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chapter 1
the human
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
Vision
Two stages in vision
• physical reception of stimulus
• processing and interpretation of
stimulus
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
Interpreting the signal (cont)
• The visual system compensates for:
– movement
– changes in luminance.
• Context is used to resolve ambiguity
• Optical illusions sometimes occur due to
over compensation
ARULKUMAR V - AP/CSE - SECE
Optical Illusions
the Ponzo illusion the Muller Lyer illusion
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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.
ARULKUMAR V - AP/CSE - SECE
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.
ARULKUMAR V - AP/CSE - SECE
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.
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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.
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
Short-term memory (STM)
• Scratch-pad for temporary recall
– rapid access ~ 70ms
– rapid decay ~ 200ms
– limited capacity - 7± 2 chunks
ARULKUMAR V - AP/CSE - SECE
Examples
212348278493202
0121 414 2626
HEC ATR ANU PTH ETR EET
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
LTM - semantic network
ARULKUMAR V - AP/CSE - SECE
Models of LTM - Frames
• Information organized in data structures
• Slots in structure instantiated with values for instance
of data
• Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: carniverous
sound: bark
Variable
size:
colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
ARULKUMAR V - AP/CSE - SECE
Models of LTM - Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
Script for a visit to the vet
Entry conditions: dog ill
vet open
owner has money
Result: dog better
owner poorer
vet richer
Props: examination table
medicine
instruments
Roles: vet examines
diagnoses
treats
owner brings dog in
pays
takes dog out
Scenes: arriving at reception
waiting in room
examination
paying
Tracks: dog needs medicine
dog needs operationARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
Thinking
Reasoning
deduction, induction, abduction
Problem solving
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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.
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
Problem solving
• Process of finding solution to unfamiliar task
using knowledge.
• Several theories.
• Gestalt
– 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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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)
ARULKUMAR V - AP/CSE - SECE
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
ARULKUMAR V - AP/CSE - SECE
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?
ARULKUMAR V - AP/CSE - SECE
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)
ARULKUMAR V - AP/CSE - SECE

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The human HCI

  • 1. chapter 1 the human ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 3. Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 7. Interpreting the signal (cont) • The visual system compensates for: – movement – changes in luminance. • Context is used to resolve ambiguity • Optical illusions sometimes occur due to over compensation ARULKUMAR V - AP/CSE - SECE
  • 8. Optical Illusions the Ponzo illusion the Muller Lyer illusion ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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. ARULKUMAR V - AP/CSE - SECE
  • 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. ARULKUMAR V - AP/CSE - SECE
  • 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. ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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. ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 17. Short-term memory (STM) • Scratch-pad for temporary recall – rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks ARULKUMAR V - AP/CSE - SECE
  • 18. Examples 212348278493202 0121 414 2626 HEC ATR ANU PTH ETR EET ARULKUMAR V - AP/CSE - SECE
  • 19. 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 ARULKUMAR V - AP/CSE - SECE
  • 20. 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 ARULKUMAR V - AP/CSE - SECE
  • 21. LTM - semantic network ARULKUMAR V - AP/CSE - SECE
  • 22. Models of LTM - Frames • Information organized in data structures • Slots in structure instantiated with values for instance of data • Type–subtype relationships DOG Fixed legs: 4 Default diet: carniverous sound: bark Variable size: colour COLLIE Fixed breed of: DOG type: sheepdog Default size: 65 cm Variable colour ARULKUMAR V - AP/CSE - SECE
  • 23. Models of LTM - Scripts Model of stereotypical information required to interpret situation Script has elements that can be instantiated with values for context Script for a visit to the vet Entry conditions: dog ill vet open owner has money Result: dog better owner poorer vet richer Props: examination table medicine instruments Roles: vet examines diagnoses treats owner brings dog in pays takes dog out Scenes: arriving at reception waiting in room examination paying Tracks: dog needs medicine dog needs operationARULKUMAR V - AP/CSE - SECE
  • 24. 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 ARULKUMAR V - AP/CSE - SECE
  • 25. 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 ARULKUMAR V - AP/CSE - SECE
  • 26. 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 ARULKUMAR V - AP/CSE - SECE
  • 27. 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 ARULKUMAR V - AP/CSE - SECE
  • 28. Thinking Reasoning deduction, induction, abduction Problem solving ARULKUMAR V - AP/CSE - SECE
  • 29. 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 ARULKUMAR V - AP/CSE - SECE
  • 30. 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 ARULKUMAR V - AP/CSE - SECE
  • 31. 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. ARULKUMAR V - AP/CSE - SECE
  • 32. 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 ARULKUMAR V - AP/CSE - SECE
  • 33. 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 ARULKUMAR V - AP/CSE - SECE
  • 34. Problem solving • Process of finding solution to unfamiliar task using knowledge. • Several theories. • Gestalt – 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 ARULKUMAR V - AP/CSE - SECE
  • 35. 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 ARULKUMAR V - AP/CSE - SECE
  • 36. 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 ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 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) ARULKUMAR V - AP/CSE - SECE
  • 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 ARULKUMAR V - AP/CSE - SECE
  • 41. 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? ARULKUMAR V - AP/CSE - SECE
  • 42. 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) ARULKUMAR V - AP/CSE - SECE