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HCI Cognitive Frameworks for HCI “Doing Work” View • Need to understand the user and human behavior • How does an architect approach a custom home design for a new client? Fall 2011 the human the 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 • Each person is different Modeling Humans • 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) Model Human Processor - “Classic” example of cognitive architecture with focus on humans interacting with computers - Each has own processor and memory Cognitive models They model aspects of user: understanding knowledge intentions processing Common categorization: Competence Performance Computational flavor No clear divide Utah School of Computing Student Name Server slide 6 Model Human Processor - Original The Model Human Processor The model human processor consists of three interacting systems. Each has its own memory and processor. Perceptual processor • Outputs into audio storage • Outputs into visual storage Cognitive processor • Outputs into working memory. • Has access to: Working memory Long term memory Motor processor • Carries out actions 9 Information Input and Output • Input channels are the five senses - With some more important than others - Vision primarily • Output channels are human effectors - E.g., limbs, fingers, head, vocal system Vision Two stages in vision • physical reception of stimulus • processing and interpretation of stimulus Visual Perception • How we can see? 12 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 Marr’s Theory of Vision • Vision can be explained with a three-level model Primary Sketch 2½D Sketch 3D Sketch 14 Environment: Visible Light Humans have receptors for (a small part of) the electromagnetic spectrum - Have receptors sensitive to (fire when excited by) energy 400-700nm - Snakes “see” infrared, some insects ultraviolet - What would life be like if humans could see other parts of electromagnetic spectrum??? 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) Interpreting the signal (cont) • Brightness - subjective reaction to levels of light - 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 Proximity Optical Illusions the Ponzo illusion the Mueller-Lyer illusion Optical Illusions Human Eye: Chromatic Aberration • Normal: Color Blindness - trichromatic • No red, green, blue: dichromatic • The most prevalent causes are confusion between red and green • suffer from a deficiency in perceiving blue/yellow differences Mechanism - -- - -- - -- -- + ++ -- - + ++ 23 -- - -- - + ++ - -- - -- -- - - -- -- - -- - -- - - -- -- - + ++ - -- -- - -- Fall 2011 + ++ - -- -- - + ++ -- - - -- - -- Fall 2011 Reading • Several stages: • visual pattern perceived decoded using internal representation of language • interpreted using knowledge of syntax & semantics • Word shape is important to recognition • Negative contrast improves reading from computer screen Word shapes Proof-Reading Illusion What if …. • User visual attention is need for another activity - Driving & cell phone / gpa navigation…. • Were colour blind? • Needed reading glasses? • Had really poor eye sight that couldn’t corrected by glasses? • User was blind? Hearing • Provides information about environment: distances, directions, objects etc. • Humans can hear frequencies from 20Hz to 15kHz • Physical apparatus: • outer ear - protects inner and amplies sound • middle ear- transmits sound waves as vibrations to inner ear • inner ear - chemical transmitters are released and cause impulses in auditory nerve. What if…. • Users are in a noisy environment Phone call/ text message? • User hearing is below average • User is deaf Touch • Provides important feedback about environment. • May be key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: • thermo receptors - heat and cold • nociceptors - pain • mechanoreceptors - pressure (some instant, some continuous) • Some areas more sensitive than others e.g. fingers. • Kinesthesis - awareness of body position Touch devices • Interesting research in the areas of sound and touch – This is what is being used for the ‘teaching visually impaired kids to sign their name’ project • The nintendo wiis multimodal with haptics too • Touch phones are so NOW! Pre-training circle Post training circle 32 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. 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 Model Human Processor - Original Memory There are three types of memory function. What is Attention? • Definition Attention is the focusing of perception on a limited range of stimuli, leading to heightened awareness • Explanation - Our senses are constantly bombarded with images, sounds, smells, tastes and touch - How to deal with all this information in such a way as to make sense out of it - Human tendency is to avoid getting overloaded with information - This is done by employing the selective process of attention Withdraw from some things in order to deal efficiently with others 37 Models of Attention • Divided attention Available capacity • Focused attention senses Short term store Possible activities Processing Example 1 (Preece, P. 103) Focused Attention vs. Divided Attention • An attention may be - Focused attention Attending one event at a time out of several competing stimuli Example When several students in a class asking to their teacher simultaneously - Divided attention Ability to attend to more than one things at a time Example When watching a video music 40 Voluntary Attention vs. Involuntary Attention • A further properties of attention is - Voluntary attention Making a conscious effort to change attention Example While driving a car and you see a mass fighting themselves on the road side - Involuntary attention When the salient characteristics of the competing stimuli grab the attention Example While working with a computer and heard your favorite music in the next room 41 Attention and Automatic Action • Frequent activities become automatic. • Carried out without conscious attention. • User does not make conscious decision. Sensory Memory • Information from the external world is initially registered by the specific sensory stores - Like input buffers holding a direct representation of sensory information • Only a small fraction of all information entering the sensory store is attended for further processing Moving a finger in front of the eyes We cannot see the finger more than one place at once Firework display • The information is lost by being written over by successive information or through the process of decay - Information remains in sensory memory very briefly, in the order of 0.5 seconds 43 Short-term memory (STM) Scratch-pad for temporary recall rapid access ~ 70ms rapid decay ~ 200ms limited capacity - 7± 2 chunks The human ability to group information into related small sets (chunks). Short-term Memory • Information from sensory store is attended to and selected for further processing in the shortterm store • It is also called working memory • Information reaching the short-term memory store is actively processed and may then be transferred into the long-term memory store Sensory memory Iconic Echoic Haptic Attended Short-term memory or Working memory Short Term Memory • Example 35 x 6 Step 1: 30 x 6 Step 2: 5 x 6 Ans: step 1 + step 2 Short Term Memory • Example 212348278493202 (difficult) 0121 414 2626 (easy) HEC ATR ANU PTH ETR EET (The Cat Ran Up The Tree) Capacity of Short-term Memory • Capacity to hold information is limited in time - • Information remains in short-term memory very briefly, in the order of 200 ms Capacity to hold information is limited in amount - There are two basic methods for measuring memory capacity 1. Determining the length of a sequence which can be remembered in order 2. Items to be freely recalled in any order (say, in memory game) 48 Concept of 7 ± 2 • An observation by George Miller (1956) - The magic number 7 ± 2 - The number is the one most often known to user interface developers - People can recall somewhere between 5 and 9 things at one time Examples - Let’s see the following sequence of digits and try to write down as much of the sequence as you can 364207120948 The average can easily recall between 5 to 9 digits - Now try the following sequence. Did you recall that more easily? 49 03742 58 2376 Generalization of the 7 ± 2 Rule • We can remember 7 ± 2 chunks of information - Chunking information can increase the short-term memory capacity • This is very much relevant in user interface design Example - Command line interface in Unix A command has a number of parameters of options, to be applied in a particular order, and it is going to be applied to several files that have long path names The user then has to hold the command name, its parameters and the file path names in short-term memory while he types them in For the user, task may cause problems if the number of items or chunks in the command is more than 7 50 What some designers get up to… • • • • • Present only 7 options on a menu Display only 7 icons on a tool bar Have no more than 7 bullets in a list Place only 7 items on a pull down menu Place only 7 tabs on the top of a website page But this is wrong? Why? 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 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 Long-term Memory • Information entering the long-term memory is assumed to be permanent • Processed information are stored as knowledge, which can be retrieved any subsequent time Sensory memory Iconic Echoic Haptic Attended Short-term memory Rehearsal or Long-term memory Working memory 54 Long Term Memory • Example - the dog chewed the food - the cat stole the food - the dog chased the cat dog chewed chased cat food stole Long-term memory - semantic network Utah School of Computing Student Name Server slide 56 LTM - Forgetting decay • information is lost gradually but very slowly • 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 LTM - retrieval • recall • information reproduced from memory can be assisted by categories • recognition • information gives knowledge that it has been seen before Norman’s Notion of Knowledge Norman (1988) introduced the notions • Knowledge in the world Recognition - Information stored in the world - Less load on memory • Knowledge in the head Recall - Information stored in the memory - Too load on memory 59 Thinking: reasoning and problem solving Reasoning Deductive: derive logically necessary conclusion from given premises. e.g. If it is Monday then he will not go to work It is Monday Therefore he will not 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 Inductive: generalize from cases seen to cases unseen e.g. all elephants we have seen have trunks therefore all elephants have trunks. Humans not good at using negative evidence Modes • Modes – the same action means some different depending on the “mode” - Many examples abound • Modes are likely to be confusing Modes • • • • • • Digital alarm clock: Time v Alarm Car stereo: Treble-Bass, Lt-Rt, Fr-Back Emacs Various finite state machines Automobile controls Remote for TV-CD-VCR Universal Usability • Gender differences - No clear patterns have emerged Games Tend to be aimed at young males Highest demographic of online players: older women Productivity tools Largely male designers Poor UI choices (KILL a process) Universal Usability (cont.) • Users with disabilities - Designers must plan early to accommodate users with disabilities - Early planning is more cost efficient than adding on later - Businesses must comply with the "Americans With Disabilities" Act for some applications - Temporary disabilities (glasses, loud environments) • Elderly Users - Including the elderly is fairly ease, designers should allow for variability within their applications via settings for sound, color, brightness, font sizes, etc. Usability Topic: Color Blindness • About 8% of men have color blindness of some type, and about 0.5% of women - Varies along ethnicity • Misnomer: most people see color difference of some kind - Color deficiency - Monochromacy, very rare condition • Genetic condition, alteration of the cones in the eye • Most commonly expressed in red/green deficiency, often with specific shared Designing for Color Blindness • Avoid red-on-green at all costs! • Consider using magenta instead of red - Avoid using magenta with blue • Use redundant coding of information - Use color and shape/location • Avoid thin lines / small symbols - For color-coded text, use bold fonts Universal Usability (cont.) • Designing for/with children - Broad term: toddlers to teenagers - Younger children: evolving dexterity, level of literacy, short attention span - Parental control and safety vs desire of challenge and learning Universal Usability (cont.) • Some practical user types - The Beginner Just starting out, possibly not very technical Will need lots of hand-holding, at least to start Ever try teaching your grandmother AOL? - The Casual User Uses the system infrequently Uses short-cuts, occasionally needs help - The “Technically Challenged” User Doesn’t know, doesn’t want to know! Will need lots of hand-holding (i.e., help system) Questions • The human eye has a number of limitations.� Give three examples • There are three types of human memory.� List them • Describe what is thought to happen when people �forget� things Culture Fall 2011 Culture • Up is better than down - Religion, Dante, … • When we refer to ourselves - We point to our noses? - Our chests? • Point with index finger or hand ? Fall 2011 Cultural & International Diversity • Characters, numerals, special characters, diacriticals • Left-to-right v (right-to-left or vertical reading) • Date and time formats - International standards • Numeric and currency formats Fall 2011 Cultural & International Diversity • Weights and measures • Telephones and addresses - Fixed v variable length • Names and titles - Mr., Ms., Mme, M., Dr. • SSNs, national IDs, • Capitalization and punctuation Fall 2011 Universal Usability (cont.) • Cultural and international diversity - Characters, numerals, special characters, and diacriticals - Left-to-right versus right-to-left versus vertical input and reading - Date and time formats - Numeric and currency formats - Weights and measures - Telephone numbers and addresses - Names and titles (Mr., Ms., Dr.) - Social-security, national identification, and passport numbers - Capitalization and punctuation - Sorting sequences - Icons, buttons, colors - Pluralization, grammar, spelling Which universal, which culturally-specific? • . Mapping • Relationship between controls and their movements and the results in the world • Why is this a poor mapping of vcr control buttons (rewind, play, fast forward, fast rewind)? Mapping • Why is this a better mapping? • The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward Why are Interfaces Important? • Sit-down-and-use computers and software - Don't read the manuals • Usability is critical to software sales: - In magazine ratings - "User friendly" • HCI-trained people build better interfaces - Programmers don't think like end-users - Exposure to different kinds of interfaces, problems - User model, not system model 79 • Briefly describe the main features that are you feel will support the user of this operating system. Logical or ambiguous design? • Where do you plug the mouse? • Where do you plug the keyboard? • top or bottom connector? • Do the color coded icons help? From: www.baddesigns.com How to design more logically - A. provides direct adjacent mapping between icon and connector - B. provides color coding to associate the connectors with the labels From: www.baddesigns.com Mapping - Which controls go with which rings (burners)? A B C D Why is this a better design? Palm Desktop Calendar Fall 2011 Palm Handheld Calendar Fall 2011 Example An elevator panel will require buttons for four floors (parking, main floor, second and third floor), door open, door close, stop, and activate emergency intercom. Propose a design for these buttons. Draw them in a single row Examples of Bad Design … and Why - Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by mistake instead of a control button - People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com End