition based on individual details, and data.
Bottom-Up Processing
39
How much eye muscles have moved to focus.
Accomodation
40
How much eyes have rotated in.
Convergence
41
Difference between right and left eye view.
Binocular Disparity
42
Eye movements through the visual field.
Visual Search
43
Smooth following of moving target.
Pursuit
44
Abrupt movements from one place to the next.
Saccadic
45
Where a target might be.
Expectancy
46
Search is parallel or all at once rather than serial.
Conspicuity
47
Unwanted sound.
Noise
48
Energy waves through any elastic medium.
Sound
49
Vibrations associated with sound are detected as slight variations in pressure.
Amplitude
50
Sound power per unit area, measured in dB (decibels).
Sound Intensity (Sound Pressure Level)
51
Any of the techniques used to construct scales relating physical stimulus properties to perceived magnitude.
Psychophysical Scaling
52
Smallest change or difference in sensory stimulus that person can reliably detect.
Just Noticeable Difference (JND)
53
Tool that measures workers' exposure to sound levels over time.
Noise Dosimeters
54
Relates perceived change to actual change in stimulus.
Weber's Law
55
Loss of sensitivity to a signal when noise is present.
Sound Masking
56
Amount of loss of hearing after noise source has terminated.
Temporary Threshold Shift
57
Occupational deafness from prolonged, cumulative high-intensity noise exposure.
Permanent Threshold Shift
58
A workers' daily exposure to occupational noise normalized to an 8 hour day.
Time Weighted Average (TWA)
59
Deals with sense of touch and position.
Haptics
60
Feeling from sensory receptors in the fingers and skin.
Tactile (Touch)
61
Feeling from sensory receptors in muscles, joints and tendons.
Kinesthesis (Position)
62
Sense of motion by limbs.
Proprioceptive
63
Convey information on linear and angular acceleration.
Vestibular Senses
64
The capability to process and distinguish simultaneous sources of sensory information.
Selective Attention
65
Too much information at once.
Load Stress
66
Information presented too quickly.
Speed Stress
67
SEEV
- Salience - Effort - Expectancy - Value
68
A cognitive process involving trying to pay attention to several tasks at the same time.
Divided Attention
69
High-level cognitive mechanism of human beings to allocate attention for certain tasks.
Controlled System
70
Full attention to one task, then to other.
Task Switching
71
Time to switch from ongoing task.
Interruption Lag
72
Time to get back up to speed on the ongoing task.
Fluency Resumption
73
Time to switch back to ongoing task.
Resumption Lag
74
Temporary, attention-demanding storage, used to retain new information.
Working Memory
75
The storehouse of facts about the world and how we do things.
Long-Term Memory
76
Subsystem that deals with words and sounds.
Phonological Loop
77
Subsystem that deals with visual imagery.
Visuospatial Sketchpad
78
Subsystem that deals with events and experiences.
Episodic Buffer
79
A set of adjacent stimulus units tied together by associations in the subject's long term memory.
Chunk (Memory Units)
80
Memory that can't be put into words, you just do it.
Procedural Memory
81
Memory of knowing a fact.
Semantic Memory
82
Memory of remembering a specific instance.
Event or Episodic Memory
83
Remembering to perform a planned action or intention at the appropriate time.
Prospective Memory
84
A behavior that has been repeated many times.
Habit
85
The high-level mental processes that build on the stages of information processing.
Macrocognition
86
Thinking about one's own thinking.
Metacognition
87
People's awareness and understanding of dynamic changes in their environment.
Situation Awareness
88
Intuitive, automatic, and highly-practiced decision process.
Skill-Based
89
Heuristic decision process.
Rule-Based
90
Analytical, based on mental model decision process.
Knowledge-Based
91
Fast, involuntary, and associative decision making route.
System 1
92
Slow, controlled, and rule following decision making route.
System 2
93
Rational, optimal, or normative decision making model.
Traditional
94
Decision making model that describes what people actually do.
Descriptive
95
Comparing the expected value of outcomes, based on probabilities of the event occuring.
Expected Value Theory / Decision Trees
96
Measures the attractiveness / preference of each outcome for a set of alternatives.
Multi-Attribute Utility Theory
97
Models how people make effective decisions quickly in complex situations.
Recognition Primed Decision Making (RPD)
98
Present information and/or feedback.
Displays
99
Enable inputs to operate the system.
Controls
100
Determine the nature of task to be supported.
Task Analysis
101
Identify what users need to know for task and system operation.
Information Analysis
102
Map physical properties with operator requirements.
Design the Display
103
Visual display that measures trend, rate of change, and approximation.
Qualitative Readings
104
Visual display that measures precise numeric values.
Quantitative Readings
105
Critical information should be obvious.
Salience Compatibility
106
Separate pieces of information that user needs to integrate or compare should be presented close together.
Proximity Compatibility Principle
107
Make the display look like what it is representing.
Principle of Pictorial Realism
108
Make the display parts move in a way consistent with system operation.
Principle of the Moving Part
109
Display type that supports understanding of direction and rate of movement.
Analog Display
110
Display type that supports precise reading.
Digital Display
111
Display where relevant feature emerges from combination of graphical features.
Configural Displays
112
Display that's superimposed on visual field.
Heads-Up Display
113
Knowledge that relies on highly salient landmarks to orient.
Landmark Knowledge
114
Knowledge that uses point-to-point navigation with visual triggers.
Route Knowledge
115
Knowledge that has an internalized cognitive map through sufficient experience.
Survey Knowledge
116
It takes longer to respond to many equally likely options, compared to a situation with one or two likely options.
Hick-Hyman Law
117
Complex movements of greater length and small target size lead to more information.
Fitts's Law
118
Given a fixed information processing capacity, people can be accurate or fast, but not both.
Speed-Accuracy Tradeoff
119
People process information at a fixed rate.
Information Theory
120
It's more efficient to require several complex choices than many simple choices.
Decision Complexity Advantage
121
Time required to rapidly move from a starting position to a final target area.
Movement Time
122
Perceive error and try to correct.
Closed Basic Tracking Loop
123
Movement of control specifies position.
Zero Order
124
Movement of control specifies change (velocity).
First Order
125
Movement of control specifies rate of change (acceleration).
Second Order
126
Amount the input is multiplied by to produce an output.
Gain
127