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The Human: Why? Because You Need To Understand Who You Create Software For

The document discusses the key aspects of human perception and cognition, including how humans receive and process information through the senses of vision, hearing, touch, and movement, as well as how information is stored and retrieved from memory and used for reasoning, problem solving, and generating skilled behaviors. It also examines some of the illusions and limitations of human perception.

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Farah Ajeera
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0% found this document useful (0 votes)
55 views

The Human: Why? Because You Need To Understand Who You Create Software For

The document discusses the key aspects of human perception and cognition, including how humans receive and process information through the senses of vision, hearing, touch, and movement, as well as how information is stored and retrieved from memory and used for reasoning, problem solving, and generating skilled behaviors. It also examines some of the illusions and limitations of human perception.

Uploaded by

Farah Ajeera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 47

Lecture 1

the human
Why?
Because you need to understand who you create software for

Prepared by: Dr. D’oria Islamiah Rosli


FPTV
the human: Summary
 Information i/o …
 visual, auditory, haptic (touch), 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

Q – why don’t we see


upside down? Since we
have two retinas how
come we don’t see two
images?
The Eye - physical reception
retina contains rods for low light vision and
cones for colour vision

ganglion cells (nerve cells) with the 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
Colour
 Colour
 cones sensitive to colour wavelengths
 blue acuity is lowest (it the least sharp)
 8% males and 1% females colour blind

Deuteranopia
Normal colour
vision (red/green
vision = 5
colour deficit) = 2
Colour
When you look at this, how many colours do you see?

http://members.aol.com/Ryanbut/illusion4.html
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


Illusions

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
Reading: An Example
 Aoccdrnig to a rscheearch at Cmabrigde
Uinervtisy, it deosn't mttaer in waht oredr the
ltteers in a wrod are, the olny iprmoetnt tihng is
taht the frist and lsat ltteer be at the rghit pclae.
The rset can be a toatl mses and you can sitll
raed it wouthit porbelm. Tihs is bcuseae the
huamn mnid deos not raed ervey lteter by istlef,
but the wrod as a wlohe.

According to a researcher (sic) at Cambridge University, it doesn't matter in what order the
letters in a word are, the only important thing is that the first and last letter be at the right
place. The rest can be a total mess and you can still read it without problem. This is
because the human mind does not read every letter by itself but the word as a whole.
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

Middle
Outer ear Inner
ear ear
Hearing: Properties of Sound
 Pitch
 Sound pitch depends on the wavelength of sound – the shorter the
wavelength, the higher the pitch.
 Intensity
 Intensity of sound is the energy per second (power). Relative intensities are
measured in decibels.
 Loudness
 Loudness is a sensation and it is therefore difficult to measure. Usually the
greater the intensity, the greater the loudness.
 Quality or Timbre
 If the same note is played on a violin and a piano, you can tell the
difference. Each instrument introduces different overtones.
 Fundamental = pitch associated with a musical note
 Harmonics or overtone = quality of instrument gives timbre
Hearing (cont)
 Humans can hear frequencies from 20Hz to 15kHz
 less accurate distinguishing high frequencies than low.
 Elephants – 16 - 12,000 Hz
 Dogs – 65 - 45,000 Hz
 Cats – 45 - 65,000 Hz
 Bats – 2,000 - 110,000 Hz
 Dolphins – 75 - 150,000 Hz

 Auditory system filters sounds


 can attend to sounds over background noise.
 for example, the cocktail party phenomenon.

How come you can usually tell when someone in the room says your name even though
there is a lot of background noise?
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

A model of human movement, predicting the time required to


rapidly move from a starting position to a final target area
 T is the average time taken to complete the movement.
 a and b are empirical constants, and can be determined
by fitting a straight line to measured data.
 D is the distance from the starting point to the center of the
target.
 W is the width of the target measured along the axis of
motion. W can also be thought of as the allowed error
tolerance in the final position, since the final point of the
motion must fall within ± W/2 of the target's centre.

So to be quick we want….targets as large as possible and


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 - 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
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
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
TQ
<< Nama Kursus >> 47

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