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146 Cards in this Set

  • Front
  • Back
Two pure wavelengths
Red and Blue
Eye never sees pure wavelengths
sees blends
primary eye colors
red, blue, and green
why green?
covers largest spectrum
Red covers shortest spectrum
what is hue characterized by?
saturation or lack of (greying)
Visual range?
400 to 700 nm (400 - ultraviolet side, 700- infrared side)
Luminance?
The intensity of light at given point (source) as close as you can get to it
measured in Foot Lamberts (FL)
Illuminance?
density of luminous flux on a surface
measured in Foot Candles (FC)
Reflectance?
ratio of the amount of light surfaces either reflect/absorb
Reflectance (%) = Luminance (FL)/ Illuminance (FC)
Brightness?
Defined as "visual intensity"
complexity due to multiple definitions of light intensity
measures luminous intensity/flux (unit: candela)
distance is key
Eye structure
pupil
lens
ciliary muscle - pulls lens in and out to help you see what you're trying to focus on. smooth muscle
retina
fovea - lots of color, 30 degree range
periphery - no color, highly sensitive to light changes, put flashing sensors in peripheral to move fovea range
Visual Angles (VA)
VA = 5.7*60*(Height/distance)

**simplified
Factors affecting visual reception
location on the retina
acuity - ability to resolve fine detail
sensitivity to light - too much = headaches
color sensitivity to wavelength
adaptation - too bright/dark at 1st - then you adapt (beach)
Differential wavelength sensitivity
Myopia
Nearsightedness
inability to flatten out lens enough to focus on distance
can't see far
Presbyopia
Farsightedness
inability of lens to accommodate very near stimuli
can't see near
Protanopia
7% males have
color blindness (1st or 2nd)
most prevalent is red-green
design rule: design in monochrome first
Simultaneous Contrast
colors change when placed next to each other
effects maps and multi-color displays
color contrast doesn't produce good ____
luminance-contrast ratio
putting a color on a white background and it bleeds
aging reduces ____
the amount of light passing through the cornea, perceived as poor illumination (reducing sensitivity)
Negative Image
phenomena to simultaneous contrast leaving prolonged after image (e.g. road glare)
Decrease contrast
decrease visibility
e.g. black print on gray
decrease illumination
decrease contrast sensitivity
e.g. reading map in poor light
polarity
black on white better than white on black
e.g. designing viewgraphs
spatial frequency
optimum CS at 3C/D
e.g. ideal size of text font given viewing distance
visual accommodation
CS
e.g. map reading during night driving
motion
decrease CS
e.g. reading a road sign while moving
positive contrast
light text on dark background
increase font size by 25% to gain same effect
negative contrast
dark test on light background
irradiation (aka bleeding)
white lettering spreading over dark backgrounds
upper case lettering
more difficult to process, less shape variation
looses curvature
block print
more difficult to process, less spatial separation
looses curvature
Top down processing
Experience --> knowledge (expectancies and desires) --> perception
MEMORIES
bottom down processing
stimulus world --> the senses --> perception
WHAT YOU PERCEIVE IN THAT CONTEXT
Brain starts depth perception with three cues
1. Accommodation - lens shapes to focus image
2. binocular conversion - "cross-eye"
3. binocular disparity - comparison on contrasting information received by each eye (Dominate eye)
linear perspective
conveying of parallel lines to distant point
relative size
cue based on two objects know to be the same size
interposition
near object obscures farther one
light and shading
shadows, reflection, illuminating lighting
texturing gradients
textured structure from angle WILL change texture density (spatial frequency)
Normal eye movements
pursuit
saccadic
Eye movement - pursuit
constant motion to follow moving target
Eye movement - saccadic
search movement, more abrupt and discrete
Saccadic movements
initiation latency (movement time, speed)
Destination (2 types)
Dwell (fixation) controlled by volume of information
Useful field view (fovea vision) radius of 2 degree, high accuracy, low sensitivity
Predicting time to find objects
time (t) = [Total # (N) * Inspection time (I)] /2
parallel search (bottom-up thinking)
target properties
discriminability from background elements
simplicity
automaticity
implications to system design
1. knowledge can lead to designer to enhance visibility of targets in dynamic displays
2. limit design clutter
3. knowledge of Top-Down processing alters display structure to make target fields apparent (utilize consistent placement)
4. knowledge will lead to models allowing for prediction of time to find targets
5. knowledge of absolute judge limits levels
Classic error detection & prevention
Goal - improve operator detection of signal to noise
sensitivity vs. specificity
sensitivity - ability to find or detect it (effectiveness)
specificity - ability not to find error (test failing)
Auditory sound (acoustics) basics
can be presented as a sine wave
primary components -
amplitude = loudness, expressed as ratio of sound pressure, unit - decibels (dB)
frequency - pitch
Sound Intensity (dB)
20*log(P1/P2)
where P2 = fixed value near threshold of hearing limit (e.g. "absolute" intensity)
Range of pitch
low = 80 - 250 Hz
flicker = below 80
mid = 250 - 1000Hz
high = 1000 - 20,000 Hz
ultra = 20,000 - 23,000 Hz
Vestibular System (Ear)
Pinnea
Cartilage
Ear Canal
Tympanic Membrane - drum portion
Malleus
Inus
Stapes
Semicircular Canals - 3 axis (x,y,z) fluid with hairs that move with dynamics of air
Cochlea
Auditory Nerve
loudness vs. sound intensity
loudness = perception
sound intensity = reality
hear vs. listening
psychological experience --> correlates but not identical
psychological scale
equal increase in sound intensity does not equate to same in loudness
scale - relates physical intensity to psychological experience
unit - sones
generally loudness doubles each 10dB increase in intensity
Critical levels (thresholds)
lower threshold
minimum intensity of sound that can be heard
upper threshold
minimum intensity of sound that damage to the ear can occur
pain threshold
minimum intensity of sound that physical pain occurs
Masking Sound (complex techniques for eliminating sound)
the minimum intensity difference necessary to ensure that a sound can be heard is around 15dB (above the mask), although this value may be larger if the pitch of the sound to be heard is unknown.
high pitch = more detrimental to low pitch
woman's voice is more likely to be masked by male voice
Alarms design example
- tend to be omni-directional
fact: auditory alarms induce a greater level of compliance than visual
alarm redundancy (sound, visual, tactile) has had mixed effects based on situational environments
cognitive processing of alarms
automation - good thing to a point
impact of false alarms - "cries wolf", "nuisance alarm", training vs conditioning
Speech
tone (unlike normal noise, very specific, very detailed)
time dependent changes
analysis: spectrograph
masking effect of noise
echoic memory
allows you to replay over and over until you capture it all (in their voice)
form of photographic memory
sources of speech distortion
clipping the begin/ending of words
reduce bandwidth (mumble)
echo/reverberation
poor sound quality (speaker)
dialect
Acoustic Engineering
product of acoustic physics
techniques include filtering and controlling bandwidth (lower/higher/ranging)
voice synthesis - recognizable speech, speech that can be heard in noise, "easy listening" --> reducing processing/extraction difficulty, individual hearing loss
stages of hearing loss (non-natural)
1. loss of sensitivity while noise is present - factory with ear plugs, walk out, take out plugs
2. temporary threshold shift (TTS) - concert
3. permanent threshold shift (PTS) e.g. occupational deafness
protecting workers - Standards (ACGIH)
time weighted average (TWA) - duration based
tradeoff of intensity of noise exposure to duration
permissible exposure limit (PEL) - exposure only (Upper limit)
protecting workers - Enforcement (OSHA)
Levels of action
all acceptable
TWA >85dB
PEL > 90dB

If TWA or PEL is greater, need earplugs/protection
Actions to protect workers
1. source - equipment or tool, high pitch more irritating than low rumble
2. environment - industrial more intense than street, controls include separation, dampening, absorption
3. individual - hearing protection - measured (NRR), 2 types, ear plugs and ear muffs
% of people annoyed by sound
highly annoying >70dB
% of people annoyed = 20 + 3.2*(dB-70)
Touch (tactile and heptic senses)
referred to as feedback signals
tactile - interpretation of pressure and texture signals, e.g. temp, rough, sharp, dull, smooth
heptic - interpretation of shape signals (cube or round)
Historical design issues
mechanical vs membrane keyboards
work glove design - protection vs feedback
pilot error - similar control for landing gear and flaps
designing for the blind
virtual reality - suit with inflation pockets (NASA)
over cluttered visual displays/alerts
proprioception & kinesthesis
sense that allow the brain to know the orientation and location of your body in space without visual stimulus
Stimulus (3 way)
1. muscle contraction
2. joint angle
3. epidermal
vestibular senses
physical structure - 2 sets of receptors (groupings of hairs) deep in the inner ear located in the semicircular canals and vestibular sacs
Stages of human processing
1. perceive information about environment
2. central processing
3. response to information
Selective Attention - only pay attention to so many things at one time
e.g. controlled flight into terrain - caused by failure of attention to sources of information
Factors during channel/source selection
1. salience - bottom-up - attention capture
2. expectancy (top-down)
3. value (top-down) - sampling of environment with expectations of what to find
can directly change source based on observer perceived value
4. effort - e.g. not wanting to move
Perception is proceeded by 3 processes:
1. bottom-up analysis
2. unitization
3. top-down analysis
(2 & 3 based on long-term memory that is no longer active)
Associations allow for ___
people to guess what something is based on limited sensory info
Working memory (aka short-term)
central executive component - is the attention control system of the body to focus on information sources
two types of information stored
1. verbal - "phonological loop"
2. spatial - "visuospatial sketch pad"
time stored in working memory
1. how long (time) -- time between being pulsed or accessed
2. how much (capacity) -- average 7 +- 2 "chunks"
3. how similar -- typical source of error due to confusion
4. attention to keep active -- a resource limited
Human Factors issues with working memory
1. minimize load (avoid long codes/strings of #)
2. provide visual echoes (redundancy)
3. placeholders for sequential task (feedback)
4. exploit "chunking" (lower to upper limits)
5. minimize confusability
6. avoid unnecessary zeroes
7. consider memory limits in instructions (avoid "negatives")
Situational Awareness
ability to process and react to dynamic environmental information (teach in military)
Divided attention
division of task to mental activities (lose context with divided attention)
mental effort inversely proportional to ___
automaticity (signing your name)
Multi-dimensional memory - modalities
auditory vs. visual
multi-dimensional memory - codes
spatial vs. verbal
multi-dimensional memory - stages
perceptual - working memory vs. response
multi-dimensional memory - visual channels
focal vs. ambient
Interruptions are defined as:
total interference b/w 2 ongoing tasks
e.g. mental stacking of nurses
increased separation has been linked to procedure errors
addressing time-sharing overload
task redesign
interface design
training
automation
Properties of Decision Making
when a person must make a decision from a list of alternatives
some amount of information available relative to options
time frame is relatively long
choice associated with uncertainty
in the end all about probabilities
risk adverse v risk taking behaviors
idea of willing to take risk based on uncertainty
decision making models - normative model
based on "utility" with outcome based on decision makers perceived "worth"
Controlling factors when designing (3)
1. cue reception & integration
2. Hypothesis generation & selection
3. Plan generation & active choice
IMPROVING Human Decision Making
1. task redesign
2. decision-support system
decision trees (simple, not modifiable)
spreadsheets (simple, modifiable)
simulation (good "what if" scenarios, more complex)
Expert systems (computer aided, variable, complex)
Displays (embedded support of feedback and cues)
Display definition
a human-made artifact designed to support the perception of relevant system variables and facilitate further processing of information by the user
Graphical User Interface (GUI)
typically graphical link that manipulates the display based on response or controls
absorbs more information more rapidly
like graphics better than text
Display Basics
purpose - convey task intended to support, goal of task, stimulation "information analysis" by user -- do something to move goal forward
Physical tools - color differentiation, visual objects, auditory
13 display design principles - perceptual principles
make displays legible (or audible)
avoid absolute judgment limits
top-down processing
redundancy
discrimination (similarity causes confusion)
13 display design principles - Mental Model Principles
pictorial realism -- looks like what it is (e.g. folder on computer)
moving parts -- dynamic movements should be compatible with model (spatial pattern, direction - dial running backwards)
13 display design principles - Attention Principles
minimize information access cost - "effort"
proximity compatibility - limit divided attention by placing compatible/complementary displays in the same region (occupy same space)
Multiple resource - divide information across two resources or stimulus
13 display design principles - Memory principles
replace memory (learned) with visual information: "knowledge of real world"
predictive aiding - when mental resource is completely consumed we become reactive not proactive
consistency - utilize long-term memory
Problems with principles:
clashing (13 contradict)
KEY - understanding importance relative to maintaining balance through tradeoffs)
Alerts designed based on three levels of relative to consequence for failure to comply
Warning - "most critical category"
Caution - "less critical"
Advisories - typically visual, not auditory
Labels & Symbols (4 criteria)
1. visibility/legibility
2. discriminability
3. meaningful - problem
4. location relative to enhance unambiguous association with displays
Monitoring
displays for monitoring are those supporting potential changing quantities/values
needs/functions
to be set
to be watched
to be tracked
Criteria
legibility
analog v digital
prediction/sluggishness
Multiple displays
"real world" can be complex
display layout -- primary visual area (PVA)
Factors for consideration for PVA
frequency
importance
consistency
shift process/phase-related operation
organizational grouping -- procedure
clutter avoidance
Heads - Up Display (HUD)
advantages - keeps eyes on environment, spatial imagery enhances, enhanced depth of display "optical infinity"
Disadvantages - clutters environment, confusion, processing difficult (changing background text)
Head Mount Display (HMD)
similar to HUD
projects directly to one or both eyes
problems stem from binocular rivalry
configural displays
allows for monitoring of multiple associated events in a single display
e.g. patient monitor
Supervisory displays
dynamic multiple displays allowing for monitoring of situational awareness with alerts and effective control in both normal and non-routine situations
control vs. controls
control is an effort to produce an optimum response constrained by a given criteria or environment
controls are rules or conditions (physical or verbal) designed to return an optimal response given difficulty, speed and needed actions
KEY - user response selection
5 design principles of response selection
decision complexity (hick-hyman law)
response expectancy - expectancy only works if we correctly perceive the stimulus
compatibility - location and movement
speed-accuracy tradeoff
feedback - stimulate, monitor, confirmation, instantaneous vs delayed
discrete control activation
physical feel
size (relative)
confusion and labeling
positioning control devices
movement time (Fitt's law) - sensitivity (move mouse 1in and on screen moves 6cm)
device characteristics - indirect vs direct, movement, gain
task performance dependence
work space environment
device characteristics - indirect vs direct position control
direct - something directly attached or you move directly
indirect - move mouse on pad to move mouse on screen
device characteristics - movement
isotonic - free moving
isometric - resistance on levels
spring loaded - offers resistance
device characteristics - gain
G = change of cursor/change of control position
Verbal and Symbolic devices
numerical data entry - verbal vs manual
linguistic data entry - verbal vs. manual
other
character/symbol data entry
voice input
disadvantages - cost, confusion & limited vocab, training personnel, training software, speed/reaction/processing time, acoustic quality, noise, stress & tone change, compatibility
software design cycle
constant feedback loop - understanding, design, evaluation
Understanding the System
frequency of task performed using a particular application
mandatory vs discretionary use
knowledge of the level of the user
Design to support mental models (4 categories)
making invisible parts and processes visible to the users
providing feedback
building in consistency
presenting functionality through a familiar metaphor
Dialog styles (variables with impact)
menus - provides users with a list of items from which to choose one of many
fill-in forms - provides blank spaces for users to enter information
question - answer - provides one question at a time and user types answer in field provided
command languages
restricted natural languages
function key
direct manipulation
design of user support
manuals
online help systems
usability test (reliability engineering, warranty)
basic elements - systems engineering approach
process - inputs, controls
time delays & transport logs - calculate gain, estimate stability
metrics - effectiveness, efficiency, user satisfaction
testing, cost, interpretation
pitfalls of usability testing
prototypes - don't want to have to recall for more than a region. looking for free usability testing
lab based testing
Job stress def
the harmful physical and emotional responses that occur when the requirements of a job do not match the capabilities, resources, or needs of the worker
Influences of job stress:
noise
vibration
heat
light
causes of stress
environmental stress
psychological stress
life stress
workload overload
fatigue and sleep disruption
environmental stressors
motion (vibration)
thermal stress
air quality
psychological stressors
cognitive appraisal - say something in a positive way
ethical issues - avoid
level of arousal - level of interest
life stress
strategies for addressing:
keep it simple and focused
provided outlets and programs
provide counselors
workload overload
timelines - ID task, schedule and assign priority, task demand and resource, multiple resource
hypothetical breaking point - overload consequences
mental workload measurement - ID primary and secondary task, psychological measures (objective), subjective measures
fatigue and sleep disorders
vigilance & under arousal
causes of decrement - time, event salience, signal rate, arousal level
sleep disorders & disruption - circadian rhythm
safety legislation for accidents in the workplace (6)
1. employer negligence
2. company's argument (normal defense)
3. product liability
4. enforcement agency
5. research and recommendations
6. workman's compensation
employer negligence
failure to exercise a reasonable amount of care, or to carry out a legal duty so that the injury or property damage occurs to another
Company's argument (normal defense)
contributory negligence
fellow employee negligence
injured employee was aware and assumed risk
product liability
basic position - designed unsafe (inherently unsafe)
manufacturing defect
warning defect (not standardized)
enforcement agency
OSHA
research and recommendations
NIOSH, ACGIH
Workman's Comp (Criteria)
injury from accident/incident
incident occurred due to employment
incident occurred during employment
Problem - Employees and Risk Taking
basic - individuals evaluate risk by the event likelihood vs severity of injury - play on recent memory
product use - perceived risk of injury, novelty of hazard and whether exposure voluntary, familiarity of product, cost of compliance
2 systems to support healthy behavior
1. use performance - support systems on job
2. use training systems before job