ICTP211: The Human, Computer, and Interface

0.0(0)
Studied by 0 people
call kaiCall Kai
Locked
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/100

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 6:12 AM on 7/18/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai
Chat

No analytics yet

Send a link to your students to track their progress

101 Terms

1
New cards

Harvard Mark 1

Was a large computer designed to assist in differential equation numerical computation.

2
New cards

Harvard Mark 1

It was developed at Harvard University by Howard Aiken and was funded and installed by IBM.

3
New cards

Harvard Mark 1

Also known as the computer (or the IBM Automatic Sequence Controlled Calculator (ASCC)).

4
New cards

Harvard Mark 1

Is a room-sized, relay-based calculator. The machine had a fifty-five feet long, eight feet in high and five tons in weight.

5
New cards

ENIAC

An all-electronic calculating machine was proposed by physicist John Mauchly in 1942.

6
New cards

ENIAC

It is designed between 1943 and 1945, was the first large-scale computer to operate without being slowed by any mechanical components at electronic level.

7
New cards

Electronic Numerical Integrator And Computer

Definition of ENIAC.

8
New cards

PDP-1

Built in 1959.

9
New cards

PDP-1

It was the first consumer computer that concentrated on user interaction instead of the productive use of computer process.

10
New cards

PDP-1

The first computer game is generally assumed to be the game Spacewar!, developed in 1962 at MIT (Stephen Russell a.o.).

11
New cards

Programmed Data Processor-1

Definition of PDP-1.

12
New cards

Spacewar

Originally ran on a PDP-1 computer the size of a large car.

13
New cards

Grace Murray Hopper

The American computer scientist and rear admiral of the United States Navy was Grace Brewster Murray Hopper.

14
New cards

Grace Murray Hopper

She was one of the first Harvard Mark I computer programmers and a computer programming pioneer who invented one of the first links.

15
New cards

HCI

Is a collaborative area of research that focuses on computer technology development and, in particular, human (user) interaction with computers.

16
New cards

HCI

Has since grown to include almost all aspects of information technology design, although it was originally concerned with computers.

17
New cards

Human-Computer Interaction

Definition of HCI.

18
New cards

1. Useful

2. Usable

3. Used

Principle of HCI

19
New cards

Useful

Accomplish what is required (Functional, does things).

20
New cards

Usable

Do it easily and naturally without error (Does the right things).

21
New cards

Used

Make people want to use it (Be attractive, acceptable to org.).

22
New cards

Human Vision

Is a highly complex activity with a range of physical and perceptual limitations, yet it is the primary source of information for the average person.

23
New cards

The Sense of Hearing

Is often considered secondary to sight, but we tend to underestimate the amount of information that we receive through our ears.

24
New cards

Touch or Haptic Perception

The third and last of the senses. This sense is often viewed as less important than sight or hearing, imagine life without it.

25
New cards

Motor Control

How the way we move affects our interaction with computers.

26
New cards

The Ponzo Illusion

Is an optical illusion that was first demonstrated by the Italian psychologist Mario Ponzo (1882-1960) in 1913.

27
New cards

Mario Ponzo

He suggested that the human mind judges an object's size based on its background. He showed this by drawing two identical lines across a pair of converging lines, similar to railway tracks.

28
New cards

Muller-Lyer Illusion

Is a well known optical illusion in which two lines of the same length appear to be B .a C of different lengths.

29
New cards

Muller-Lyer Illusion

The illusion was first created by a German psychologist named Franz Carl Muller-Lyer in 1889.

30
New cards

Muller-Lyer Illusion

Is that our brains perceive the depths of the two shafts based upon depth cues. When the fins are pointing in toward the shaft of the line, we perceive it as sloping away much like the corner of a building.

31
New cards

1. Sensory Memory (Iconic, Echoic, Haptic)

2. Short-term Memory (Working Memory)

3. Long-term Memory

Information Stored in Memory (Human Memory)

32
New cards

Sensory Memory

Act as buffers for stimuli received through the senses.

33
New cards

Sensory Memory

Exists for each sensory channel: iconic memory, echoic memory, and haptic memory.

34
New cards

Sensory Memory

These memories are constantly overwritten by new information coming in on these channels.

35
New cards

Iconic Memory

For visual stimuli.

36
New cards

Echoic Memory

For aural stimuli.

37
New cards

Haptic Memory

For touch.

38
New cards

Short-Term Memory

Also known as the "working memory" that acts as a "scratch-pad" for temporary recall of information.

39
New cards

Short-Term Memory

It is used to store information which is only required fleetingly.

40
New cards

Short-Term Memory

Can be accessed rapidly, in the order of 70 ms. However, it also decays rapidly, meaning that information can only be held there temporarily, in the order of 200 ms.

41
New cards

Long-Term Memory

Our Main Resource.

42
New cards

Long-Term Memory

Here we store factual information, experiential knowledge, procedural rules of behavior - in fact, everything that we "know".

43
New cards

Long-Term Memory

Unlike working memory there is little decay: this recall after minutes is the same as that after hours or days.

44
New cards

Attention

Is the concentration of the mind on one out of a number of competing stimuli or thoughts. It is clear that we are able to focus our attention selectively, choosing to attend to one thing rather than another. This is due to the limited capacity sensory and mental processes.

45
New cards

Rehearsal Strategy

Uses repeated practice of information to learn it. When a student is presented with specific information to be learned, such as a list, often he will attempt to memorize the information by repeating it over and over.

46
New cards

1. Input/Output

2. Interaction

3. Virtual Reality

4. Memory

5. Processor

Elements of a Computer

47
New cards

Input Device

Are the hardware devices which take information from user of the computer system, convert it into electrical signals and transmit it to the processor.

48
New cards

Output Device

It is used to present information to the user from a computer.

49
New cards

Output Device

Take data from the computer system and convert it to a form that can be read by humans.

50
New cards

Computer Memory

Is a generic term for all of the different types of data storage technology that a computer may use, including RAM, ROM, and flash memory.

51
New cards

RAM (Random Access Memory)

Computer: Short Term Memory

52
New cards

RAM (Random Access Memory)

Is your system's short-term data storage; it stores the information your computer is actively using so that it can be accessed quickly.

53
New cards

RAM (Random Access Memory)

The more programs your system is running, the more memory you'll need.

54
New cards

1. ROM (Read Only Memory)

2. HDD (Hard Disk Drive)

3. SSD (Solid-State Drive)

Computer: Long Term Memory

55
New cards

ROM (Read Only Memory)

It refers to computer memory chips containing permanent or semi-permanent data.

56
New cards

ROM (Read Only Memory)

Used to store the start-up instructions for a computer, also known as the firmware.

57
New cards

ROM (Read Only Memory)

Is non-volatile; even after you turn off your computer, its contents will remain. It is mostly used for firmware updates.

58
New cards

Hard Disk Drive (HDD)

Is a magnetic storage device that is installed inside the computer.

59
New cards

Solid-State Drive (SSD)

Uses integrated circuit assemblies to store data persistently, typically using flash memory.

60
New cards

Optical Drive

Is a storage device that uses lasers to read data on the optical media.

61
New cards

ROM (Read Only Memory)

Media that is pre-recorded.

62
New cards

Recordable (R)

Media that can be recorded once.

63
New cards

Rewritable (RW)

Media that can be recorded, erased, and recorded.

64
New cards

Interaction Models

Help us to understand what is going on in the interaction between user and system.

65
New cards

Interaction Models

They address the translations between what the user wants and what the system does.

66
New cards

1. Batch Processing (1950s)

2. Timesharing (1960s)

3. Networking (1972s 1st Email) (1970s)

4. Graphical Display (1980s)

5. Microprocessor (1980s)

6. WWW (1990s)

7. Grid/Cloud Computing (1995s)

8. Human Robot Interaction (This Era)

9. Tablet/Table Top Computing (This Era)

Interaction Paradigms

67
New cards

1. Command Line Interface

2. Menu Interface

3. Natural Language

4. Query Interface

5. Form-Fills Interface

6. Spreadsheets Interface

7. Wimp Interface

8. Point & Click Interface

9. Three Dimensional Interfaces

Types of User Interfaces

68
New cards

Command Line Interface

Expressing instructions to the computer directly.

69
New cards

Command Line Interface

Use function keys, single characters, short

abbreviations, whole words, or a combination.

70
New cards

Command Line Interface

Suitable for repetitive tasks.

71
New cards

Command Line Interface

Better for expert users than novices.

72
New cards

Command Line Interface

Offers direct access to system functionality.

73
New cards

Command Line Interface

Command abbreviations should be meaningful.

74
New cards

Menu Interface

Set of options displayed on the screen:

1. Less Recall (Easier to use)

2. Rely on recognition so names should be meaningful

75
New cards

Menu Interface

Selection by: Numbers, letters, arrow keys, and mouse combination.

76
New cards

Menu Interface

Often (frequent) options hierarchically grouped.

77
New cards

Menu Interface

Restricted form of full WIMP system.

78
New cards

Natural Language

Familiar to user.

79
New cards

Natural Language

Speech recognition or typed natural language.

80
New cards

Natural Language

Problems: Vague, ambiguous, and hard to do well.

Solutions:

1. Try to understand a subset

2. Pick on key words

81
New cards

1. Question/Answer Interfaces

2. Query Languages

Types of Query Interfaces

82
New cards

Question/Answer Interfaces

User led through interaction via series of questions.

83
New cards

Question/Answer Interfaces

Suitable for novice users but restricted functionality.

84
New cards

Question/Answer Interfaces

Often used in information systems.

85
New cards

Query Languages

Used to retrieve information from database.

86
New cards

Query Languages

Requires understanding of database structure and language.

87
New cards

Query Languages

Syntax, hence requires some expertise.

88
New cards

Form-Fills Interface

Primarily for data entry or data retrieval.

89
New cards

Form-Fills Interface

Screen like paper form.

90
New cards

Form-Fills Interface

Data put in relevant place.

91
New cards

Form-Fills Interface

Requires:

1. Good design

2. Obvious correction facilities

92
New cards

VISICALC

The first spreadsheet program.

93
New cards

Lotus 1-2-3

Followed VISICALC.

94
New cards

MS Excel

The most common spreadsheet program.

95
New cards

Spreadsheet Interface

Has a sophisticated variation of form-filling:

1. Grid of cells contain a value or a formula

2. Formula can involve values of other cells

3. User can enter and alter data

4. Spreadsheet maintains consistency

96
New cards

Wimp Interface

Windows, Icon, Mice, and Pointer/Pull-Down Menus.

97
New cards

Wimp Interface

Default style for majority of interactive computer systems, especially PCs and desktop machines.

98
New cards

Point & Click Interface

Used in:

1. Multimedia, web browsers, and hypertext

2. Minimal Typing

3. Use in ATMs

99
New cards

Three Dimensional Interfaces

Virtual reality.

100
New cards

Three Dimensional Interfaces

"Ordinary" Window Systems (Highlight Visual).