IDSC 3001 Test G (Topics 13 and 14)

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Last updated 12:49 PM on 5/7/26
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57 Terms

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E-Waste

Discarded, often obsolete technology; also known as electronic waste

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Results of e-waste if there is no intervention

Annual e-waste is expected to more than double in the next three decades. Consumer electronics and computing equipment can be a toxic cocktail that includes cadmium, mercury, lead, and other hazardous materials. Crushing flammable lithium-ion batteries in with paper, cardboard, and other fire fuel has led to an uptick in recycling center fires.

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Priming Effect

Introduction of one stimulus unconsciously influences the response to a subsequent stimulus

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Attention Bias

Perception is affected by what's on people thoughts at the time.

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Weber-Fechner Laws

Perceived change to stimuli is proportional to the initial stimuli (logarithmic)

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Ostridge Effect

avoiding negative information

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Verbatim effect

exact wording is harder to remember than the 'gist' of what someone has said

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Context Effect

cognition and memory are dependent on context(e.g., harder to recall a work associate at a non-work party)

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Peak-end Rule

Individuals recall a memory at the end of an eventor at its peak (pleasant or unpleasant)

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Occam's Razor

The philosophy that the simplest explanation is usually the correct one

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Loss Aversion

losses are as much as twice as powerful, psychologically, as gains

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Illusory Superiority

Individuals tend to overestimate their own qualities and abilities

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Ambiguity Bias

People select options where the favorable outcome probably is known, versus unknown

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Gambler's Fallacy

Belief that an event is more or less likely, given a previous series of events

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Bandwagon Effect

adoption increases in proportion of other's adopting

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Halo Effect

Positive impression of a person, brand, or product in one area, will influence one's opinion or feelings in another

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Confirmation Bias

Tendency to search for, and favor information that confirms one's beliefs

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Survival Deviation

focusing on things that survived, when you should be focused on the exact opposite.

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Heuristics Definition

The way humans use bias, tendencies, and shortcuts to make decisions, understanding these shortcuts can aid in design

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Gestalt Principles (Visual Optimization)

Human's are looking for patterns, logic, form, and structure. Meeting these needs can create more effective designs

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Good Figure

Human's tend to simplify. Items grouped together are perceived as a single object

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Similarity

Similar objects (shape, size, color) are grouped together

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Closure

Humans will connect elements with a gap, even if they don't touch

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Proximity

Elements will be grouped together based on how close they are to other elements

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Continuation

Intersecting objects are perceived as a single object.

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Symmetry

Groupings of objects are perceived to be shapes formed around their center.

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Availability

we use whatever information is easily accessible to create judgements

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Social Proof

basically, recommendations and ratings work!

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Endowed progress effect

A loyalty card that starts with two free stamps in a buy ten get one free program.

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Anchoring

25% off might induce us to buy a product, even when the similar product next to it is the same price.

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Scarcity

"only two tickets remain at this price"

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Framing

Price, color, and other attributes may affect our perception of quality, value, etc.

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Priming

If you see the word hand in front of fis__, your brain will fill in the word fist. If you saw swim, your brain would fill in fish

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Sunk Cost Fallacy

believing that prior investments justify further expenditures

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Illusion of Control

tendency for people to overestimate their ability to influence outcomes.

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Statistical Bias

Sampling error, Improper techniques, etc

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Conflicts of Interest

Funding bias, regulatory issues, favoritism, etc.

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Prejudices

Racism, sexism, classism, etc

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Moore's Law

Chip performance per dollar doubles every eighteen months

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Contextual Bias

Media bias, Academic bias, etc

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microprocessor

Part of the computer that executes the instructions of a computer program

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random-access memory (RAM)

Fast, chip-based volatile storage in a computing device

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volatile memory

Storage that is wiped clean when power is cut off from a device

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nonvolatile memory

storage that retains data even when powered down

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Flash memory

Nonvolatile, chip-based storage

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solid state electronics

Semiconductor-based devices.

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semiconductor

Substance such as silicon dioxide used inside most computer chips that is capable of enabling and inhibiting the flow of electricity

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optical fiber line

High-speed glass or plastic-lined networking cable used in telecommunications.

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price elasticity

Rate at which the demand for a product or service fluctuates with price change.

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microcontrollers

Special-purpose computing devices that don't have an operating system and can't do as much as general purpose computers or smartphones

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Internet of Things (loT)

A vision where low-cost sensors, processors, and communication are embedded into a wide array of products and our environment, allowing a vast network to collect data, analyze input, and automatically coordinate collective action

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fabs

semiconductor fabrication facilities

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silicon wafers

Thin, circular slice of material used to create semiconductor device

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multicore microprocessors

Contain two or more calculating processor cores on the same piece of silicon

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deepfake

Creates bogus media—images, sound, or video—created by artificial intelligence that distort media in a way that makes it appear that a false event actually took place

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shallowfakes

Manipulating media without the using artificial intelligence. Examples might include using Photoshop or simply slowing down a video and passing the distortion off as truth.

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