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The Human Introduction, Modeling, Vision Human Computer Interaction, 2nd Ed. Dix, Finlay, Abowd, and Beale Chapter 1 About group presentations • In general, quite good – will be even better after having seen others and with this feedback! • 2 screens worked well • Keep any intro to site short • Need to focus on the interface to the underlying system model – E.g., always ways to improve business model, but that’s not the interface’s fault! – Critique of interface, not, e.g., business model • Organize, so, e.g., base flow of presentation on a particular heuristic, vs., e.g., flow of task • Keep time to 12 minutes – Practice to see how long is About group presentations • Keep time to 12 minutes – Practice to see how long is • Addressing each of the, e.g., 10 Nielsen, heuristics may not be best approach, as become “hectic” – Better to note in passing many, but focus on few to show depth of your analysis • Consider the view of your displays from perspective of audience – Visual fatigue is acute after a full day, then the presentation – E.g., essentially do not scroll, spend less than ~20-30 seconds on a screen or slide, etc. Introduction Recall from discussion of theories • About IT, HCI and humans … • Interaction captured in figure below with “system, task, user” – So far, have talked about “interface design” of system • Guidelines, principles, evaluation, etc. System • Now will look at user – Will consider “model” of human – Models capture elements of whatever is being modeled that are relevant to some endeavor • E.g., “cognitive engineering” Task and its representation (possibly manipulable) “feedback” User FYI - Introduction Recall from discussion of theories • On describing humans – To understate, … a question of long standing … • One of the big questions … – Has been and can be done in various ways and at different levels of analysis • Moral, spiritual, …., psychological, … physiological, … chemical • Reductionist • Psychology focuses on the individual • Many orientations through psychology’s short history – Note: Clinical/personality orientations, e.g., Freud, Jung, have their own utility in explanation, but are rarely subject to scientific investigation – Structural, turn of 20th century, relations among elements – Gestalt, 1930’s and on, general, especially of perception, still useful – Behaviorist, all S->R, which is fine for some things, but fall short for explanation of mental phenomena – Information processing/Cognitive, current orientation • Influences from Shannon’s ideas on information, shortcomings of behaviorism, successes in codifying information in computing • “Human information processor” Modeling Humans • Any theory or model is an abstraction – For HCI, goals are primarily in “Computer” and “Interaction” – Utility of human model lies in how well it helps with interfaces • Card, Moran, and Newell (1983, 1986) Model Human Processor – “Classic” example of cognitive architecture - focus on humans interacting w/ computers • Perceptual system • Motor system • Cognitive system – Each has own processor and memory – Principles of operation dictate system behavior under certain conditions – A very simple model • Dix et. al use similar information processing division of elements in chapter Overview • Dix et al. model: 1. Information i/o … • visual, auditory, haptic, movement 2. Information stored in memory • sensory, short-term, long-term 3. Information processed and applied • reasoning, problem solving, skill, error • Idea tonight – Give broad overview of elements of human – Show that for some elements of user interface design, detailed knowledge is at least useful and perhaps critical • For design - sensory, perceptual, and cognitive guidelines and principles Some Terminology Recall Perception Sensation • Transduction of energy, etc. by sensory receptors – • E.g., light to neural impulses by retinal cells Forming a “mental image” or awareness and representation • • To “see a window” “Top down” and “bottom up” process • Demo, next slide Cognition • Latin – • • • cognitio – knowledge “Higher level” mental representations and procedures Process of thought What’s below? Demo Model Human Processor + Attention Overview (detail next slide) • A “useful” big picture – Card et al. ’83, ‘86 … plus attention – Senses/input f(attention, processing) motor/output – Notion of “processors” • Purely an engineering abstraction • Detail next slide – And in lectures! Model Human Processor + Attention Detail • Sensory store – Rapid decay “buffer” to hold sensory input for later processing • Perceptual processor – – Recognizes symbols, phonemes Aided by LTM, cf. demo • Cognitive processor – – – – Uses recognized symbols Makes comparisons & decisions Problem solving Interacts with LTM and WM • Motor processor – – – Input from cog. proc. for action Instructs muscles Feedback • Results of muscles by senses • Attention – Allocation of resources Model Human Processor – Original Overview – visual – all next slide • Card et al. ‘83, ‘86 • An architecture with parameters for cognitive engineering … • E.g., memory properties – – – d: Decay time: how long memory lasts m: Size: number of things stored k: Encoding: type of things stored Model Human Processor – Original Parameters for each system • Memory properties – – – d: Decay time: how long memory lasts m: Size: number of things stored k: Encoding: type of things stored Dix: Information Input and Output • Dix et al. – slightly different foci – But, again, human considered as information processor • Input channels are the five senses – With some more important than others … – For hci, vision primarily • Output channels are human effectors – E.g., limbs, fingers, head, vocal system Vision Vision • Vision and visual perception studied across a range of disciplines • Points tonight meant to highlight usefulness for HCI in knowing about vision • For vision consider (in Dix’s terms): – 1. Physical reception of stimulus – 2. Processing and interpretation of stimulus Eye - Physical Reception of Stimuls • Eye - Mechanism for receiving light and transforming it into nerve transmissions – A transducer: light -> nerve “firings” – Actually, patterns of pulses • Light reflects from objects – Some strikes retina – Images focused upside-down on retina! • Perception vs. Sensation! • Ganglion cells (brain!) detect pattern and movement • As camera, has – equivalent of lens + aperture (pupil) – and film (retina) Environment: Visible Light • Generally, the body’s sensory system is the way it is because it had survival value – Led to success • survival and reproduction • Here, vision (because of computer), but all senses share basic notions • Humans have receptors for (a small part of) electromagnetic spectrum – Receptors sensitive to (fire when excited by) energy 400-700nm – Snakes “see” infrared, some insects ultraviolet • i.e., have receptors that fire – What would it be like if humans could see other parts of electromagnetic spectrum? Environment: Visible Light • Generally, the body’s sensory system is the way it is because it had survival value – Led to success • survival and reproduction • Here, vision (because of computer), but all senses share basic notions • Humans have receptors for (a small part of) electromagnetic spectrum – Receptors sensitive to (fire when excited by) energy 400-700nm – Snakes “see” infrared, some insects ultraviolet • i.e., have receptors that fire – What would it be like if humans could see other parts of electromagnetic spectrum? Human Eye: Retinal Receptors • Two types of (photo) receptors on retina: rods and cones – Rods look like, well, rods … – Will later look at color blindness … when cones fail • Rods: – – • Spread all over the retinal surface (75 - 150 million) Low resolution, no color vision, but very sensitive to low light (scotopic or dim-light vision) Cones: – – Dense array around central portion of retina - fovea centralis (6 - 7 million) – more later High-resolution, color vision, but require brighter light (photopic or bright-light vision) FYI - Human Eye: Compound Lens Cornea + Lens • Eye has compound lens: – cornea (power) and lens (adjust focal length) f = focal length of lens d = distance to object r = distance to image that is formed – Flexibility of lens changes with age, approaching 0 at 60 years Depth of Field – Photographic Example • Photographic Images: – Depth of field – that part of picture that is “in focus – Depth of field longer with small aperture (numerically higher f stop) – Range of focus: Distance 50 cm 1m 2m 3m Near Far 43 cm 75 cm 1.2m 1.5m 60 cm 1.5 m 6.0m Infinity Depth of focus 17 cm 75 cm 1.8 m Large Human Eye: Depth of Field and Focus • Depth of focus (will see interesting effect) – Distance over which objects are “in focus” without change in lens (focus) • Note: Different colors have different depths of focus • Varies with size of pupil – Range of focus: Distance 50 cm 1m 3m Near Far 43 cm 75 cm 1.5m 60 cm 1.5 m Infinity Depth of focus 17 cm 75 cm Large – Rarely do computer systems model either depth of field or depth of focus Human Eye: Chromatic Aberration Human Eye: Chromatic Aberration • Different wavelengths of light focus at different distances within eye – Short-wavelength blue light refracted (bent) more than long-wavelength red light – Focusing on a red patch, an adjacent blue patch will be significantly out of focus • Strong illusory depth effects • Human eye has no correction for chromatic aberration! – Visual effects in soap bubbles, crystal sculptures, etc. Using Physiology for Design • Chromatic Aberration • Different wavelengths focus differently – Highly separated wavelengths (red & blue) can’t be focused simultaneously!! • Guideline: Don’t use red-on-blue text – It looks fuzzy and hurts to read Interpreting the Visual Signal Interpreting the Visual Signal Some terms • Size and depth – Visual angle indicates how much of view object occupies (relates to size and distance from eye) – 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 • Visual acuity is ability to perceive detail (limited) • Brightness – Human perceptual system does not map directly to physical • Color – Different sensory elements responsible for perception of color – Implications for color use, e.g., color blindness Human Eye: Visual Angle • Visual angle - angle subtended by object at eye of viewer – In degrees, minutes, seconds of arc o • 1 = 60 mins • 1 min = 60 secs o • 1 = 360 secs o – Thumbnail at arm’s length subtends ~1 of visual angle o • 1cm (2/5”) object at 57 cm (20”), monitor distance, ~1 of visual angle Human Eye: Simple Acuities • Acuities – Measurements of abilities to see detail – Provide ultimate limits of information densities can perceive • Grating Acuity • Point, Line, Stereo, Vernier • Acuity distribution and the visual field Human Eye: Simple Acuities: Grating Acuity • Acuities – Measurements of abilities to see detail – Provide ultimate limits of information densities can perceive • Grating acuity – Resolve to ~1 min. (1/60 deg) f arc – Roughly corresponds to receptor spacing in fovea – E.g., to see 2 lines as distinct blank space between should lie on receptor – So, should be able to perceive lines separated by twice receptor spacing • Also, … superacuities – Resolution above what expected by receptor density due to integration of signals, retinal structure, etc. Grating Acuity - 1-2 minutes of arc - Ability to distinguish a pattern of bright and dark bars from a uniform gray background Human Eye: Simple Acuities: Point, Letter, Stereo, Vernier • Point acuity – 1 minute of arc – Ability to resolve two distinct point targets • Letter acuity – 5 minute of arc – Ability to resolve letters – Snellen eye chart • 20/20 means a 5-minute letter target can be seen 90% of time • Stereo acuity – 10 seconds of arc – Ability to resolve objects in depth – Measured as difference between 2 angles (a and b) for a just-detectable difference • Vernier acuity – 10 seconds of arc – Ability to see if two lines are collinear Human Eye: Receptors and Fovea • Lens focuses image on mosaic of photoreceptor cells lining retina • Fovea – Small area in center of retina densely packed with cones – Vision sharpest – ½o - 2o of arc Receptor mosaic in fovea • Blind spot, too Human Eye: Receptors and Fovea “The first complexity” • Lens focuses image on mosaic of photoreceptor cells lining retina • Fovea – Small area in center of retina densely packed with cones – Vision sharpest – ½o - 2o of arc • From 1 – 100 receptors feed into 1 ganglion cell, the first “complexity” … Receptor mosaic in fovea Human Eye: Acuity Distribution and the Visual Field • Again, receptors densely packed at fovea • Binocular overlap – Region of visual field viewed by both eyes – Only here, stereopsis • Visual acuity non-uniformly distributed over visual field – Again, densest receptor field at fovea o – E.g., Can resolve only about 1/5 detail at 10 from fovea • Next slide (tries to) demonstrate “equiresolvability” of characters as a function of distance from fovea – resolvability = f(dist. fovea) – Focus on center, and letters throughout field about equally “sharp” or “clear” Human Eye: Resolution Acuity Distribution and Visual Field • Previous showed equi-resolvability • As does right – From C. Ware, “Visual Thinking for Design” Brain Pixels and Optimal Screen Or, “retinal display” • So, visual acuity highest at fovea and lowest at periphery – Now optimal screen, later optimal display • Consider “brain pixels” (bp) as number of eye receptors – As screen resolution is from number of picture elements (pixels) per unit size • E.g., 100 dpi for 12” wide 1200 pixel screen • Acuity graph at right shows: – foveally (and at center of screen) many bp’s, for each screen pixel (sp, cf. a, b) • Circles = receptors, bp • Squares = screen pixels, sp • So, could use more screen pixels, i.e., higher resolution screens – At edges, mismatch of bp/sp is less (c, d) • Large screen might even match bp and sp • With small screen actually more screen pixels than brain pixels – Receptors can make use of this level of resolution – So, wasted screen pixels Brain Pixels and Optimal Screen Or, “retinal display” • Wasted pixels (inefficiency) in display (c) • To describe display and brain pixels: – – TPB, total n brain pixels stimulated by display USBP, n uniquely stimulated brain pixels • – USBP = TPB – redundant brain pixels • – • How efficiently a display is being used, in terms of sp and bp DE = USPB / SP Finally, proportion of bp in screen area that are getting unique information – – • Which takes a while, e.g., in a = 7, and different for each screen pixel, as different bp density at different angles DE, display efficiency • – Some bp get same information (a,b) VE, visual efficiency VE = USPB/TPB Figure (2.22) – 1m pixel display at 50 cm, considering angle of view Brightness, Luminance, Lightness Luminance, Brightness, Lightness • Ecologically, need to be able to manipulate objects in environment • Information about quantity of light, of relatively little use – Rather, what need to know about its use • Human visual system evolved to extract surface properties – Loose information about quantity and quality of light – E.g., experience colored objects, not color light • Color constancy – Similarly, overall reflectance of a surface • Lightness constancy Luminance, Brightness, Lightness • Consider physical stimulus and perception • Luminance (physical) – Amount of light (energy) coming from region of space, • Measured as units energy / unit area • E.g., foot-candles / square ft, candelas / square m • Physical • Brightness (perceptual) – Perceived amount of light coming from a source – Here, will refer to things perceived as selfluminous • Lightness (perceptual) – Perceived reflectance of a surface – E.g., white surface is light, black surface is dark – Physical • Luminance – Number of photons coming from a region of space – Perceptual: • Brightness – Amount of light coming from a glowing source • Lightness – Reflectance of a surface, paint shade Luminance • Amount of light (energy) hitting the eye • To take into account human observer: – Weighted by the sensitivity of the photoreceptors to each wavelength • Spectral sensitivity function: 700 L V Ed 400 • E.g., humans about 100 times less sensitive to light at 450nm (blue) than at 510nm (green) • Note, use of blue for detail, e.g., text, not seem good – Compounded by chromatic aberration in which blue focuses at different point • Later, will examine difference cone sensitivities Brightness Perceived brightness and physical intensity – Stevens’ Power Law • Perceived amount of light coming from a glowing (self-luminous) object – E.g., instruments • Perceived brightness very non-linear function of the amount of light – Shine a light of some intensity on a surface, and ask an observer, “How bright?” Intensity = How bright is the point?” (physical) (perceptual) 1 4 16 1 2 4 - Stevens’ power law Perceived ^ Brightness | Intensity -> Brightness – Power Law Perceived ^ Brightness | Intensity -> • Stevens power law – – – – – Perceived brightness, B, is proportional to stimulus intensity, I, raised to a power, n n B=I n Here, Brightness = Luminance With n = 0.333 for patches of light, 0.5 for points Applies only to lights in relative isolation in dark, so application more complicated • Applies to many other perceptual channels – Loudness (dB), smell, taste, heaviness, force, friction, touch, etc. • Enables high sensitivity at low levels without saturation at high levels Dix: Interpreting the Signal - Color • Color – Made up of hue, intensity, saturation – Cones sensitive to color wavelengths – Blue acuity is lowest – ~8% males and ~1% females color blind Trichromacy Theory for color vision • Recall, that there are 2 types of retinal receptors • Rods, low light, monochrome – So, overstimulated at all but low levels contribute little – So, only consider cones for color vision • Cones, high light, color – Not evenly distributed on retina Distribution of receptors across the retina, left eye shown; the cones are concentrated in the fovea, which is ringed by a dense concentration of rods http://www.handprint.com/HP/WCL/color1.html#oppmodel Trichromacy Theory for color vision • Cones (3 types) differentially sensitive to wavelengths – “trichromacy” • Each type cone has different peak sensitivity: – – – – – S: 450 nm “blue” M: 540 nm “green” L: 580 nm “red” More later No accident 3 colors in monitor • Color space: Cone sensitivity functions – An arrangement of colors in a 3dimensional space • • • – – – There are many, each designed for different purposes Will consider several Can match all colors perceived with 3 colors • – Monitor: R,G,B Primary paint colors: R,Y,B Printer: cyan, magenta, yellow Does not matter that spectral composition of that patch of light may be completely different But, chickens have 12 … – Different gamut, more later Cone response space, defined by response of each of the three cone types. Becomes 2d with color deficiency FYI: Color Space Ex.: RGB Color Cube • Again, can specify color with 3 – Will see other way • RGB Color Cube – Neutral Gradient Line – Edge of Saturated Hues – ppt example http://graphics.csail.mit.edu/classes/6.837/F01/Lecture02/ http://www.photo.net/photo/edscott/vis00020.htm Cone Sensitivity Functions • Cone receptors least sensitive to (least output for) to blue Relative sensitivity curves for the three types of cones, log vertical scale, cone spectral curves from Vos & Walraven, 1974 Relative sensitivity curves for the three types of cones, the Vos & Walraven curves on a normal vertical scale Color Blindness • ~8% male, and ~1% females have some form of color vision deficiency! (why gender difference?) • Most common: – Lack of long wave length sensitive receptors (red, protanopia) • See figure at right bottom – Lack of mid wave length receptors (green, deuteranopia) • Results in inability to distinguish red and green • E.g., cherries in 1st figure hard to see • Trichromatic vs. dichromatic vision Color Blindness Examples • Normal: – trichromatic • No red: – dichromatic Color Blindness Examples • Normal: – trichromatic • No red - dichromatic No green No blue Using Physiology for Design An example guideline based on physiology • Fovea has few blue (short wavelength) cones – Can’t resolve small blue features (unless they have high contrast with background) • Lens and aqueous humor turn yellow with age – Blue wavelengths are filtered out • Lens weakens with age – Blue is harder to focus • Guideline: don’t use blue against dark backgrounds where small details matter (like text!) Perceived Color • Color perceived relative to context – Are the “X”s in the figure below the same color? Perceived Color • Color perceived relative to context – Are the “X”s in the figure below the same color? – Easy implications for use in maps • Contrast illusion – An illusion is an extreme case • Somewhat “surprising” because it leads to error – Appears to be different color X! Perceived Color • With color of x touching … Afterimage • Occurs due to bleaching of photopigments – (demo next slide) • Implications for misperceiving (especially contiguous colors – and black and white) – “I thought I saw …” • To illustrate: – On next slide – Stare at + sign on left • May see colors around circle – Move gaze to right – See yellow and desaturated red Afterimage Example Afterimage Example Dix: Interpreting the signal (continued) • The visual system compensates for: – movement – changes in luminance • Context is used to resolve ambiguity • Optical illusions sometimes occur due to over compensation FYI: Simultaneous Brightness Contrast • Gray patch on a dark background looks lighter than the same patch on a light background – Predicted by DOG model of concentric opponent receptive fields • Again, illusion, system overcompensates for context Mach Bands • Saw the phenomenon, what’s going on? Mach Bands Ernst Mach • Like, “light stripes” where two areas meet • At point where uniform area meets a luminance ramp, bright band is perceived – Said another way, appear where abrupt change in first derivative of brightness profile – Simulated by DOG model – Particularly a problem for uniformly shaded polygons in computer graphics • Hence, various methods of smoothing are applied FYI: Mach Bands Ernst Mach • At point where uniform area meets a luminance ramp, bright band is perceived – Said another way, appear where abrupt change in first derivative of brightness profile – Simulated by DOG model – Particularly a problem for uniformly shaded polygons in computer graphics • Hence, various methods of smoothing are applied Psychology, Physiology and Design of Interactive Systems • 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 – cognitive models – experimental and analytic evaluation techniques End ? Optical Illusions the Ponzo illusion the Mueller-Lyer illusion Optical Illusions Preattentive Processing and Illusions • What is wrong with this triangle? – Impossible (or at least difficult) to build • Cues for perception misleading – Must rely on conscious (rational) processes intelligence to figure it out, – Conscious/rational processes much slower The Other Senses … • But not smell and taste – Long latency, practical challenges • Hearing • Touch • Kinesthetic – Movement – Fitt’s law Hearing • Provides information about environment: distances, directions, objects etc. • Physical apparatus: – outer ear – middle ear – protects inner and amplifies sound – transmits sound waves as – inner ear vibrations to inner ear – chemical transmitters are released and cause impulses in auditory nerve • Sound – pitch – loudness – timbre – sound frequency – amplitude – type or quality 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. Touch • Provides important feedback about environment • May be key sense for someone who is visually impaired • Stimulus received via receptors in the skin – thermoreceptors – nociceptors – mechanoreceptors – heat and cold – pain – pressure (some instant, some continuous) • Some areas more sensitive than others, e.g., fingers • Kinethesis - awareness of body position – affects comfort and performance. 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 – auditory – pain ~ 200ms ~ 150 ms ~ 700ms • Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator. Movement – Fitt’s Law • Fitts' Law, 1954 – Demo: http://www.tele-actor.net/fitts/ Movement – Fitt’s Law • Fitts' Law, 1954 –Fundamental law of human sensory-motor system –Practical application in interface design –Describes the time taken to hit a screen target –Time, Mt, to move hand to a target of size, S, at distance, D, away 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 – “index of difficulty”: log2(D/S + 1) • Same performance at greater distance with greater size targets as large as possible, distances as small as possible Fitt’s Law – Example Implication • Hierarchical menus are hard to hit – Especially when it takes two actions … End