Human factors and cognition must be considered in HCI design. Cognition involves how we process and understand information. Key cognitive theories for HCI include information processing models, which view interaction as involving sensory memory, working memory, and long-term memory. Mental models and conceptual models help explain how users understand a system. Gulf of execution and evaluation describe differences between user goals/mental models and the actual system. Distributed and external cognition frameworks emphasize how knowledge is situated across internal and external representations. Embodied interaction also notes how the body influences cognition. Perception involves visual, auditory, and haptic senses. Constructivist and ecological theories describe how perception involves constructing meaning or directly detecting information. Gestalt laws and affordances respectively influence how
This document discusses human factors and human information processing. It provides definitions of human factors as a field that applies human characteristics like perception and memory to product and system design. It then discusses models of human information processing, comparing the human to a computer system with input, processing, and output subsystems. The document outlines several stages of human information processing - perceptual, cognitive, and action stages. It also discusses perspectives on user interface design, focusing on functional, aesthetic, and structural perspectives.
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Social and organizational perspective in HCISaqib Shehzad
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Leveraging social media for training object detectorsManish Kumar
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This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
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This document discusses human factors and human information processing. It provides definitions of human factors as a field that applies human characteristics like perception and memory to product and system design. It then discusses models of human information processing, comparing the human to a computer system with input, processing, and output subsystems. The document outlines several stages of human information processing - perceptual, cognitive, and action stages. It also discusses perspectives on user interface design, focusing on functional, aesthetic, and structural perspectives.
This document provides an overview of the topics to be covered in Week 2 of an Intelligent Interfaces course. It discusses the need for intelligent interfaces and the difference between intelligent interfaces and interfaces for intelligent systems. It describes the components of intelligent interfaces and various theories of human information processing, including methods and models. Learning outcomes focus on describing intelligent interfaces, explaining the difference between intelligent interfaces and interfaces for intelligent systems, listing intelligent interface components, and comparing information processing theories.
Snips and snails and puppy dog tails: the need to preserve complexity in math...Universidade de Lisboa
Plenary address in reply to “The Use of Digital Tools in Web-based Mathematical Problem Solving: different levels of sophistication in Solving-and-Expressing” (Jacinto, Nobre, Carreira & Amado, 2014)
Conference Problem@Web | 2-4 May 2014 | Portugal
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This document discusses social and organizational perspectives in human-computer interaction (HCI). It covers computer supported cooperative work (CSCW) and groupware, which aim to support collaborative activities over networks. CSCW focuses on how computer systems can aid collaboration and coordination between people working toward common goals. Core dimensions of CSCW include awareness of others' activities, dividing and integrating work, and adapting technology to different situations. Groupware software like email and calendars supports group work. The document also discusses quantitative and qualitative approaches to studying social and organizational activities, as well as concepts like social interaction, remote collaboration, and organizational interaction. Finally, it briefly introduces social media, user-generated content, and 13 principles of effective display design.
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The document discusses using collective intelligence from social media to enhance object detectors. It describes how social media has generated tremendous user-contributed data with tags indicating meaning. This motivates investigating whether collective intelligence from social media can remove the need for dedicated human supervision during machine learning. Specifically, the author examines whether tags from social media can guide a learning process to teach machines object recognition from visual content like humans.
This document discusses cognitive aspects of multimedia presentations for learning. It covers several topics:
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- Cognitive psychology and learning theories should inform multimedia design to best facilitate learning.
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This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
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In search of a model of human dynamics analysis applied to social sciencesDalton Martins
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complex systems that they are part of
– which analytical dimensions that we must
take into consideration for building an efficient
method to research human dynamics
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- The von Krogh and Roos Model distinguishes between individual and social knowledge and analyzes how knowledge is acquired and shared in organizations.
- The Choo Sense-Making KM Model focuses on sense making, knowledge creation, and decision making to help organizations adapt strategically.
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This presentation looks at many of the user centred design processes being used today and the different steps they take to shepard a system from conception through to production. It highlights some major common shortcomings within these processes and offers a solution based on research and evaluative techniques that may lead to a more holistic appraisal of a system with regard to experiential data.
This document discusses knowledge application, which is the final step in the knowledge management cycle where knowledge that has been captured and shared is put to actual use. It describes how user and task modeling can help promote effective knowledge application at the individual, group, and organizational levels. It also discusses knowledge management systems, knowledge reuse, and the strategic and practical implications of facilitating knowledge application within an organization.
Snips and snails and puppy dog tails: the need to preserve complexity in math...Universidade de Lisboa
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The document discusses systems thinking and its importance for understanding complex problems and business models. It introduces various systems thinking concepts, models, and tools. Specifically, it covers:
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2) Examining systems behavior over time and how systems change dynamically rather than statically.
3) The need to think holistically about systems and consider human factors, as technical problems often have human causes at their root.
Interface Design - an overview on recent findings in HCI research and examples of interfaces created by WebFoo Interface Division.
This slideshow was presented by our Creative Director, Mihai Varga, at a guest lecture at Surrey University in March 2014.
Cognitive science is an interdisciplinary field that studies the mind from an information processing perspective. It aims to model human performance to enhance knowledge workers like clinicians. Connectionism uses computer modeling of neural networks to explain human intellect. Neural networks are interconnected systems that mimic the brain's neurons and synapses. Cognitive informatics bridges the understanding of how information is processed in the mind and computer to build more efficient systems. Artificial intelligence develops tools based on human thought and intelligence to help capture complex cognitive processes.
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At the very heart of cognitive psychology is the idea of information processing. Cognitive psychology sees the individual as a processor of information, in much the same way that a computer takes in information and follows a program to produce an output.Cognitive psychology compares the human mind to a computer, suggesting that we too are information processors and that it is possible and desirable to study the internal mental / mediational processes that lie between the stimuli (in our environment) and the response we make.
The information processing paradigm of cognitive psychology views that minds in terms of a computer when processing information.
However, there are important difference between humans and computers. The mind does not process information like a computer as computers don’t have emotions or get tired like humans
The document discusses predicting human behavior and privacy issues in online social networks. It covers topics like understanding human behavior in social communities, user data management and inference, enabling new human experiences through reality mining and context awareness, and privacy concerns in online social networks. Architectural frameworks and methodologies are presented for managing user data, generating new knowledge, and exposing services to predict behavior and enhance experiences while maintaining user privacy.
The experiential utility: how behavioural economics can help hci to define qu...Stefano Bussolon
Economists define utility as the total satisfaction received from consuming a good or service. Neoclassical economics assume that humans act as perfectly rational agents whose ultimate goal is to maximize their subjective utility. Behavioral economists and psychologists, however, showed that people behave in ways that violate the neoclassical axioms, and follow a number of cognitive heuristics.
Nonetheless, the concept of utility is useful, psychologically intuitive, and there is some evidence that some regions of the primates' brain encode a form of "common currency" of the value of a good.
I will present an experiential utility model that is psychologically plausible, and the main dimensions of the model will be mapped on an experiential utility space. The practical applicability of the map will be shown in a case study where two types of insurance companies - traditional (broker mediated) and direct (online) companies will be mapped on the dimensions of the experience utility map.
Personality Traits and Visualization Survey by Christy CaseChristy C Langdon
This document summarizes key findings from 5 research articles on personality traits and visualization. The articles found:
1) Machine learning can classify users as fast or slow based on eye gaze and interaction data, and predict personality traits. This could enable real-time adaptive visualization systems.
2) Studies found locus of control, a personality measure, was important - those with internal locus performed better on procedural tasks in different interfaces.
3) Gaze-cursor alignment varies by time, task, and cursor behavior. Models using multiple cursor features can predict gaze better than cursor position alone.
4) Manipulating locus of control influenced visualization task performance, showing personality affects problem-solving.
5) Intro
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
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Chapter 4
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Chapter 5
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Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
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Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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2. Introduction
1. Human/computer interaction is characterized as a dialogue or
interchange between the human and the computer because the
output of one serves as the input for the other in an exchange of
actions and intentions.
2. Human Factors is defined as the science concerned with the
application of
“what we know about people, their abilities, characteristics, and
limitations to the design of equipment they use, environments in
which they function, and jobs they perform”.
3. Humans are limited in their capacity to process information
4. Human Cognition and Perception are human factors that should be
considered in the design of HCI
3. Cognitive Psychology
Cognition refers to the processes by which we (users) become
acquainted with things or, in other words, how we gain knowledge.
Psychology is concerned primarily with understanding human
behavior and the mental processes that underlie it
Processes that contribute to cognition.
Cognition Modes: Experimental & Reflective
4. Cognitive Framework / Theories
• Conceptual frameworks and theories have been developed to explain
and predict user behavior based on theories of cognition.
• Classification
1) Internal frameworks includes;
a) Information processing,
b) Mental models
c) Gulf of execution and evaluation.
2) External frameworks includes;
a) Distributed cognition,
b) External cognition
c) Embodied interaction.
5. Human Information Processing Framework
• The Information Processing Model is a framework used by cognitive
psychologists to explain and describe mental processes
• HCI is viewed fundamentally an information-processing task
Two powerful information processors (human and computer)
attempting to communicate with each other via a narrow-
bandwidth, highly constrained interface.
• The human information processing approach is based on the idea that
human performance, from displayed information to a response, is a
function of several processing stages.
• The idea of human information processing is that information enters
and exits the human mind through a series of ordered stages
6. Human Information Processing Stages
• The model assumes that information is unidirectional and sequential and
that each of the stages takes a certain amount of time, generally thought to
depend on the complexity of the operation performed
7. The Model Human Processor(MHP)
1. This model was based on the human information processing model.
2. The Model describes the cognitive process that people go through
between perception and action.
3. It is important to the study of HCI because cognitive processing can
have a significant effect on performance, including task completion
time, number of errors, and ease of use.
4. The model predicts which cognitive processes are involved when a
user interacts with a computer, enabling calculations to be made
how long a user will take to carry out various tasks.
5. This can be very useful when comparing different interfaces.
6. The MHP model was used as the basis for the GOMS (Goals,
Operators, Methods, and Selection Rules) family of techniques
proposed for quantitatively modeling and describing human task
performance.
8. GOMS (theory)
• The theory describes how human performs task as consisting of;
1) Goals: These are the user’s goals, describing what the user wants
to achieve.
2) Operators: They are the basic actions that the user must perform
in order to use the system or in pursuit of the goals. They may
affect the system or only the user’s mental state.
3) Methods: is a sequence of operators that accomplish a goal.
4) Selection Rules: Specify which method satisfies a given goal,
based on context.
9. Gulfs of Execution and Evaluation
• The Gulf of Evaluation is the amount of effort a user must exert to
interpret the physical state of the system and how well their
expectations and intentions have been met.
Users can bridge this gulf by changing their interpretation of the system
image, or changing their mental model of the system.
Designers can bridge this gulf by changing the system image.
• The Gulf of Execution is the difference between the user’s goals and
what the system allows them to do – it describes how directly their
actions can be accomplished.
Users can bridge this gulf by changing the way they think and carry out
the task toward the way the system requires it to be done
Designers can bridge this gulf by designing the input characteristics to
match the users’ psychological capabilities.
10. Distributed Cognition
• Scientific discipline of how our prior knowledge interacts with the external
physical, cultural, and social contexts in which they are situated
• An emerging theoretical framework whose goal is to provide an
explanation that goes beyond the individual, to conceptualizing cognitive
activities as embodied and situated within the work context in which they
occur.
• Distributed cognition provides a radical reorientation of how to think about
designing and supporting human-computer interaction
• As a theory it is specifically tailored to understanding interactions among
people and technologies.
• Three key components:
Embodiment of information that is embedded in representations of
interaction
Coordination of enaction among embodied agents
Ecological contributions to a cognitive ecosystem
11. External Cognition
• External cognition is a phrase referring to ways that people augment their
normal cognitive processes with external aids such as external writings,
visualization and work spaces, ie the use of the external world to achieve
cognition.
• The framework allows us to identify the properties of external
representations in terms of their `computational offloading'.
• Computational offloading;- the extent to which different external
representations reduce or increase the amount of cognitive effort required
to understand or reason about what is being represented.
• Three main forms of computational offloading,;
1) re-representation – to make problem-solving easier or more difficult.
2) Use of graphical constraining - how graphical elements in a graphical
representation are able to constrain the kinds of inferences that can be
made about the underlying represented concept.
3) Temporal and spatial constraining - the way different representations can
make relevant aspects of processes and events more salient when
distributed over time and space.
12. Embodied Interaction
• Embodied interaction describes the interplay between the brain and the
body and its influence on the sharing, creation and manipulation of
meaningful interactions with technology.
• Theories of embodiment focus on how our bodies and active experiences
shape how we perceive, feel and think
• Recent Cognitive frameworks
1) Knowledge Representation Models: How knowledge is represented
2) Mental Models: How mental models (these refer to representation people
construct in their mind of themselves, others, objects and the environment to help
them know what to do in current and future situations) develop and are used in
HCI
3) User Interaction Learning Models: How user learn to interact and become
experienced in using computer system.
4) Conceptual Models: Conceptual models are the various ways in which systems are
understood by different people and are used to help designers develop
appropriate interfaces.
5) Interface Metaphor: Interface metaphors are GUIs that consists of electronic
counterparts to physical objects in the real world to match the knowledge
requirements of users.
13. Human Factor - Perception
• The process or the capability to attain awareness and understand the
environment surrounding us by interpreting, selecting and organizing
different type of information.
• All perceptions involve stimuli in the central nervous system.
• Perception is passive and can be shaped by our learning, experiences,
and education.
• Types of Perception
1) Visual perception: Perceiving size and depth, Perceiving brightness , color
2) Hearing; Pitch & Loudness
3) Touch/ haptic; provides us with vital information about our environment
4) Movement; Speed and accuracy
• Perception Theories
1) Constructivist
2) Ecological
14. Constructivist Theory;- The Gestalt Laws of Perceptual
Organization
• This law implies that users’ ability to interpret the meaning of scenes and objects
is based on innate human laws of organization
• The Theorists believe that seeing is an active process in which our view is
constructed from both information in the environment and from previously
stored knowledge.
• What we see is not a replica or copy; rather a model that is constructed by the
visual system through transforming, enhancing, distorting and discarding
information
• Example
What does this statement say?
• The Gestalt approach emphasizes that we perceive objects as well-organized
patterns rather than separate component parts.
• The focal point of Gestalt theory is the idea of "grouping," or how we tend to
interpret a visual field or problem in a certain way.
15. Constructivist Theory - Grouping options
• proximity - how elements tend to be grouped together
depending on their closeness.
• similarity - The tendency for elements of same shape
or color to be seen as belonging together.
• closure - missing parts of the figure are filled in to
complete it.
• good continuation/ continuity - the stimulus appears to be made of two
lines of dots, traversing each other,
rather than a random set of dots.
• Symmetry - regions bounded by symmetrical borders tend to perceived as
coherent figures
16. Affordances (Ecological) Theory
• The ecological approach argues that perception is a direct process, in which
information is simply detected rather than being constructed.
• Perception is a process of ‘picking up” information from the environment, with no
construction or elaboration needed
• A central concept of the ecological approach is the idea of affordance.
• The affordance is a visual clue that suggests what/that an action is possible.
• When the affordance of an object is perceptually obvious, it is easy to know how
to interact with it.
When simple things need labels or instructions, the design is bad.“
• Perceived Affordances in Software
1) Buttons are to push.
2) Scroll bars are to scroll.
3) Checkboxes are to check.
4) List boxes are to select from. etc.
17. Influence of Theories of perception in HCI
• The Gestalt laws can help in laying out interface components to make
use of the context and prior knowledge of the user
• Paying careful attention to the affordances of objects ensures that the
information required to use them can easily be detected by the user.