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chapter 1
the human
Human Computer Interaction chapter 1.ppt
Human Computer Interaction chapter 1.ppt
Human Computer Interaction chapter 1.ppt
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
Vision
Two stages in vision
• physical reception of stimulus
• processing and interpretation of
stimulus
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
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
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
Interpreting the signal (cont)
• The visual system compensates for:
– movement
– changes in luminance (emitting or reflecting light).
• Context is used to resolve ambiguity
• Optical illusions sometimes occur due to
over compensation
Optical Illusions
the Ponzo illusion
the Muller Lyer illusion
Examples of Illusions
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
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
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.
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.
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.
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
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.
sensory memory
• Buffers for stimuli received through
senses
– iconic memory: visual stimuli
– echoic memory: aural stimuli
– haptic memory: tactile stimuli (Sense of touch)
• Examples
– “sparkler” trail
– stereo sound
• Continuously overwritten
Short-term memory (STM)
• Scratch-pad for temporary recall
– rapid access ~ 70ms
– rapid decay ~ 200ms
– limited capacity - 7± 2 chunks
Examples
212348278493202
0121 414 2626
HEC ATR ANU PTH ETR EET
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 – structured memory of facts, concepts,
skills
semantic LTM derived from episodic LTM
Long-term memory (cont.)
• Semantic memory structure
– provides access to information
– represents relationships between bits 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
LTM - semantic network
Models of LTM - Production rules
Representation of procedural knowledge.
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is wagging tail
THEN pat dog
IF dog is growling
THEN run away
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
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
LTM - retrieval
recall
– information reproduced from memory can be
assisted by cues, e.g. categories, imagery
recognition
– information gives knowledge that it has been seen
before
– less complex than recall - information is cue
Thinking
Reasoning
deduction, induction,
abduction
Problem solving
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
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
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.
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
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
Problem solving
• Process of finding solution to unfamiliar task
using knowledge.
• Several theories.
• Gestalt
• Analogy
• Skill acquisition
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
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
Physiology
The branch of the biological sciences dealing with the functioning of organisms
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)
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
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)
The End

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Human Computer Interaction chapter 1.ppt

  • 5. 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
  • 6. Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus
  • 7. 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
  • 8. 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
  • 9. 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
  • 10. Interpreting the signal (cont) • The visual system compensates for: – movement – changes in luminance (emitting or reflecting light). • Context is used to resolve ambiguity • Optical illusions sometimes occur due to over compensation
  • 11. Optical Illusions the Ponzo illusion the Muller Lyer illusion
  • 13. 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
  • 14. 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
  • 15. 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.
  • 16. 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.
  • 17. 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.
  • 18. 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
  • 19. 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.
  • 20. sensory memory • Buffers for stimuli received through senses – iconic memory: visual stimuli – echoic memory: aural stimuli – haptic memory: tactile stimuli (Sense of touch) • Examples – “sparkler” trail – stereo sound • Continuously overwritten
  • 21. Short-term memory (STM) • Scratch-pad for temporary recall – rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks
  • 23. 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 – structured memory of facts, concepts, skills semantic LTM derived from episodic LTM
  • 24. Long-term memory (cont.) • Semantic memory structure – provides access to information – represents relationships between bits 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
  • 25. LTM - semantic network
  • 26. Models of LTM - Production rules Representation of procedural knowledge. Condition/action rules if condition is matched then use rule to determine action. IF dog is wagging tail THEN pat dog IF dog is growling THEN run away
  • 27. 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
  • 28. 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
  • 29. LTM - retrieval recall – information reproduced from memory can be assisted by cues, e.g. categories, imagery recognition – information gives knowledge that it has been seen before – less complex than recall - information is cue
  • 31. 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
  • 32. 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
  • 33. 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.
  • 34. 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
  • 35. 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
  • 36. Problem solving • Process of finding solution to unfamiliar task using knowledge. • Several theories. • Gestalt • Analogy • Skill acquisition
  • 37. 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
  • 38. 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 Physiology The branch of the biological sciences dealing with the functioning of organisms
  • 39. 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)
  • 40. 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
  • 41. 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)