Test 1 Flashcards

(89 cards)

1
Q

Steps of the Human- Machine System

A

All within the environment:

Displays
Perception 
Cognition 
Action
Controls
Operation
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2
Q

3 Goals of Science

A

Description, Prediction, Explanation/ Understanding

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3
Q

Subject variables

A

characteristics that are part of the human (height, weight, age…)

Things that can potentially impact an experiment

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4
Q

2 parts of every measure

A

true effects and random error

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5
Q

Reliability

A

the consistency of measurements

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6
Q

Validity

A

degree to which and experiment, procedure, or measure represents what it’s supposed to

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7
Q

Construct Validity

A

does the measure measure the construct it’s supposed to represent

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8
Q

Internal Validity

A

ability to draw causal relationships from data

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9
Q

External Validity

A

can the results be generalized

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10
Q

Ecological Validity

A

do the behaviors that occur in the study reflect the behaviors that occur in the natural setting

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11
Q

Types of research

A

descriptive and experimental

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12
Q

Descriptive research

A

used when you can’t control the events, when you want to examine an event that can’t be replicated

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13
Q

slip

A

failure in execution of action- had the right intent, but did the wrong thing

more likely to occur in familiar situations

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14
Q

lapses

A

intended actions ends up not getting done because you forgot. memory failure

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15
Q

violations

A

intended choice to disobey rule/ procedure. not wearing helmet on construction site

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16
Q

mode errors

A

action is appropriate in a different setting, but not this one. failing to put a car back in drive after backing up a little bit

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17
Q

error of omission

A

user fails to perform required actions

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18
Q

error of comission

A

user performs wrong action

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19
Q

types of error commission

A

timing error- too early/ late
sequence error- did steps in wrong order
selection error- used the wrong control

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20
Q

Failure taxonomy

A

recoverable
non- recoverable- system failure unavoidable
operator error
design error

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21
Q

Stressor

A

anything that’s not innate to the human machine system or the information being processed

usually expected to degrade system performance

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22
Q

arousal

A

energy level of the operator. more stress leads to more arousal

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23
Q

Designing for error

A
  1. avoid perceptual confusion- ensure stimuli are easily distinguishable
  2. don’t make errors irreversible
  3. make errors visible
  4. lock out errors
  5. give reminders
  6. make mode differences visible
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24
Q

Stress may have effects on:

A

cognition, emotions, physiology, sensory and physical performance- hard to use right controls when hands are cold

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25
Yerkes- Dodson Law
NOT ALWAYS THE CASE. For more complicated task, less stress is better. For simple tasks, more stress is required
26
Response perseveration
can be caused by stress. persist at something that's not working
27
Cognitive narrowing
can be caused by stress- tunnel vision- discourages creative thinking. goes along with response perseveration
28
speed- accuracy trade off
under high stress, people more likely to sacrifice accuracy for speed
29
Reducing negative effects of stress
1. design system so avoids/ works with stress - make relevant information obvious - give user control over stressor - decrease need for working memory 2. Provide knowledge of and control over stressors - warn them about it and teach them how to cope
30
Simple reaction time
single response after action occurs
31
Choice reaction time
adds processing, so takes longer. more than one option, and you have to choose which one to make
32
Wavelengths of light and perception
wavelengths are purely physical, while perception is fully psychological
33
Perceived color
can be influenced by things other than wavelength. The same colors look different in different contexts
34
Spectral Colors
colors comprised of one wavelength | ROY G BIV
35
Non- spectral colors
more than one wavelength
36
Ways to get non- spectral colors
additive mixing- increases amount of light reflected- computers subtractive mixing- decrease amount of light reflected- paing
37
Color Properties
hue, saturation, lightness
38
Color circle
describes dimension of hue and saturation. must be 3D to add lightness
39
CIE color space
describes colors based on three primaries. most accurate
40
Trichromatic Theory
perceive colors based on the three primaries
41
cyanolabe
blue photopigment
42
chlorolabe
green photopigment
43
erythrolabe
red photopigment
44
Opponent Process Theory
perception of color based on blue yellow and red green. only one color can be signaled at a time. explains after image effect
45
5 Grouping Principles
``` Similarity Proximity Continuity- In lines or smooth curves Closure Common Fate ```
46
Proprioception
ability to know where your limbs are without seeing them- oculomotor depth cues
47
Vergence
amount your eyes turn inward to focus on an object. The feedback from those muscles are cues
48
Correlational Research
descriptive. measures strength of relationship between two variables
49
Differential Research
looks at two differential groups based on a preexisting variable
50
Basic Designs of experimental research
between groups and within groups
51
7 Principles for turning difficult tasks into simple ones
1. Knowledge in the world and head 2. simplify structure of tasks 3. make things visible 4. get mapping right 5. exploit the power of contraints 6. design for error 7. standardize
52
How do we perceive color?
Trichromatic theory, opponent process theory
53
Dichromatic vision
missing one photopigment
54
Protanopia
missing erythrolabe
55
Duetanopia
missing chlorolabe
56
Visual acuity
how clear we see things
57
Contrast sensitivity
ability of visual system to distinguish between bright and dim in a static image. contrast and spacial frequency
58
Perceptual organization
how the brain decides which pieces go together
59
Artificially induced grouping
common region, connectedness
60
Accommodation
automatic adjustments of the lens that maintain a focused image on the retina
61
Monocular depth cues
``` aka pictorial cues interposition size perspective motion parallax ```
62
Motion parallax
apparent displacement of something because of two different lines of site
63
Binocular depth cues
``` binocular disparity size and shape constancy object motion induced motion apparent motion ```
64
Binocular disparity
each eyes get a different image because of a slightly different location
65
Object motion
we can see movement of one object against a static background pretty easily
66
Induced motion
after looking at a waterfall, everything else looks like it's moving up
67
Apparent motion
like tv frames- looks like smooth motion to us
68
Hearing
sometimes better at signaling people, because it doesn't matter as much where they are, and there is a higher sense of eargency
69
Equal loudness contours
1. to get equal loudness, different frequencies need different intensity levels 2. low frequencies are hardest to hear 3. differences in loudness across frequencies goes down as intensity increases
70
Perceived loudness
is a function of intensity and length of time it was presented (not including constant noises)
71
Pitch
qualitative attribute to sound influenced by frequency, but not always just
72
Equal pitch contours
pitch decreases with higher intensity below 3 but increases above 3
73
Longer duration and pitch
longer durations allows higher ability to discriminate between pitches
74
Frequency theory
pitch detection: basliar membrane vibrates at the pitch of the sound
75
Place theory
pitch detection: basliar membrane vibrates at a different place place per pitch and those neurons send signals to particular parts of the brain
76
Consonance
combination of notes that sound good together
77
Dissonance
combination of notes that sound harsh together
78
Auditory stream segregation
auditory system perceives sounds as together or separate to make fluid sounds
79
Sound localization
ability to locate a sound in space. need two ears. front to back sounds are harder to determine. vertical localization is worse
80
Speech spectogram
used to examine characteristics of different phonemes
81
Categorical perception
distinguishes difference in phonemes
82
Listener expectancy
influences greatly the perception of speech
83
Semantic context
words are identified by what you think the speaker meant
84
Syntactic context
words are arranged correctly
85
Vestibular system
inner ear. balance, location, gravitational pull
86
Somesthetic system
detects facets of the environment that you can actually feel
87
Affordances
quality of an object or environment that allows user to perform action
88
Olfactory epithelium
receptor cells in nasal cavity
89
Three stage model
allows us to examine performance in terms of characteristics and limitations to: Stimulus > Perception > Cognition > Action> Response