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chapter 1
the human
1
the human
• Information i/o …
– visual, auditory, haptic, movement
• Information stored in memory
– sensory, short-term, long-term
• Information processed and applied
– reasoning, problem solving, skill, error
• Emotion influences human capabilities
• Each person is different
2
Vision
Two stages in vision
• physical reception of stimulus
• processing and interpretation of
stimulus
3
The Eye - physical reception
• mechanism for receiving light and
transforming it into electrical energy
• light reflects from objects
• images are focused upside-down on
retina
• retina contains rods for low light vision
and cones for colour vision
• ganglion cells (brain!) detect pattern
and movement
4
Interpreting the signal
• Size and depth
– visual angle indicates how much of view
object occupies
(relates to size and distance from eye)
– visual acuity is ability to perceive detail
(limited)
– familiar objects perceived as constant size
(in spite of changes in visual angle when far away)
– cues like overlapping help perception of
size and depth
5
Interpreting the signal (cont)
• Brightness
– subjective reaction to levels of light
– affected by luminance of object
– measured by just noticeable difference
– visual acuity increases with luminance as does
flicker
• Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females colour blind
6
Interpreting the signal (cont)
• The visual system compensates for:
– movement
– changes in luminance.
• Context is used to resolve ambiguity
• Optical illusions(fareb e nazar)
sometimes occur due to over
compensation
7
Optical Illusions
the Ponzo illusion the Muller Lyer illusion
8
Reading
• Several stages:
– visual pattern perceived
– decoded using internal representation of language
– interpreted using knowledge of syntax, semantics,
pragmatics
• Reading involves saccades and fixations
• Perception occurs during fixations
• Word shape is important to recognition
• Negative contrast improves reading from
computer screen
9
Hearing
• Provides information about environment:
distances, directions, objects etc.
• Physical apparatus:
– outer ear – protects inner and amplifies sound
– middle ear – transmits sound waves as
vibrations to inner ear
– inner ear – chemical transmitters are released
and cause impulses in auditory nerve
• Sound
– pitch – sound frequency
– loudness – amplitude
– timbre – type or quality
10
Hearing (cont)
• Humans can hear frequencies from 20Hz to
15kHz
– less accurate distinguishing high frequencies than
low.
• Auditory system filters sounds
– can attend to sounds over background noise.
– for example, the cocktail party phenomenon.
11
Touch
• Provides important feedback about environment.
• May be key sense for someone who is visually impaired.
• Stimulus received via receptors in the skin:
– thermoreceptors – heat and cold
– nociceptors – pain
– mechanoreceptors – pressure
(some instant, some continuous)
• Some areas more sensitive than others e.g. fingers.
• Kinethesis - awareness of body position
– affects comfort and performance.
12
Movement
• Time taken to respond to stimulus:
reaction time + movement time
• Movement time dependent on age, fitness etc.
• Reaction time - dependent on stimulus type:
– visual ~ 200ms
– auditory ~ 150 ms
– pain ~ 700ms
• Increasing reaction time decreases accuracy in
the unskilled operator but not in the skilled
operator.
13
Movement (cont)
• Fitts' Law describes the time taken to hit a
screen target:
Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target
⇒ targets as large as possible
distances as small as possible
14
Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
Selection of stimuli governed by level of arousal.
15
sensory memory
• Buffers for stimuli received through
senses
– iconic memory: visual stimuli
– echoic memory: aural stimuli
– haptic memory: tactile stimuli
• Examples
– “sparkler” trail
– stereo sound
• Continuously overwritten
16
Short-term memory (STM)
• Scratch-pad for temporary recall
– rapid access ~ 70ms
– rapid decay ~ 200ms
– limited capacity - 7± 2 chunks
17
Long-term memory (LTM)
• Repository for all our knowledge
– slow access ~ 1/10 second
– slow decay, if any
– huge or unlimited capacity
• Two types
– episodic – serial memory of events
– semantic(meanings) – structured memory of
facts,concepts, skills
semantic LTM derived from episodic LTM
18
Long-term memory (cont.)
• Semantic memory structure
– provides access to information
– represents relationships between bits(information
about parents and parents) of information
– supports inference
• Model: semantic network
– inheritance – child nodes inherit properties of
parent nodes
– relationships between bits of information explicit
– supports inference through inheritance
19
LTM - Storage of information
• rehearsal
– information moves from STM to LTM
• total time hypothesis
– amount retained proportional to rehearsal time
• distribution of practice effect
– optimized by spreading learning over time
• structure, meaning and familiarity
– information easier to remember
20
LTM - Forgetting
decay
– information is lost gradually but very slowly
interference
– new information replaces old: retroactive
interference
– old may interfere with new: proactive inhibition
so may not forget at all memory is selective …
… affected by emotion – can subconsciously `choose' to
forget
21
LTM - retrieval
recall
– information reproduced from memory can be
assisted by cues, e.g. categories, imagery
Recognition(you should need one or hint
for recalling)
– information gives knowledge that it has been seen
before
– less complex than recall - information is cue
22
Thinking
Reasoning
deduction, induction, abduction
Problem solving
23
Deductive Reasoning
• Deduction:
– derive logically necessary conclusion from given
premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Logical conclusion not necessarily true:
e.g. If it is raining then the ground is dry
It is raining
Therefore the ground is dry
24
Deduction (cont.)
• When truth and logical validity clash …
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
• People bring world knowledge to bear
25
Inductive Reasoning
• Induction:
– generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
• Unreliable:
– can only prove false not true
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.
26
Wason's cards
Is this true?
How many cards do you need to turn over to find out?
…. and which cards?
If a card has a vowel on one side it has an even number on the other
7 E 4 K
27
Abductive reasoning
• reasoning from event to cause
e.g. Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
• Unreliable:
– can lead to false explanations
28
Problem solving
• Process of finding solution to unfamiliar task
using knowledge.
• Several theories.
• Gestalt( shape, form)
– problem solving both productive and reproductive
– productive draws on insight and restructuring of problem
– attractive but not enough evidence to explain `insight'
etc.
– move away from behaviourism and led towards
information processing theories
29
Problem solving (cont.)
Problem space theory
– problem space comprises problem states
– problem solving involves generating states using legal
operators
– heuristics may be employed to select operators
e.g. means-ends analysis
– operates within human information processing system
e.g. STM limits etc.
– largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
30
Problem solving (cont.)
• Analogy
– analogical mapping:
• novel problems in new domain?
• use knowledge of similar problem from similar domain
– analogical mapping difficult if domains are semantically
different
• Skill acquisition
– skilled activity characterized by chunking
• lot of information is chunked to optimize STM
– conceptual rather than superficial grouping of problems
– information is structured more effectively
31
Errors and mental models
Types of error
• slips
– right intention, but failed to do it right
– causes: poor physical skill,inattention etc.
– change to aspect of skilled behaviour can cause slip
• mistakes
– wrong intention
– cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
32
Emotion
• Various theories of how emotion works
– James-Lange: emotion is our interpretation of a
physiological response to a stimuli
– Cannon: emotion is a psychological response to a
stimuli
– Schacter-Singer: emotion is the result of our
evaluation of our physiological responses, in the
light of the whole situation we are in
• Emotion clearly involves both cognitive and
physical responses to stimuli
33
Emotion (cont.)
• The biological response to physical stimuli is
called affect
• Affect influences how we respond to situations
– positive → creative problem solving
– negative → narrow thinking
“Negative affect can make it harder to do
even easy tasks; positive affect can make
it easier to do difficult tasks”
(Donald Norman)
34
Emotion (cont.)
• Implications for interface design
– stress will increase the difficulty of problem
solving
– relaxed users will be more forgiving of
shortcomings in design
– aesthetically pleasing and rewarding
interfaces will increase positive affect
35
Individual differences
• long term
– sex, physical and intellectual abilities
• short term
– effect of stress or fatigue
• changing
– age
Ask yourself:
will design decision exclude section of user
population?
36
Psychology and the Design of
Interactive System
• Some direct applications
– e.g. blue acuity is poor
⇒ blue should not be used for important detail
• However, correct application generally requires
understanding of context in psychology, and an
understanding of particular experimental conditions
• A lot of knowledge has been distilled in
– guidelines (chap 7)
– cognitive models (chap 12)
– experimental and analytic evaluation techniques (chap 9)
37

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Chap 01 human computer interaction

  • 2. the human • Information i/o … – visual, auditory, haptic, movement • Information stored in memory – sensory, short-term, long-term • Information processed and applied – reasoning, problem solving, skill, error • Emotion influences human capabilities • Each person is different 2
  • 3. Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus 3
  • 4. The Eye - physical reception • mechanism for receiving light and transforming it into electrical energy • light reflects from objects • images are focused upside-down on retina • retina contains rods for low light vision and cones for colour vision • ganglion cells (brain!) detect pattern and movement 4
  • 5. Interpreting the signal • Size and depth – visual angle indicates how much of view object occupies (relates to size and distance from eye) – visual acuity is ability to perceive detail (limited) – familiar objects perceived as constant size (in spite of changes in visual angle when far away) – cues like overlapping help perception of size and depth 5
  • 6. Interpreting the signal (cont) • Brightness – subjective reaction to levels of light – affected by luminance of object – measured by just noticeable difference – visual acuity increases with luminance as does flicker • Colour – made up of hue, intensity, saturation – cones sensitive to colour wavelengths – blue acuity is lowest – 8% males and 1% females colour blind 6
  • 7. Interpreting the signal (cont) • The visual system compensates for: – movement – changes in luminance. • Context is used to resolve ambiguity • Optical illusions(fareb e nazar) sometimes occur due to over compensation 7
  • 8. Optical Illusions the Ponzo illusion the Muller Lyer illusion 8
  • 9. Reading • Several stages: – visual pattern perceived – decoded using internal representation of language – interpreted using knowledge of syntax, semantics, pragmatics • Reading involves saccades and fixations • Perception occurs during fixations • Word shape is important to recognition • Negative contrast improves reading from computer screen 9
  • 10. Hearing • Provides information about environment: distances, directions, objects etc. • Physical apparatus: – outer ear – protects inner and amplifies sound – middle ear – transmits sound waves as vibrations to inner ear – inner ear – chemical transmitters are released and cause impulses in auditory nerve • Sound – pitch – sound frequency – loudness – amplitude – timbre – type or quality 10
  • 11. Hearing (cont) • Humans can hear frequencies from 20Hz to 15kHz – less accurate distinguishing high frequencies than low. • Auditory system filters sounds – can attend to sounds over background noise. – for example, the cocktail party phenomenon. 11
  • 12. Touch • Provides important feedback about environment. • May be key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: – thermoreceptors – heat and cold – nociceptors – pain – mechanoreceptors – pressure (some instant, some continuous) • Some areas more sensitive than others e.g. fingers. • Kinethesis - awareness of body position – affects comfort and performance. 12
  • 13. Movement • Time taken to respond to stimulus: reaction time + movement time • Movement time dependent on age, fitness etc. • Reaction time - dependent on stimulus type: – visual ~ 200ms – auditory ~ 150 ms – pain ~ 700ms • Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator. 13
  • 14. Movement (cont) • Fitts' Law describes the time taken to hit a screen target: Mt = a + b log2(D/S + 1) where: a and b are empirically determined constants Mt is movement time D is Distance S is Size of target ⇒ targets as large as possible distances as small as possible 14
  • 15. Memory There are three types of memory function: Sensory memories Short-term memory or working memory Long-term memory Selection of stimuli governed by level of arousal. 15
  • 16. sensory memory • Buffers for stimuli received through senses – iconic memory: visual stimuli – echoic memory: aural stimuli – haptic memory: tactile stimuli • Examples – “sparkler” trail – stereo sound • Continuously overwritten 16
  • 17. Short-term memory (STM) • Scratch-pad for temporary recall – rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks 17
  • 18. Long-term memory (LTM) • Repository for all our knowledge – slow access ~ 1/10 second – slow decay, if any – huge or unlimited capacity • Two types – episodic – serial memory of events – semantic(meanings) – structured memory of facts,concepts, skills semantic LTM derived from episodic LTM 18
  • 19. Long-term memory (cont.) • Semantic memory structure – provides access to information – represents relationships between bits(information about parents and parents) of information – supports inference • Model: semantic network – inheritance – child nodes inherit properties of parent nodes – relationships between bits of information explicit – supports inference through inheritance 19
  • 20. LTM - Storage of information • rehearsal – information moves from STM to LTM • total time hypothesis – amount retained proportional to rehearsal time • distribution of practice effect – optimized by spreading learning over time • structure, meaning and familiarity – information easier to remember 20
  • 21. LTM - Forgetting decay – information is lost gradually but very slowly interference – new information replaces old: retroactive interference – old may interfere with new: proactive inhibition so may not forget at all memory is selective … … affected by emotion – can subconsciously `choose' to forget 21
  • 22. LTM - retrieval recall – information reproduced from memory can be assisted by cues, e.g. categories, imagery Recognition(you should need one or hint for recalling) – information gives knowledge that it has been seen before – less complex than recall - information is cue 22
  • 24. Deductive Reasoning • Deduction: – derive logically necessary conclusion from given premises. e.g. If it is Friday then she will go to work It is Friday Therefore she will go to work. • Logical conclusion not necessarily true: e.g. If it is raining then the ground is dry It is raining Therefore the ground is dry 24
  • 25. Deduction (cont.) • When truth and logical validity clash … e.g. Some people are babies Some babies cry Inference - Some people cry Correct? • People bring world knowledge to bear 25
  • 26. Inductive Reasoning • Induction: – generalize from cases seen to cases unseen e.g. all elephants we have seen have trunks therefore all elephants have trunks. • Unreliable: – can only prove false not true … but useful! • Humans not good at using negative evidence e.g. Wason's cards. 26
  • 27. Wason's cards Is this true? How many cards do you need to turn over to find out? …. and which cards? If a card has a vowel on one side it has an even number on the other 7 E 4 K 27
  • 28. Abductive reasoning • reasoning from event to cause e.g. Sam drives fast when drunk. If I see Sam driving fast, assume drunk. • Unreliable: – can lead to false explanations 28
  • 29. Problem solving • Process of finding solution to unfamiliar task using knowledge. • Several theories. • Gestalt( shape, form) – problem solving both productive and reproductive – productive draws on insight and restructuring of problem – attractive but not enough evidence to explain `insight' etc. – move away from behaviourism and led towards information processing theories 29
  • 30. Problem solving (cont.) Problem space theory – problem space comprises problem states – problem solving involves generating states using legal operators – heuristics may be employed to select operators e.g. means-ends analysis – operates within human information processing system e.g. STM limits etc. – largely applied to problem solving in well-defined areas e.g. puzzles rather than knowledge intensive areas 30
  • 31. Problem solving (cont.) • Analogy – analogical mapping: • novel problems in new domain? • use knowledge of similar problem from similar domain – analogical mapping difficult if domains are semantically different • Skill acquisition – skilled activity characterized by chunking • lot of information is chunked to optimize STM – conceptual rather than superficial grouping of problems – information is structured more effectively 31
  • 32. Errors and mental models Types of error • slips – right intention, but failed to do it right – causes: poor physical skill,inattention etc. – change to aspect of skilled behaviour can cause slip • mistakes – wrong intention – cause: incorrect understanding humans create mental models to explain behaviour. if wrong (different from actual system) errors can occur 32
  • 33. Emotion • Various theories of how emotion works – James-Lange: emotion is our interpretation of a physiological response to a stimuli – Cannon: emotion is a psychological response to a stimuli – Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the light of the whole situation we are in • Emotion clearly involves both cognitive and physical responses to stimuli 33
  • 34. Emotion (cont.) • The biological response to physical stimuli is called affect • Affect influences how we respond to situations – positive → creative problem solving – negative → narrow thinking “Negative affect can make it harder to do even easy tasks; positive affect can make it easier to do difficult tasks” (Donald Norman) 34
  • 35. Emotion (cont.) • Implications for interface design – stress will increase the difficulty of problem solving – relaxed users will be more forgiving of shortcomings in design – aesthetically pleasing and rewarding interfaces will increase positive affect 35
  • 36. Individual differences • long term – sex, physical and intellectual abilities • short term – effect of stress or fatigue • changing – age Ask yourself: will design decision exclude section of user population? 36
  • 37. Psychology and the Design of Interactive System • Some direct applications – e.g. blue acuity is poor ⇒ blue should not be used for important detail • However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions • A lot of knowledge has been distilled in – guidelines (chap 7) – cognitive models (chap 12) – experimental and analytic evaluation techniques (chap 9) 37