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chapter 1 
the human
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. 
• 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 
Þ 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 
7 E 4 K 
If a card has a vowel on one side it has an even number on the other 
Is this true? 
How many cards do you need to turn over to find out? 
…. and which cards?
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 
Þ 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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2026 e3 chap-01

  • 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
  • 3. Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus
  • 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
  • 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
  • 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
  • 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
  • 8. Optical Illusions the Ponzo illusion the Muller Lyer illusion
  • 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
  • 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
  • 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.
  • 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.
  • 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.
  • 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 Þ targets as large as possible distances as small as possible
  • 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.
  • 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
  • 17. Short-term memory (STM) • Scratch-pad for temporary recall – rapid access ~ 70ms – rapid decay ~ 200ms – limited capacity - 7± 2 chunks
  • 18. Examples 212348278493202 0121 414 2626 HEC ATR ANU PTH ETR EET
  • 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
  • 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
  • 21. LTM - semantic network
  • 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
  • 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 operation
  • 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
  • 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
  • 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
  • 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
  • 28. Thinking Reasoning deduction, induction, abduction Problem solving
  • 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
  • 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
  • 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.
  • 32. Wason's cards 7 E 4 K If a card has a vowel on one side it has an even number on the other Is this true? How many cards do you need to turn over to find out? …. and which cards?
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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. 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?
  • 42. Psychology and the Design of Interactive System • Some direct applications – e.g. blue acuity is poor Þ 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)