2. The Human
Humans are limited in their capacity to process
information. This has important implications for
design.
• 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
• Users share common capabilities. But are
individuals with differences, which should not
be ignored.
3. Introduction
• The human, the user is the one whom
computer systems are designed to assist. The
requirements of the user should therefore be
first priority.
• In order to design something for some-one,
we need to understand their capabilities and
limitations.
• In 1983, Card, Moran and Newell described
the Model Human Processor, which is a
simplified view of the human processing
involved in interacting with computer systems.
4. Introduction
• The model comprises three subsystems: the
perceptual system, handling sensory stimulus
(information) from the outside world, the
motor system, which controls actions, and the
cognitive system, which provides the processing
needed to connect the two.
• Each of these subsystems has its own processor
and memory, although obviously the complexity of
these varies depending on the complexity of the
tasks the subsystem has to perform. The model
also includes a number of principles of operation
which dictate the behavior of the systems under
certain conditions.
5. Introduction
Three components of this system:
1. input–output,
2. memory and
3. processing
In the human, we are dealing with an
intelligent information-processing system, and
processing therefore includes problem solving,
learning, and, consequently, making mistakes.
This model is obviously a simplification of the
real situation, since memory and processing
are required at all levels, as we have seen in
the Model Human Processor.
6. Input-Output 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.
7. Input-Output Channels
• Input in the human occurs mainly through
the senses and output through the motor
control of the effectors.
• There are five major senses: sight, hearing,
touch, taste and smell.
• First three are the most important to HCI.
Taste and smell do not currently play a
significant role in HCI.
8. Input-Output Channels
• There are a number of effectors, including
the limbs, fingers, eyes, head and vocal
system.
• In the interaction with the computer, the
fingers play the primary role, through typing
or mouse control, with some use of voice, and
eye, head and body position.
9. 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.
Two stages in vision
• physical reception of stimulus
• processing and interpretation of stimulus
10. 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
12. Interpreting the signal
• Size and depth
– visual angle indicates how much of view
object occupies
(relates to size and distance from eye)
– visual acuity is ability to perceive detail
(limited)
– familiar objects perceived as constant size
(in spite of changes in visual angle when far away)
– cues like overlapping help perception of
size and depth
13. Interpreting the signal (cont)
• Brightness
– subjective reaction to levels of light
– affected by luminance of object
– measured by just noticeable difference
– visual acuity increases with luminance as does
flicker
• Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females colour blind
14. Interpreting the signal (cont)
• The visual system compensates for:
– movement
– changes in luminance.
• Context is used to resolve ambiguity
• Optical illusions sometimes occur due to
over compensation
16. Reading
• Several stages:
– visual pattern perceived
– decoded using internal representation of language
– interpreted using knowledge of syntax, semantics,
pragmatics
• Reading involves saccades and fixations
• Perception occurs during fixations
• Word shape is important to recognition
• Negative contrast improves reading from
computer screen
17. Hearing
• Provides information about environment:
distances, directions, objects etc.
• 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
18. Hearing (cont)
• 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.
19. Touch
• Provides important feedback about environment.
• May be key sense for someone who is visually impaired.
• Stimulus received via receptors in the skin:
– thermoreceptors – heat and cold
– nociceptors – pain
– mechanoreceptors – pressure
(some instant, some continuous)
• Some areas more sensitive than others e.g. fingers.
• Kinethesis - awareness of body position
– affects comfort and performance.
20. Movement
• Time taken to respond to stimulus:
reaction time + movement time
• Movement time dependent on age, fitness etc.
• Reaction time - dependent on stimulus type:
– visual ~ 200ms
– auditory ~ 150 ms
– pain ~ 700ms
• Increasing reaction time decreases accuracy in
the unskilled operator but not in the skilled
operator.
21. Movement (cont)
• Fitts' Law describes the time taken to hit a
screen target:
Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants
Mt is movement time
D is Distance
S is Size of target
targets as large as possible
distances as small as possible
22. 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.
26. Long-term memory (LTM)
• Repository for all our knowledge
– slow access ~ 1/10 second
– slow decay, if any
– huge or unlimited capacity
• Two types
– episodic – serial memory of events
– semantic – structured memory of facts,concepts, skills
semantic LTM derived from episodic LTM
27. Long-term memory (cont.)
• 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
29. Models of LTM - Frames
• Information organized in data structures
• Slots in structure instantiated with values for instance
of data
• Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: carniverous
sound: bark
Variable
size:
colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
30. Models of LTM - Scripts
Model of stereotypical information required to interpret situation
Script has elements that can be instantiated with values for context
Script for a visit to the vet
Entry conditions: dog ill
vet open
owner has money
Result: dog better
owner poorer
vet richer
Props: examination table
medicine
instruments
Roles: vet examines
diagnoses
treats
owner brings dog in
pays
takes dog out
Scenes: arriving at reception
waiting in room
examination
paying
Tracks: dog needs medicine
dog needs operation
31. Models of LTM - Production rules
Representation of procedural knowledge.
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is wagging tail
THEN pat dog
IF dog is growling
THEN run away
32. 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
33. LTM - Forgetting
decay
– information is lost gradually but very slowly
interference
– new information replaces old: retroactive
interference
– old may interfere with new: proactive inhibition
so may not forget at all memory is selective …
… affected by emotion – can subconsciously `choose' to
forget
34. 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
36. 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
37. Deduction (cont.)
• When truth and logical validity clash …
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
• People bring world knowledge to bear
38. 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
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.
40. Wason's cards
Is this true?
How many cards do you need to turn over to find out?
…. and which cards?
If a card has a vowel on one side it has an even number on the other
7 E 4 K
41. 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
42. 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
43. 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
44. 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
45. 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
46. Emotion
• Various theories of how emotion works
– James-Lange: emotion is our interpretation of a
physiological response to a stimuli
– Cannon: emotion is a psychological 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
• Emotion clearly involves both cognitive and
physical responses to stimuli
47. Emotion (cont.)
• The biological response to physical stimuli is
called affect
• Affect influences how we respond to situations
– positive creative problem solving
– negative narrow thinking
“Negative affect can make it harder to do
even easy tasks; positive affect can make
it easier to do difficult tasks”
(Donald Norman)
48. Emotion (cont.)
• 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
49. Individual differences
• long term
– sex, physical and intellectual abilities
• short term
– effect of stress or fatigue
• changing
– age
Ask yourself:
will design decision exclude section of user
population?
50. Psychology and the Design of
Interactive System
• Some direct applications
– e.g. blue acuity is poor
blue should not be used for important detail
• However, correct application generally requires
understanding of context in psychology, and an
understanding of particular experimental conditions
• A lot of knowledge has been distilled in
– guidelines (chap 7)
– cognitive models (chap 12)
– experimental and analytic evaluation techniques (chap 9)
Notes de l'éditeur
- Haptics is Quite Literally The Science of Touch. Haptic sensations are created in consumer devices by actuators, or motors, which create a vibration.
- Sensory memory is the shortest-term element of memory. It is the ability to retain impressions of sensory information after the original stimuli have ended.
A stimulus is something that causes a physiological or psychological response: A stimulus can be internal or external. Sense organs, such as the ear, and sensory receptors, such as those in the skin, are sensitive to external stimuli such as sound and touch.
On the one hand the physical properties of the eye and the visual system mean that there are certain things that cannot be seen by the human; on the other the interpretative capabilities of visual processing allow images to be constructed from incomplete information. We need to understand both stages as both influence what can and cannot be perceived visually by a human being, which in turn directly affects the way that we design computer systems.
photoreceptor: rods and cones
120 million 6 million
sharpness or keenness of thought, vision, or hearing.
"intellectual acuity"
Hue is determined by the spectral wavelength of the light
Intensity is the brightness of the color Saturation is the amount of whiteness in the color
Kinesthesis - For example, for a touch typist, awareness of the relative positions of the fingers and feedback from the keyboard are very important.
The target may be a button, a menu item or an icon, for example. The time taken to hit a target is a function of the size of the target and the distance that has to be moved.
The job of our memory system is to store and retrieve information. E.g. memory games
arousal, our level of interest or need. E.g. hear our name in cocktail party.
e.g., multiplication 35 × 6 in your head. OR to comprehend this sentence you need to hold in your mind the beginning of the sentence as you readthe rest.
- store factual information, experiential knowledge, procedural rules of behavior
how information finds its way into and out of the human system and how it is stored. Finally, we come to look at how it is processed and manipulated.
This is perhaps the area which is most complex and which separates humans from other information-processing systems, both artificial and natural.
Reasoning is the process by which we use the knowledge we have to draw conclusions or infer something new about the domain of interest.
Draw conclusions using knowledge
invalid deduction - since we are not told that all babies are people. It is therefore logically possible that the babies who cry are those who are not people.
It is at this point, where truth and validity clash.
We assume a certain amount of shared knowledge in our dealings with each other, which in turn allows us to interpret the inferences and deductions implied by others. If validity rather than truth was preferred, all premises would have to be made explicit.
In spite of its unreliability, induction is a useful process, which we use constantly in learning about our environment.
Even if we saw an elephant without a trunk, we would be unlikely to move from our position that ‘All elephants have trunks’, since we are better at using positive than negative evidence.
In spite of its unreliability, induction is a useful process, which we use constantly in learning about our environment.
A common response to this (was it yours?) is to check the E and the 4. However, this uses only positive evidence. In fact, to test the truth of the statement we need to check negative evidence: if we can find a card which has an odd number on one side and a vowel on the other we have disproved the statement. We must therefore check E and 7. (It does not matter what is on the other side of the other cards: the statement does not say that all even numbers have vowels, just that all vowels have even numbers.)
This can lead to problems in using interactive systems. If an event always follows an action, the user will infer that the event is caused by the action unless evidence to the contrary is made available. If, in fact, the event and the action are unrelated, confusion and even error often result.
it does not provide sufficient evidence or structure to support its theories.
apes, which he observed joining sticks together in order to reach food outside their cages
Maier’s pendulum problem, The problem was this: the subjects were in a room with two pieces of string hanging from the ceiling.
The problem has an initial state and a goal state and people use the operators to move from the former to the latter.
heuristics - trial-and-error method of problem solving used when an algorithmic approach is impractical.
e.g. reorganizing your office and move your desk from the north wall to the window.
Analogy - for example a doctor using rays to destroy a tumor.
A general is attacking a fortress. He can’t send all his men in together as the roads aremined to explode
Skill – e.g. Chess Playing; skilled computer programmers
People build their own theories to understand the causal behavior of systems; termed as mental models. E.g. stop at the shop on the way home from work
Mistake - light switch and the lift button were inconsistent.
- we have concentrated on human perceptual and cognitive abilities. But human experience is far more complex than this. Our emotional response
to situations affects how we perform.
- Canon - recognition of physiological changes. physical symptoms but not the emotion like, anger or fear is same in drugs too - SS - same physiological response of a pounding heart will be interpreted as excitement if we are in a competition and fear if we find ourselves under attack
Visual interfaces excludes those who are visually impaired, unless the design also makes use of the other sensory channels.