Chapter 2
Chapter 2
Human in HCI
Human in HCI
🠶 Cognitive psychology (the study of internal mental
processes)
🠶 how humans perceive the world around them,
🠶 how they store and process information and solve problems,
and
🠶 how they physically manipulate objects
🠶 Basic overview of the capabilities and limitations that affect our
ability to use computer systems.
🠶 When we try to understand something, particularly new, we use
a combination of
🠶 What our senses (sight, hearing, touch, smell, taste) are
telling
🠶 Past experience
🠶 Our expectations
3 Factors to be considered for
interaction.
🠶 Information input/output
🠶 Information stored in memory
🠶 sensory, short-term, long-term
🠶 Information processed and applied
🠶 Emotion influences human capabilities
🠶 Each person is different
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Factors to be considered for
interaction.
🠶 Humans are limited in their capacity to process information.
🠶 Human factors, or limitations, include
🠶 Limited concentration
🠶 Changes in mood
🠶 The need for motivation
🠶 Biases
🠶 Fears
🠶 Make errors
🠶 Misjudgement
🠶 Prefer speech
5 Information input and output
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6 Vision
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7 The Eye - physical reception
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HCI
The Eye Cont.
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Interpreting the signal
🠶 Size and depth
🠶 Visual angle indicates how much of view object occupies. That is, the
eye perceive size and distance. E.g. If two smaller and larger objects
have the same distance from the eye the larger have the higher visual
angle
🠶 The visual angle measurement is given in either degrees or minutes of arc,
🠶 Visual acuity is the ability of a person to perceive fine detail
🠶 law of size constancy (Our Perception of Size relies on)
🠶 perception of depth
🠶 size and height of the object in our field of view
🠶 Familiarity
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Interpreting Cont.
🠶 Brightness
🠶 Subjective reaction to levels of light
🠶 Affected by luminance (level of light emitted by an object) of object
🠶 Measured by just noticeable difference
🠶 Visual acuity increases with luminance
🠶 Colour
🠶 Made up of hue, intensity, saturation
🠶 Intensity is the brightness of the color, and
🠶 Hue is determined by the spectral wavelength of the light. Blues have short
wavelengths, greens medium and reds long.
🠶 saturation is the amount of whiteness in the color.
🠶 Design implication:
🠶 Context can help in resolving ambiguity
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Reading
🠶 Several stages:
🠶 Visual pattern of the word is perceived
🠶 Decoded using internal representation of language
🠶 The word is processed as part of the sentence or phrase using knowledge
of syntax and semantics.
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Reading
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Hearing
🠶 Provides information about environment: factors to be considered
are: distances, directions, objects etc affect hearing.
🠶 Physical apparatus of are:
🠶 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
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Touch
🠶 Also called haptic perception, stimuli received through skin.
🠶 Provides important feedback about environment.
🠶 May be key sense for someone who is visually impaired.
🠶 Stimulus received via receptors in the skin:
🠶 Thermoreceptors: for heat and cold perception
🠶 Nociceptors: for pain perception
🠶 Mechanoreceptors: for pressure perception: (some instant, some continuous)
🠶 If continuous pressure is applied, they stop to respond.
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21 Movement
🠶 Time taken to respond to stimulus:
reaction time + movement time
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Short-term memory (STM)
🠶 Store information which is only required fleetingly.
🠶 STM is scratch - pad for temporary recall
🠶 STM is accessed and decayed rapidly
🠶 Rapid access ~ 70ms
🠶 Rapid decay ~ 200ms
🠶 STM is limited in capacity
🠶 STM can store 5-9 chunks of information
🠶 Chunks can be items or groups (like 2 digit number in telephone numbers)
🠶 STM recall is damaged by other information interference.
🠶 HEC ATR ANU PTH ETR EET
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25 Design focus
🠶 Closure gives you a nice ‘done it’ when we complete some part of a
task. At this point our minds have a tendency to flush short-term
memory in order to get on with the next job.
🠶 Why do ATMs give you your card first?
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Long-term Memory (LTM)
🠶 Repository for all our knowledge
🠶 Slow access ~ 1/10 second
🠶 Slow decay, if any
🠶 LTM has huge or unlimited capacity
🠶 Two types of LTM
🠶 Episodic: represents our memory of events and experiences in a serial form
🠶 we can reconstruct the actual events that took place at a
given point in our lives.
🠶 Semantic: structured record of facts, concepts and skills that we have acquired, derived
from the episodic LTM
🠶 such that we can learn new facts or concepts from our experiences.
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27 LTM
🠶 Semantic memory structure :
🠶 Allow access to information
🠶 Represents relationships between bits of information
🠶 Supports inference
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28 LTM Model: semantic network
🠶 According to the semantic network model, the semantic
memory is structured as a network
🠶 Inheritance – child nodes inherit properties of parent
nodes(classes)
🠶 Relationships between bits of information is shown explicitly
🠶 Supports inference through inheritance
🠶 The more general the information is, the higher is the level
on which it is stored. This allows us to generalize about
specific cases.
🠶 The connections in the network are made using associations.
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29 LTM - semantic network
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30 LTM - semantic network
🠶 Semantic networks represent the associations and
relationships between single items in memory.
🠶 However, they do not allow us to model the representation
of more complex objects or events, which are perhaps
composed of a number of items or activities.
🠶 Structured representations such as frames and scripts
organize information into data structures.
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DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
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Models of LTM - Scripts
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🠶 Model of stereotypical information required to interpret
situation
🠶 Script has elements that can be instantiated with values for
context
John took his dog to the surgery. After seeing the vet, he
left.
Script for a visit to the
vet
Entry conditions: dog ill Roles: vet examines
vet open diagnoses
owner has money treats
owner brings dog in
Result: dog better
pays
owner poorer
takes dog out
vet richer
Scenes: arriving at reception
Props: examination table
waiting in room
medicine
examination
instruments
paying
Tracks: dog needs medicine
dog needs operation
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33 Models of LTM – Production rules
IF dog is growling
THEN run away
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34 LTM
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35 LTM
🠶 Storage
🠶 The rehearsal of a piece of information from the STM stores it
in the LTM.
🠶 If the total learning time is increased, information is
remembered better-total time hypothesis.
🠶 However, the learning time should be well spread-
distribution of practice effect.
🠶 Spreading learning over time
🠶 But repetition alone is not enough, that is:
🠶 Information should be meaningful and familiar, so it can
be related to existing structures and more easily
incorporated into memory.
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36 LTM
🠶 Forgetting
🠶 There are 2 main theories of forgetting:
🠶 Decay
🠶 Interference.
🠶 Decay
🠶 Suggests that information held in LTM may eventually be forgotten.
🠶 Interference
🠶 Information can also be lost through interference: if we acquire new
information, it causes the loss of old information: retroactive
interference.
🠶 It is also possible that the older information interferes with the newly
acquired information: proactive inhibition.
🠶 Forgetting is affected by emotional factors too.
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37 LTM
🠶 Information retrieval
There are two types of Information retrieval
recall
🠶 information reproduced from memory can be
assisted by clues, e.g. categories, imagery
recognition
🠶 the presentation of the information provides the
knowledge that the information has been seen
before.
🠶 less complex than recall - information is clue
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Thinking: Reasoning and problem
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solving
🠶 Thinking can require different amounts of knowledge.
🠶 Some thinking activities are very directed and the
knowledge required is constrained. Others require vast
amounts of knowledge from different domains.
🠶 Thinking can be divided in:
🠶 Reasoning:is the process by which we use the knowledge we
have to draw conclusions or infer something new about the
domain of interest.
🠶Deduction,
🠶Induction,
🠶 Problem solving
🠶 Skill acquisition
🠶 Errors and mental models
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39 Deductive reasoning:
🠶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 but
valid:
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
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Skill acquisition
Skill acquisition
🠶 Most often, problems that we face are not completely new
unlike the previous ones(unfamiliar problems)
🠶 considering the difference between novice and expert
behavior in given domains.
🠶 Experts often have a better encoding of knowledge:
information structures are fine tuned at a deep level to enable
efficient and accurate retrieval.
🠶 These skills are acquired through 3 levels:
🠶 The learner uses general-purpose rules which interpret facts
about a problem. (slow, memory-demanding)
🠶 The learner develops rules specific to the task, using procedures.
🠶 The rules
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generalization.
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
44 Emotion
“Negative affect can make it harder to do even easy tasks; positive affect can
make it easier to do difficult tasks”
🠶 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
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46 Individual differences
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How to design interactive system
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🠶 We use the basic understandings Like recognition is
simpler than recall.
🠶 Use visual, hearing sense very well
🠶 Think about the skills the user have
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Assignment 2
Discuss the following in detail
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