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Comprehensive vocabulary flashcards covering the human sensory system, memory systems, reasoning processes, error models, and foundational concepts of Human-Computer Interaction based on Chapter 1.
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Human-Computer Interaction (HCI)
The field of study that focuses on optimizing how users and computers interact by designing interactive computer interfaces that satisfy users' needs.
Key Components of HCI
The four fundamental components that constitute HCI: the user, the goal-oriented task, the interface, and the context.

The Eye (Physical Reception)
The physiological mechanism for receiving light reflected from objects and transforming it into electrical energy, focusing images upside-down onto the retina.
Rods
Photoreceptor cells located in the retina that provide low-light vision.
Cones
Photoreceptor cells located in the retina that are sensitive to colour wavelengths and enable colour vision.
Ganglion Cells
Cells connected to the retina and brain that function to detect patterns and movement.
Visual Angle
A measurement indicating how much of the view an object occupies, relating to the object's physical size and its distance from the eye.
Visual Acuity
The human visual system's capacity to perceive fine detail, which increases as luminance increases.
Blue Acuity
The visual acuity for blue colour, which is the lowest among visual wavelengths and makes small blue details hard to read or see.
Fixations
Stationary pauses of the eye during reading during which visual perception actually takes place.
Saccades
Rapid, jerky movements of the eye that occur between fixations while reading.
Auditory Frequency Range
The sound frequencies detectable by humans, spanning from 20Hz to 15kHz, with humans being less accurate at distinguishing high frequencies.
Mechanoreceptors
Skin sensory receptors that detect pressure, providing instant or continuous feedback to touch stimuli.
Thermoreceptors
Receptors in the human skin responsible for detecting sensations of heat and cold.
Nociceptors
Skin receptors specifically sensitive to noxious stimuli that signal pain.
Kinesthesis
The awareness of body position and limb movement, which directly impacts user comfort and performance during interaction.
Short-Term Memory (STM)
The temporary memory scratch-pad characterized by rapid access of approximately 70ms, rapid decay of approximately 200ms, and a capacity limited to 7±2 chunks.
Long-Term Memory (LTM)
The permanent repository for all knowledge, exhibiting slow access of approximately 101second, very slow decay, and a huge or unlimited capacity.
Episodic Memory
A form of long-term memory that stores a serial record of events and personal experiences.
Semantic Memory
Structured long-term memory consisting of facts, concepts, and skills, which is derived from episodic memory.
Retroactive Interference
An interference effect in long-term memory where newly acquired information replaces or hinders access to older information.
Proactive Inhibition
A memory interference effect in which previously learned old information hinders the retrieval or retention of newly acquired information.
Recognition
A memory retrieval process where presented information acts as its own cue to acknowledge prior exposure, requiring less cognitive effort than recall.
Recall
A memory retrieval process where stored information must be actively reproduced from memory, which can be assisted by cues like categories or imagery.
Deductive Reasoning
Deriving logically necessary conclusions from given premises, where argument validity depends purely on logical form and not on whether the premises are true.
Inductive Reasoning
Generalizing from observed cases to unobserved cases, a process that can be disproven by a single counterexample but cannot definitively prove a rule true.
Abductive Reasoning
Reasoning from an observed event backward to infer its probable cause, which can lead to unreliable or false explanations.
Gestalt Theory (Problem Solving)
A theory proposing that problem solving relies on reusing past experience combined with insight that restructures how the problem is perceived.
Problem Space
A problem-solving model centered on transitioning from an initial state to a goal state using heuristic procedures such as means-ends analysis.
Slips
Errors occurring when a user has the correct intention but performs the action incorrectly, often caused by inattention or poor physical skill.
Mistakes
Errors that occur when a user adopts the wrong intention due to incorrect understanding or a faulty mental model.
Mental Models
Internal representations formed by humans to conceptualize and predict how a system functions, which cause errors if incongruent with the actual system.
James-Lange Theory
A theory positing that emotion represents a person's cognitive interpretation of an automatic physiological response to an external stimulus.