HCI Chapter 2
HCI Chapter 2
HUMAN IN HCI
❑ Humans are limited in their capacity to process information. This has important
implications for design.
❑ Information is received and responses are given via a number of input and output
channels:
– visual channel
– auditory channel
– haptic channel
– movement.
HUMAN IN HCI …
❑ Information is stored in memory:
– sensory memory
– short-term (working) memory
– long-term memory.
❖Several stages:
• visual pattern perceived
• decoded using internal representation of language
• interpreted using knowledge of syntax, semantics, pragmatics
• 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 …
➢ Long-term memory
▪ Two types
✓ episodic– serial memory of events
✓ semantic – structured memory of facts, concepts, skills
semantic LTM derived from episodic LTM
Long-term memory (LTM) …
▪ 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 - Scripts
▪ Model of stereotypical information required to interpret the situation
▪ Script has elements that can be instantiated with values for context
Models of LTM - Frames
▪ Information organized in data structures
▪ Slots in structure instantiated with values for instance of data
▪ Type–subtype relationships
Models of LTM - Frames
▪ Information organized in data structures
▪ Slots in structure instantiated with values for instance of data
▪ Type–subtype relationships
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
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
▪ Reasoning Thinking
✓ 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
▪ 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
✓ Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the light of the
whole situation we are in
▪ “Negative affect can make it harder to do even easy tasks; positive affect can make it
easier to do difficult tasks” (Donald Norman)
Emotion …
▪ 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