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Unit-I: Memory Interaction Human, Computer

The document discusses various topics related to human-computer interaction including: 1) How humans process information through various senses and memory and use reasoning, problem solving and skills. 2) The physical and cognitive processes involved in human vision. 3) The different types of human memory and reasoning processes like deductive, inductive and abductive reasoning. 4) Models of problem solving and theories like Gestalt, problem space and analogy. 5) Computer memory components like RAM, hard disks and their characteristics. 6) Input/output devices, networks, interaction models and styles like WIMP, menus etc. 7) Factors considered in ergonomic design like the physical environment and user.
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0% found this document useful (0 votes)
55 views25 pages

Unit-I: Memory Interaction Human, Computer

The document discusses various topics related to human-computer interaction including: 1) How humans process information through various senses and memory and use reasoning, problem solving and skills. 2) The physical and cognitive processes involved in human vision. 3) The different types of human memory and reasoning processes like deductive, inductive and abductive reasoning. 4) Models of problem solving and theories like Gestalt, problem space and analogy. 5) Computer memory components like RAM, hard disks and their characteristics. 6) Input/output devices, networks, interaction models and styles like WIMP, menus etc. 7) Factors considered in ergonomic design like the physical environment and user.
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© © All Rights Reserved
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HUMAN COMPUTER

INTERACTION
UNIT-I
INTRODUCTION

Human,Computer
MEMORY
Interaction
HUMAN
 Information i/o …
 visual, auditory, haptic, 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
 retina contains rods for low light vision and cones for
colour vision
 ganglion cells (brain!) detect pattern and movement
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.


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

 Humans not good at using negative evidence


e.g. Wason's cards.
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
COMPUTER MEMORY
 ShortTerm Memory (STM)
RAM : Random Access Memory
 Long Term Memory (LTM)

Hard Disk, Compact, Floppy

Terms STM LTM


Media RAM Disk
Capacity GB TB
Access Time ns ms
Transfer Rate 100Mbps 30Mbps
DEVICES: PHYSICAL CONTROL, SENSOR &
SPECIAL DEVICES
 Special Displays : head up displays
 Sound Output : Telephone Keypad

 Touch Feel & Smell :

Haptic Devices : Mobile Phone touch / games /


vibration
 Physical Control : Washing Machines have physical
controls to do a task- Large Knobs
 Environment & Bio Sensing : Washbasin controller
NETWORK

 1969 – Internet
 Communication

 Sharing of resources

 Web
 Web 1.0
 Static pages.
 Web 2.0
 participative social web,  interaction and
collaboration 
 Web 3.0
 Dynamic content, online commenting
INTERACTION
 Interactive Models and Framework
 Describes the interaction in terms of the goals and actions of
the user
 Interaction Framework
4 components
 System
 User
 Input
 Output

 Interface
 Task Language
 Core Language
 Input
 Output
INTERACTIVE CYCLE
 User formulates Goal
 Manipulate a Machine

 Execution Phase:
 Input Lang (task) is translated into Core Language
 Evaluation Phase
 System generates the output
 User Observes the output
 Compare it with Original Goal

 One Interaction Cycle : 4 Translations


Articulation
Performance
Presentation
Observation
NORMAN’S MODEL OF INTERACTION
STAGES IN NORMAN’S MODEL OF
INTERACTION

 Establishing the goal


 Forming the interaction
 Specifying the action sequence
 Executing the action
 Perceiving the system state
 Interpreting the System State
 Evaluating the System State with respect to the
Goals
ERGONOMICS: REFINE THE DESIGN : TO
OPTIMIZE
IT FOR HUMAN USE
 Study of Physical characteristics of Interaction
 Deals with Design of Controls
 The environment in which the interaction takes place

 Physical Environment
 Working Environment
 Who is the user?
 What is the position of the user? (Sitting, Standing,
Moving)
 Size of the Users
 Period of use
 Use of color
 Temperature, Noise
INTERACTION STYLES
 Number of Styles
Command Line Interface
Menus
Natural Language
Question/Answer and Query Dialog
Form Fills and Spread Sheets
WIMP
Point and Click
3D interface
CUI

Menus
Instructions in terms of both words
Natural Language (speech , written input)

Question/Answer and Query


Dialog
User is asked a series of questions. By this
user can interact with the system
Form Fills and Spread Sheets
WIMP
 Windows
 Icons

 Menus

 Pointers
POINTER &
CLICK
 Hyperlinks
 Hotspots

3D INTERFACE
 3D paint

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