CS8079 - Hci QB Unit1
CS8079 - Hci QB Unit1
UNIT – I
FOUNDATIONS OF HCI
The Human: I/O channels – Memory – Reasoning and problem solving; The computer: Devices –
Memory – processing and networks; Interaction: Models – frameworks – Ergonomics – styles –
elements – interactivity – Paradigms.
PART – A
1. What is meant by Human-computer interaction?
Human-computer interaction is the study, planning and design of how people computer works together so
that a person’s needs are satisfied in the most effective way.
12. What are the stages of execution and evaluation cycle / Norman’s model of interaction?
Stages for Norman’s model of interaction
1) Establishing the goal.
2) Forming the intention.
3) Specifying the action sequence.
4) Executing the action.
5) Perceiving the system state.
6) Interpreting the system state.
7) Evaluating the system state with respect to the goals and intentions.
14. What are the several factors that can limit the speed of an interactive system? (A/M−18)
Factors for to limit the speed of an interactive system
1) Computation bound
2) Storage channel bound
3) Graphics bound
4) Network capacity
16. What are the mental models and why they important in interface design? (A/M−17)
Mental models are one of the most important concepts in human–computer interaction (HCI). It's a prime
goal for designers to make the user interface communicate the system's basic nature well enough. The users
form reasonably accurate (and thus useful) mental models. Individual users each have their own mental
model.
Part - B
1. Explain in detail about I/O 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.
Consequently, the use of the terms input and output may lead to confusion shall blur the distinction somewhat
and concentrate on the channels involved. This blurring is appropriate since, although a particular channel may
have a primary role as input or output in the interaction, it is more than likely that it is also used in the other
role.
For example, sight may be used primarily in receiving information from the computer, but it can also be used
to provide information to the computer,
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.
We can roughly divide visual perception into two stages: the physical reception of the stimulus from
the outside world, and the processing and interpretation of that stimulus.
On the one hand the physical properties of the eye and the visual system the interpretative capabilities
of visual processing allow images to be constructed from incomplete information.
The eye has a number of important components (see Figure 1.1) which we will look at in more detail.
The cornea and lens at the front of the eye focus the light into a sharp image on the back of the eye, the
retina. The retina is light sensitive and contains two types of photoreceptor: rods and cones.
Rods are highly sensitive to light and therefore allow us to see under a low level of illumination.
However, they are unable to resolve fine detail and are subject to light saturation.
This is the reason for the temporary blindness we get when moving from a darkened room into sunlight: the
rods have been active and are saturated by the sudden light.
The cones do not operate either as they are suppressed by the rods. We are therefore temporarily unable
to see at all.
Visual perception
Understanding the basic construction of the eye goes some way to explaining the physical mechanisms
of vision but visual perception is more than this.
The information received by the visual apparatus must be filtered and passed to processing elements
which allow us to recognize coherent scenes, disambiguate relative distances and differentiate color.
Perceiving brightness
A second aspect of visual perception is the perception of brightness. Brightness is in fact a subjective
reaction to levels of light.
It is affected by luminance which is the amount of light emitted by an object. The luminance of an
object is dependent on the amount of light falling on the object’s surface and its reflective properties.
Luminance is a physical characteristic and can be measured using a photometer. Contrast is related to
luminance: it is a function of the luminance of an object and the luminance of its background.
Perceiving color
A third factor that we need to consider is perception of color. Color is usually regarded as being made
up of three components: hue, intensity and saturation.
Hue is determined by the spectral wavelength of the light. Blues have short wavelengths, greens
medium and reds long.
Approximately 150 different hues can bed is criminated by the average person. Intensity is the
brightness of the color, and saturation is the amount of whiteness in the color.
In considering the way in which we perceive images we have already encountered vsome of the capabilities
and limitations of the human visual processing system.
However, we have concentrated largely on low-level perception. Visual processing involves the
transformation and interpretation of a complete image, from the light that is thrown onto the retina. As
we have already noted, our expectations affect the way an image is perceived.
Reading
So far, we have concentrated on the perception of images in general. However, the perception and
processing of text is a special case that is important to interface design, which invariably requires some
textual display. We will therefore end this section by looking at reading.
Adults read approximately 250 words a minute. It is unlikely that words are scanned serially, character
by character, since experiments have shown that words can be recognized as quickly as single
characters. Instead, familiar words are recognized using word shape.
This means that removing the word shape clues (for example, by capitalizing words) is detrimental to
reading speed and accuracy.
Hearing
The sense of hearing is often considered secondary to sight, but we tend to under estimate the amount
of information that we receive through our ears. Close your eyes for a moment and listen.
What sounds can you hear? Where are they coming from? What is making them? As I sit at my desk I can
hear cars passing on the road outside, machinery working on a site nearby, the drone of a plane overhead and
bird song.
But I can also tell where the sounds are coming from, and estimate how far away they are. So from the
sounds I hear I can tell that a car is passing on a particular road nearmy house, and which direction it is
traveling in.
I know that building work is in progress in a particular location, and that a certain type of bird is
perched in the tree in my garden.
Processing sound
As we have seen, sound is changes or vibrations in air pressure. It has a number of characteristics
which we can differentiate. Pitch is the frequency of the sound.
A low frequency produces a low pitch, a high frequency, a high pitch. Loudness is proportional to the
amplitude of the sound; the frequency remains constant.
Timbre relates to the type of the sound: sounds may have the same pitch and loudness but be made by
different instruments and so vary in timbre. We can also identify a sound’s location.
Touch
The third and last of the senses that we will consider is touch or haptic perception. Although this sense
is often viewed as less important than sight or hearing, imagine life without it.
Touch provides us with vital information about our environment. It tells us when we touch something
hot or cold, and can therefore act as a warning.
It also provides us with feedback when we attempt to lift an object, for example.
Consider the act of picking up a glass of water. If we could only see the glass and not feel when our
hand made contact with it or feel its shape, the speed and accuracy of the action would be reduced.
Movement
Before leaving this section on the human’s input–output channels, we need to consider motor control
and how the way we move affects our interaction with computers.
A simple action such as hitting a button in response to a question involves a number of processing
stages.
The stimulus (of the question) is received through the sensory receptors and transmitted to the brain.
The question is processed and a valid response generated.
• Functional controls and displays are organized so that those that are functionally related are placed
together;
• Sequential controls and displays are organized to reflect the order of their use in a typical interaction
(this may be especially appropriate in domains where a particular task sequence is enforced, such as
aviation);
• Frequency controls and displays are organized according to how frequently they are used, with the most
commonly used controls being the most easily accessible.
The physical environment of the interaction
Physical issues in the layout and arrangement of the machine interface, ergonomics is concerned with the
design of the work environment itself. This will depend largely on the domain and will be more critical in
specific control and operational settings than in general computer use. The physical environment in which the
system is used may influence how well it is accepted and even the health and safety of its users. It should
therefore be considered in all design. The first consideration here is the size of the users. Obviously this is
going to vary considerably. All users should be comfortably able to see critical displays. For long periods of
use, the user should be seated for comfort and stability. Seating should provide back support. If required to
stand, the user should have room to move around in order to reach all the controls.
Health issues
There are a number of factors that may affect the use of more general computers. Again these are factors in the
physical environment that directly affect the quality of the interaction and the user ‘s
performance:
users should be able to reach all controls comfortably and see all displays. Users should not be expected to
stand for long periods and, if sitting, should be provided with back support. If a particular position for a part of
the body is to be adopted for long periods (for example, in typing) support should be provided to allow rest.
Temperature
Extremes of hot or cold will affect performance and, in excessive cases, health. Experimental studies show that
performance deteriorates at high or low temperatures, with users being unable to concentrate efficiently.
Lighting The lighting level will again depend on the work environment. adequate lighting should be provided
to allow users to see the computer screen without discomfort or eyestrain. The light source should also be
positioned to avoid glare affecting the display.
Noise Excessive noise can be harmful to health, causing the user pain, and in acute cases, loss of hearing.
Noise levels should be maintained at a comfortable level in the work environment.
This does not necessarily mean no noise at all. Noise can be a stimulus to users and can provide needed
confirmation of system activity.
Time The time users spend using the system should also be controlled. it has been suggested that excessive use
of CRT displays can be harmful to users, particularly pregnant women.
The colors used should also correspond to common conventions and user expectations. Red, green and yellow
are colors frequently associated with stop, go and standby respectively. Therefore, red may be used to indicate
emergency and alarms; green, normal activity; and yellow, standby and auxiliary function. These conventions
should not be violated without very good cause.
7) Evaluating the system state with respect to the goals and intentions.
It is liable to be imprecise and therefore needs to be translated into the more specific intention, and the actual
actions that will reach the goal, before it can be executed by the user. The user perceives the new state of the
system, after execution of the action sequence, and interprets it in terms of his expectations. If the system state
reflects the user‘s goal then the computer has done what he wanted and the interaction has been successful;
otherwise the user must formulate a new goal and repeat the cycle.
Norman uses this model of interaction to demonstrate why some interfaces cause problems to their users. He
describes these in terms of the gulfs of execution and the gulfs of evaluation. As we noted earlier, the user and
the system do not use the same terms to describe the domain and goals – remember that we called the language
of the system the core language. and the language of the user the task language. The gulf of execution is the
difference between the user‘s formulation of the actions to reach the goal and the actions allowed by the
system. If the actions allowed by the system correspond to those intended by the user, the interaction will be
effective. The interface should therefore aim to reduce this gulf. The gulf of evaluation is the distance between
the physical presentation of the system state and the expectation of the user. If the user can readily evaluate the
presentation in terms of his goal, the gulf of evaluation is small. The more effort that is required on the part of
the user to interpret the presentation, the less effective the interaction.
The interaction framework attempts a more realistic description of interaction by including the system
explicitly, and breaks it into four main components. The nodes represent the four major components in an
interactive system – the System, the User, the Input and the
Output. Each component has its own language. In addition to the Users task language and the Systems core
language, which we have already introduced, there are languages for both the Input and Output components.
Input and Output together form the Interface.
The System then transforms itself as described by the operations; the execution phase of the cycle is
complete and the evaluation phase now begins. The System is in a new state, which must now be
communicated to the User. The current values of system attributes are rendered as concepts or features of the
Output. It is then up to the User to observe the Output and assess the results of the interaction relative to the
original goal, ending the evaluation phase and, hence, the interactive cycle. There are four main translations
involved in the interaction:
articulation, performance, presentation and observation.
especially in the PC and desktop workstation arena. Examples of WIMP interfaces include Microsoft
Windows for IBM PC compatibles, MacOS for Apple Macintosh compatibles and various X Windows-based
systems for UNIX.
Three-dimensional interfaces
There is an increasing use of three-dimensional effects in user interfaces. The most obvious example is virtual
reality, but VR is only part of a range of 3D techniques available to the interface designer. The simplest
technique is where ordinary WIMP elements, buttons, scroll bars, etc., are given a 3D appearance using
shading, giving the appearance of being sculpted out of stone. By unstated convention, such interfaces have a
light source at their top right. Where used judiciously, the raised areas are easily identifiable and can be used to
highlight active areas. Some interfaces make indiscriminate use of sculptural effects, on every text area, border
and menu, so all sense of differentiation is lost.
Part – C
1. Describe in detail about memory?
Memory
Have you ever played the memory game? The idea is that each player has to recount a list of objects and add
one more to the end.
There are many variations but the objects are all loosely related: ‘I went to the market and bought a
lemon, some oranges, bacon . . .’ or ‘I went to the zoo and saw monkeys, and lions, and tigers . . .’
As the list grows objects are missed out or recalled in the wrong order and so people are eliminated from
the game.
It allows us to repeat actions, to use language, and to use new information received via our senses. It also
gives us our sense of identity, by preserving information from our past experiences.
Memory is structured and the activities that take place within the system. It is generally agreed that there
are three types of memory or memory function: sensory buffers, short term memory or working memory,
and long-term memory.
There is some disagreement as to whether these are three separate systems or different functions of the
same system. We will not concern ourselves here with the details of this debate, which is discussed in
detail by Bad delay, but will indicate the evidence used by both sides as we go along.
Sensory memory
The sensory memories act as buffers for stimuli received through the senses. A sensory memory exists for
each sensory channel: iconic memory for visual stimuli, echoic memory for aural stimuli and haptic
memory for touch.
These memories are constantly overwritten by new information coming in on these channels. We can
demonstrate the existence of iconic memory by moving a finger in front of the eye.
Short-term memory
Short-term memory or working memory acts as a ‘scratch-pad’ for temporary recall of information.
It is used to store information which is only required fleetingly. For example, calculate the multiplication
35 × 6 in your head. The chances are that you will have done this calculation in stages, perhaps 5 × 6 and
then 30 × 6 and added the results; or you may have used the fact that 6 = 2 × 3 and calculated 2 × 35 = 70
followed by 3 × 70.
To perform calculations such as this we need to store the intermediate stages for use later. Or consider
reading. In order to comprehend this, sentence you need to hold in your mind the beginning of the
sentence as you read the rest. Both of these tasks use short-term memory.
Long-term memory
If short-term memory is our working memory or ‘scratch-pad’, long-term memory is our main resource. Here
we store factual information, experiential knowledge, procedural rules of behavior – in fact, everything that
we ‘know’. It differs from short-term memory in a number of significant ways.
First, it has a huge, if not unlimited, capacity. Secondly, it has a relatively slow access time of
approximately a tenth of a second. Thirdly, forgetting occurs more slowly in long term memory, if at
all.
There are two types of long-term memory: episodic memory and semantic memory. Episodic memory
represents our memory of events and experiences in a serial form.
It is from this memory that we can reconstruct the actual events that took place at a given point in our
lives. Semantic memory, on the other hand, is a structured record of facts, concepts and skills that we
have acquired. The information in semantic memory is derived from that in our episodic memory, such
that we can learn new facts or concepts from our experiences.
Long-term memory processes
So much for the structure of memory, but what about the processes which it uses? There are three main
activities related to long-term memory: storage or remembering of information, forgetting and
information retrieval.
We shall consider each of these in turn. First, how does information get into long-term memory and
how can we improve this process? Information from short-term memory is stored in long-term memory
by rehearsal. The repeated exposure to a stimulus or the rehearsal of a piece of information transfers it
into long-term memory.
Reasoning
Reasoning is the process by which we use the knowledge we have to draw conclusions or infer
something new about the domain of interest.
There are a number of different types of reasoning: deductive, inductive and abductive. We use each of
these types of reasoning in everyday life, but they differ in significant ways.
Deductive reasoning
Deductive reasoning derives the logically necessary conclusion from the given premises.
For example, If it is Friday then she will go to work It is Friday Therefore she will go to work.
It is important to note that this is the logical conclusion from the premises; it does not necessarily have
to correspond to our notion of truth. So, for example, if it is raining then the ground is dry It is raining
Therefore the ground is dry.
Inductive reasoning
Induction is generalizing from cases we have seen to infer information about cases we have not seen.
For example, if every elephant we have ever seen has a trunk, we infer that all elephants have trunks.
Of course, this inference is unreliable and cannot be proved to be true; it can only be proved to be false.
We can disprove the inference simply by producing an elephant without a trunk. However, we can
never prove it true because, no matter how many elephants with trunks we have seen or are known to
exist, the next one we see may be trunkless.
The best that we can do is gather evidence to support our inductive inference.
Abductive reasoning
The third type of reasoning is abduction. Abduction reasons from a fact to the action or state that
caused it.
This is the method we use to derive explanations for the events we observe. For example, suppose we
know that Sam always drives too fast when she has been drinking.
Problem solving
If reasoning is a means of inferring new information from what is already known, problem solving is
the process of finding a solution to an unfamiliar task, using the knowledge we have.
Human problem solving is characterized by the ability to adapt the information we have to deal with
new situations. However, often solutions seem to be original and creative.
Human capability for interpreting and manipulating information is quite impressive. However, we do
make mistakes. Some are trivial, resulting in no more than temporary inconvenience or annoyance.
Others may be more serious, requiring substantial effort to correct.
Occasionally an error may have catastrophic effects, aswe see when ‘human error’ results in a plane
crash or nuclear plant leak. Why do we make mistakes and can we avoid them? In order to answer the
latter part of the question we must first look at what is going on when we make an error.
Positioning in 3D space
• Virtual reality systems present a 3D virtual world. Users need to navigate through these spaces and
manipulate the virtual objects they find there. Navigation is not simply a matter of moving to a
particular location, but also of choosing a particular orientation.
• In addition, when you grab an object in real space, you don’t simply move it around, but also twist and
turn it, for example when opening a door.
• Thus the move from mice to 3D devices usually involvesa change from two degrees of freedom to six
degrees of freedom, not just three.
• There are a variety of devices that act as 3D versions of a mouse. Rather than just moving the mouse on
a table top, you can pick it up, move it in three dimensions, left/right orientation (called yaw) and the
amount it is twisted about its own axis (called roll).
Dataglove
• One of the mainstays of high-end VR systems (see Chapter 20), the dataglove is a 3Dinput device.
• Consisting of a lycra glove with optical fibers laid along the fingers, it detects the joint angles of the
fingers and thumb.
• As the fingers are bent, the fiber optic cable bends too; increasing bend causes more light to leak from
the fiber, and the reduction in intensity is detected by the glove and related to the degree of bend in the
joint. Attached to the top of the glove are two sensors that use ultrasound to determine 3D positional
information as well as the angle of roll, that is the degree of wrist rotation.
Whole-body tracking
• Some VR systems aim to be immersive, that is to make the users feel as if they are really in the virtual
world. In the real world it is possible (although not usually wise) to walk without looking in the
direction you are going.
• If you are driving down the road and glance at something on the roadside you do not want the car to do
a sudden 90-degree turn! Some VR systems therefore attempt to track different kinds of body
movement.
3D displays
• Just as the 3D images used in VR have led to new forms of input device, they also require more
sophisticated outputs.
• Desktop VR is delivered using a standard computer screen and a 3D impression is produced by using
effects such as shadows, occlusion (where one object covers another) and perspective. This can be very
effective and you can even view 3D images over the world wide web using a VRML(virtual reality
markup language) enabled browser.
VR motion sickness
• We all get annoyed when computers take a long time to change the screen, pop up a window, or play a
digital movie.
• However, with VR the effects of poor display performance can be more serious. In real life when we
move our head the image our eyes see changes accordingly. VR systems produce the same effect by
using sensors in the goggles or helmet and then using the position of the head to determine the right
image to show.