The document discusses Human-Computer Interaction (HCI), emphasizing its importance in designing usable systems that enhance user experience. It distinguishes HCI from usability, highlighting the various theories, models, and methods that inform technology design and user interaction. Additionally, it covers sensory perception, memory types, and reasoning methods that influence how humans interact with technology.
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Hci L1
The document discusses Human-Computer Interaction (HCI), emphasizing its importance in designing usable systems that enhance user experience. It distinguishes HCI from usability, highlighting the various theories, models, and methods that inform technology design and user interaction. Additionally, it covers sensory perception, memory types, and reasoning methods that influence how humans interact with technology.
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DEPARTMENT OF COMPUTER ENGINEERING
HUMAN COMPUTER INTERACTION
BCT III
By
Lusiba Badru The world is full of badly designed things And well designed thing Does it matter? If things are badly designed, You may camp in the wrong place You may crash your car and get injured.. Or worse!
… in the best case – you might go
angry, make mistakes and things will take longer than they should. What is HCI? • HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings. HCI != Usability • In addition, HCI uses mathematical • A usable system is easy to learn, easy models to predict users’ performance to remember how to use, effective, with a system (e.g., Fitt’s law to predict efficient, safe, and enjoyable to use. mouse movement time, or models that predict search time or mental effort) • Usability is only one part of HCI, but has been one of the main goals For • HCI also investigates new interaction paradigms or new ways of integrating example, HCI has contributed to the technology in our daily lives (think development of guidelines and smart clothes, touch displays, VR/AR, standards that support designers Voice-based interfaces … )
• HCI has also developed methods of • HCI is concerned with understanding
the influence technology has on how evaluation that help us to evaluate the people think, value, feel, and relate and usability of a given product/system using this understanding to inform (and other aspects of the user technology design. experience) To make better interactive technology • We need to • Know about how people interact with things • Know about what people can and can’t do • Know about the situations in which people do things • Know about the basics of good design • Understand people’s goals HCI is made up of • Theories – learn and apply • Models – create and use • Methods – master and apply • Guidelines – learn and use • Principles – understand and apply • Techniques – master and use How we make ‘sense’ of the world around us • inputs and understanding • Each Sense has • A tool – e.g.. Eye, skin, ear etc • A process – nerves, electricity etc • Limitations – pitch, brightness etc • And there is the added complexity of individual differences in sensory perception Sight - Interpreting Images • Interpreting images • Size and depth • The visual system compensates • visual angle indicates how much of for: view object occupies cues like overlapping help perception of size • movement and depth • changes in luminance. • Brightness • Context is used to resolve ambiguity • affected by luminance of object measured by just noticeable difference visual acuity increases with luminance as does flicker • Colour • blue acuity (ability to understand and reason) is lowest 8% males and 1% • Optical illusions sometimes occur females colour blind. due to over compensation Hearing • Provides information about environment: distances, directions, objects etc. • Physical apparatus: " outer ear, middle ear, inner ear – • Key Sound Variations ✓ pitch – sound frequency ✓ loudness – amplitude ✓ timbre – type or quality • 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 a key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: ✓ thermoreceptors – heat and cold ✓ nociceptors – pain ✓ mechanoreceptors – pressure • Some areas more sensitive than others e.g. fingers. • Kinethesis - awareness of body position ✓ affects comfort and performance. Smell and Taste
• Not much used in computer interfaces but IoT based
factory interfaces using smell are currently being developed The Human as a Store • Humans have the capacity to remember and retrieve information… • this affects the way they use technology Three Different ‘Stores’
1.Sensory buffers: momentary stores for stimuli received by
the senses. This information, unless encoded in the short- term memory, is quickly lost. 2.Short-term memory (or working memory): short-term memory acts as a store for information required fleetingly. 3.Long-term memory: this forms the main resource for memory. Short Term Memory
• An example of this would be recalling a telephone number long
enough to write it down. Short-term memory degrades quickly, and has a limited capacity. • Quick access time – 70ms • Short term storage – 200ms (10 – 20 second decay time) • Limited capacity ✓ Length of sequence remembered in order = 7 ± 2 (Miller, 1956) chunks of data are similar recency effect • Maintained and increased with rehearsal • Nowadays referred to as ‘Working memory’ Chunking and STM
• Short-term memory holds information that is actively being used
(thought about, reasoned with). • A chunk can be thought of as a single object that conveys a larger amount of information. • Examples of these include words, shapes and colours. However, the information decays in seconds as items are displaced by new items coming in. • Icons are an example of chunked information on a desktop which allows users to distinguish between the various programs available to them. LTM – Networked chunks • Here we store everything we ‘know’. Long-term memory is characterised by huge capacity, slow access time and relative accuracy over time. • It is organised in an Episodic way events and experiences in sequential order ……..and a Semantic way of facts, concepts and skills that we have acquired • Storage ✓ Structure, familiarity and concreteness ✓ Forgetting is chunking ✓ Decay, interference • Retrieval ✓ Recall – reproduced ✓ Recognition – clue given How humans solve problems • Deductive • Inductive • Abductive ✓ reasoning Deductive Reasoning • derive logically necessary conclusion from given premises. e.g. If it is Monday then she will go to work • It is Monday 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 • 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 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 END OF LECTERE 1