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chapter 1
the human
The Human
Humans are limited in their capacity to process
information. This has important implications for
design.
• 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
• Users share common capabilities. But are
individuals with differences, which should not
be ignored.
Introduction
• The human, the user is the one whom
computer systems are designed to assist. The
requirements of the user should therefore be
first priority.
• In order to design something for some-one,
we need to understand their capabilities and
limitations.
• In 1983, Card, Moran and Newell described
the Model Human Processor, which is a
simplified view of the human processing
involved in interacting with computer systems.
Introduction
• The model comprises three subsystems: the
perceptual system, handling sensory stimulus
(information) from the outside world, the
motor system, which controls actions, and the
cognitive system, which provides the processing
needed to connect the two.
• Each of these subsystems has its own processor
and memory, although obviously the complexity of
these varies depending on the complexity of the
tasks the subsystem has to perform. The model
also includes a number of principles of operation
which dictate the behavior of the systems under
certain conditions.
Introduction
Three components of this system:
1. input–output,
2. memory and
3. processing
In the human, we are dealing with an
intelligent information-processing system, and
processing therefore includes problem solving,
learning, and, consequently, making mistakes.
This model is obviously a simplification of the
real situation, since memory and processing
are required at all levels, as we have seen in
the Model Human Processor.
Input-Output Channels
• A person’s interaction with the outside world
occurs through information being received and
sent: input and output.
• In an interaction with a computer the user
receives information that is output by the
computer, and responds by providing input to
the computer – the user’s output becomes the
computer’s input and vice versa.
Input-Output Channels
• Input in the human occurs mainly through
the senses and output through the motor
control of the effectors.
• There are five major senses: sight, hearing,
touch, taste and smell.
• First three are the most important to HCI.
Taste and smell do not currently play a
significant role in HCI.
Input-Output Channels
• There are a number of effectors, including
the limbs, fingers, eyes, head and vocal
system.
• In the interaction with the computer, the
fingers play the primary role, through typing
or mouse control, with some use of voice, and
eye, head and body position.
Vision
• Human vision is a highly complex activity with
a range of physical and perceptual limitations,
yet it is the primary source of information for
the average person.
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.
• Context is used to resolve ambiguity
• Optical illusions sometimes occur due to
over compensation
Optical Illusions
the Ponzo illusion the Muller Lyer illusion
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
• 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 - 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
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 operation
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
– 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
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
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
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
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
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?
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)

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1588425445-2-human.ppt

  • 2. The Human Humans are limited in their capacity to process information. This has important implications for design. • 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 • Users share common capabilities. But are individuals with differences, which should not be ignored.
  • 3. Introduction • The human, the user is the one whom computer systems are designed to assist. The requirements of the user should therefore be first priority. • In order to design something for some-one, we need to understand their capabilities and limitations. • In 1983, Card, Moran and Newell described the Model Human Processor, which is a simplified view of the human processing involved in interacting with computer systems.
  • 4. Introduction • The model comprises three subsystems: the perceptual system, handling sensory stimulus (information) from the outside world, the motor system, which controls actions, and the cognitive system, which provides the processing needed to connect the two. • Each of these subsystems has its own processor and memory, although obviously the complexity of these varies depending on the complexity of the tasks the subsystem has to perform. The model also includes a number of principles of operation which dictate the behavior of the systems under certain conditions.
  • 5. Introduction Three components of this system: 1. input–output, 2. memory and 3. processing In the human, we are dealing with an intelligent information-processing system, and processing therefore includes problem solving, learning, and, consequently, making mistakes. This model is obviously a simplification of the real situation, since memory and processing are required at all levels, as we have seen in the Model Human Processor.
  • 6. Input-Output Channels • A person’s interaction with the outside world occurs through information being received and sent: input and output. • In an interaction with a computer the user receives information that is output by the computer, and responds by providing input to the computer – the user’s output becomes the computer’s input and vice versa.
  • 7. Input-Output Channels • Input in the human occurs mainly through the senses and output through the motor control of the effectors. • There are five major senses: sight, hearing, touch, taste and smell. • First three are the most important to HCI. Taste and smell do not currently play a significant role in HCI.
  • 8. Input-Output Channels • There are a number of effectors, including the limbs, fingers, eyes, head and vocal system. • In the interaction with the computer, the fingers play the primary role, through typing or mouse control, with some use of voice, and eye, head and body position.
  • 9. Vision • Human vision is a highly complex activity with a range of physical and perceptual limitations, yet it is the primary source of information for the average person. Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus
  • 10. 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
  • 11.
  • 12. 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
  • 13. 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
  • 14. 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
  • 15. Optical Illusions the Ponzo illusion the Muller Lyer illusion
  • 16. 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
  • 17. 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
  • 18. 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.
  • 19. 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.
  • 20. 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.
  • 21. 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
  • 22. 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.
  • 23. 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
  • 24. Short-term memory (STM) • Scratch-pad for temporary recall – rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks
  • 26. 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
  • 27. 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
  • 28. LTM - semantic network
  • 29. 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
  • 30. 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 operation
  • 31. 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
  • 32. 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
  • 33. 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
  • 34. 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
  • 36. 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
  • 37. 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
  • 38. 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.
  • 39.
  • 40. 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
  • 41. 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
  • 42. 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
  • 43. 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
  • 44. 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
  • 45. 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
  • 46. 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
  • 47. 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)
  • 48. 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
  • 49. 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?
  • 50. 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)

Editor's Notes

  1. - Haptics is Quite Literally The Science of Touch. Haptic sensations are created in consumer devices by actuators, or motors, which create a vibration. - Sensory memory is the shortest-term element of memory. It is the ability to retain impressions of sensory information after the original stimuli have ended.
  2. A stimulus is something that causes a physiological or psychological response: A stimulus can be internal or external. Sense organs, such as the ear, and sensory receptors, such as those in the skin, are sensitive to external stimuli such as sound and touch. On the one hand the physical properties of the eye and the visual system mean that there are certain things that cannot be seen by the human; on the other the interpretative capabilities of visual processing allow images to be constructed from incomplete information. We need to understand both stages as both influence what can and cannot be perceived visually by a human being, which in turn directly affects the way that we design computer systems.
  3. photoreceptor: rods and cones 120 million 6 million
  4. sharpness or keenness of thought, vision, or hearing. "intellectual acuity"
  5. Hue is determined by the spectral wavelength of the light Intensity is the brightness of the color Saturation is the amount of whiteness in the color
  6. Kinesthesis - For example, for a touch typist, awareness of the relative positions of the fingers and feedback from the keyboard are very important.
  7. The target may be a button, a menu item or an icon, for example. The time taken to hit a target is a function of the size of the target and the distance that has to be moved.
  8. The job of our memory system is to store and retrieve information. E.g. memory games arousal, our level of interest or need. E.g. hear our name in cocktail party.
  9. e.g., multiplication 35 × 6 in your head. OR to comprehend this sentence you need to hold in your mind the beginning of the sentence as you read the rest.
  10. - store factual information, experiential knowledge, procedural rules of behavior
  11. how information finds its way into and out of the human system and how it is stored. Finally, we come to look at how it is processed and manipulated. This is perhaps the area which is most complex and which separates humans from other information-processing systems, both artificial and natural. Reasoning is the process by which we use the knowledge we have to draw conclusions or infer something new about the domain of interest.
  12. Draw conclusions using knowledge
  13. invalid deduction - since we are not told that all babies are people. It is therefore logically possible that the babies who cry are those who are not people. It is at this point, where truth and validity clash. We assume a certain amount of shared knowledge in our dealings with each other, which in turn allows us to interpret the inferences and deductions implied by others. If validity rather than truth was preferred, all premises would have to be made explicit.
  14. In spite of its unreliability, induction is a useful process, which we use constantly in learning about our environment. Even if we saw an elephant without a trunk, we would be unlikely to move from our position that ‘All elephants have trunks’, since we are better at using positive than negative evidence. In spite of its unreliability, induction is a useful process, which we use constantly in learning about our environment.
  15. A common response to this (was it yours?) is to check the E and the 4. However, this uses only positive evidence. In fact, to test the truth of the statement we need to check negative evidence: if we can find a card which has an odd number on one side and a vowel on the other we have disproved the statement. We must therefore check E and 7. (It does not matter what is on the other side of the other cards: the statement does not say that all even numbers have vowels, just that all vowels have even numbers.)
  16. This can lead to problems in using interactive systems. If an event always follows an action, the user will infer that the event is caused by the action unless evidence to the contrary is made available. If, in fact, the event and the action are unrelated, confusion and even error often result.
  17. it does not provide sufficient evidence or structure to support its theories. apes, which he observed joining sticks together in order to reach food outside their cages Maier’s pendulum problem, The problem was this: the subjects were in a room with two pieces of string hanging from the ceiling.
  18. The problem has an initial state and a goal state and people use the operators to move from the former to the latter.  heuristics - trial-and-error method of problem solving used when an algorithmic approach is impractical. e.g. reorganizing your office and move your desk from the north wall to the window.
  19. Analogy - for example a doctor using rays to destroy a tumor. A general is attacking a fortress. He can’t send all his men in together as the roads are mined to explode Skill – e.g. Chess Playing; skilled computer programmers
  20. People build their own theories to understand the causal behavior of systems; termed as mental models. E.g. stop at the shop on the way home from work Mistake - light switch and the lift button were inconsistent.
  21. - we have concentrated on human perceptual and cognitive abilities. But human experience is far more complex than this. Our emotional response to situations affects how we perform. - Canon - recognition of physiological changes. physical symptoms but not the emotion like, anger or fear is same in drugs too - SS - same physiological response of a pounding heart will be interpreted as excitement if we are in a competition and fear if we find ourselves under attack
  22. Visual interfaces excludes those who are visually impaired, unless the design also makes use of the other sensory channels.