humans
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Humans. Humans. Humans form an important part of human-computer interaction The limitations of humans influence how computers must be designed to work well with humans We will turn our attention to the human senses and brain to become familiar with the capabilities and limitations of each. - PowerPoint PPT PresentationTRANSCRIPT
Humans
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Humans Humans form an important part of
human-computer interaction The limitations of humans influence how
computers must be designed to work well with humans
We will turn our attention to the human senses and brain to become familiar with the capabilities and limitations of each
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Input-Output Channels Humans interact with the world via
Senses Sight, hearing, touch, taste, & smell
Effectors Limbs, fingers, eyes, head, & vocal system
The senses allow us to receive information from the computer while the effectors send information to the computer
The important senses from an HCI perspective are sight, hearing, and touch
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Vision The human visual system depends
on The eye
Receiving the light and converting it into signals
Ganglia in the retina Responsible for edge and shape detection
Visual cortex Part of the brain Responsible for understanding of scene
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The Eye
* Human Computer Interaction, Dix et al, Prentice-Hall, 2004
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The Eye Cornea & lens
Focus light onto the retina Retina
Light sensitive part containing rods & cones Rods
Highly sensitive to light Cannot resolve fine detail ~ 120 million around periphery of retina Dominate low-light & peripheral vision
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The Eye Cones
Less sensitive to light 3 types corresponding to different colors that
permit color vision ~ 6 million, concentrated in the fovea
Blind spot Where optic nerve exits eye where there are
no rods or cones Ganglion Cells
X-cells – in fovea for pattern detection Y-cells – throughout retina for motion
detection
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Edge Detection
Original Image Detected Edges
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Visual Perception Much of vision depends on visual angle
Objects with a large visual angle are closer Visual angle is used to determine distance Overlap helps to determine distance Known object size also determines distance
The visual angle determines the detail which can be resolved A line can be seen at 0.5 seconds of arc Spaces between lines can be detected at
30-60 seconds of arc
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Visual Angle
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Perceiving Brightness Brightness is determined by the
luminance of objects Contrast is the difference in brightness
of objects The visual system compensates for
brightness so that most scenes look the same
As light decreases, the rods dominate and we lose color vision
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Perceiving Brightness
Visual acuity increases with brightness
On computer displays, flicker increases with brightness
Flicker is perceived is the screen is updated less than 50 Hz
Flicker is most often perceived in peripheral vision
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Perceiving Color Color is made up of
Hue Intensity Saturation
We can perceive about 150 hues We can vary the intensity & saturation
to increase this to 7 million colors Untrained individuals might be able to
identify as few as 10 colors
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Perceiving Color
Approximately 8% of males and 1% of females suffer from some form of color blindness
Red / green color blindness is the most common
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Color Blindness
25, 645, 856, 29
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Visual Limitations
The eye compensates for changes in Luminance Location
It also makes interpretations based on what it expects to see, not what is actually there
This can lead to optical illusions
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The Muller-Lyer Illusion
Which line is longer?* Dix, et al
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The Ponzo Illusion
Are the blue rectanglesthe same size?
* Dix, et al
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Text Illusions
Is this text correct?
* Dix, et al
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Reading Reading is performed at about 250
words per minute People recognize words in about the
same time it takes to recognize a character
Fonts between 9 – 12 point are equally legible
Lines between 2.3 – 5.2 inches are easily read
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Reading There is evidence to suggest that it is
slower to read from a computer display Line length too long or short Unfamiliarity with the medium Insufficient contrast
Dark characters on a light background provide higher luminance and higher acuity, but is more prone to flicker
In practice white letters on black is preferred and increases reading accuracy
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Reading Contrast
This is low contrastWith the backgroundAnd can be difficult To read
This is preferred byMost people due to
The high contrast and The lack of flickerIn the background
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Eye Fatigue
Eye fatigue results from letters with too low resolution Professional printers use 1200 DPI
since 600 DPI will cause fatigue Displays have ~100 DPI Scalable fonts should be used Flicker increases fatigue
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Hearing The ear drum vibrates in response to
changes in air pressure The vibration is transmitted via bones to
the liquid-filled cochlea where it is detected by cilia
Humans can detect sound from 20 Hz to 15 KHz
Humans can detect subtle changes in pitch
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Sound in Interfaces
Sound is usually used for warnings It could be used far more
extensively Music and speech can
Enrich the user’s experience Provide the user with more
information Help people with poor vision
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Touch
Although touch, or haptic perception, is viewed as less important that sight and sound, it is vital in daily life
The skin has 3 types of receptors Thermoreceptors for temperature Nociceptors respond to intense pressure Mechanoreceptors respond to lower
pressure
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Touch
Different areas of the body have different numbers of receptors
Exercise Touch various parts of the body with
1 and two objects What parts of the body can tell
whether they are being touched by one or two objects?
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Touch in the Interface
We use touch for a variety of feedback in real life
We can use it in interfaces A click so we can feel a key press Force feedback on a joy stick Force feedback on keys of electronic
musical instruments
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Novint Falcon A device to let users feel
weight, texture, motion, and force
The ball is held in the hand and moved
As it enters different parts of the virtual world, it provides tactile feedback to the user
Technology like this could be used to enhance e-shopping by letting you feel the goods
* Novint Technologies, www.novint.com
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Movement A user can respond to a
Sound – 150 ms Visual signal – 200 ms Pain – 700 ms
To respond the user has to quickly and accurately plan motion of a hand, finger, and arm
Requiring faster responses is often what is done to make levels in games more difficult
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Movement In general, when the user gets a
signal, they must respond and hit a button
This response depends on How far they have to move How big the target is
This is summarized by Fitt’s Law movementTime = a + b log2(distance/size + 1) Where a & b are empirically determined
constants
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Movement
In terms of UI design this means Place controls close to one another to
minimize movement Make controls large enough so that
they can be accurately hit with little effort
Place frequently used menu items near to one another
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Memory
Humans have several forms of memory Sensory memory
Retains input from senses for a brief period Short-term memory
Allows us to retain what we are working on for a few seconds
Long term memory Long term memories of events and facts
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Sensory Memory There are 3 types
Iconic memory Visual images retained for 0.5 s
Echoic memory Aural stimuli retained for a few seconds
Haptic memory Memory of touch
Sensory memory is continually overwritten as new input is received
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Short-term Memory Acts as a scratch pad for
temporary information Used when we perform mental
arithmetic Can be accessed quickly, ~70 ms Decays rapidly Has limited capacity
7 ± 2 items in short term memory
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Short-term Memory
Short term memory stores chunks of information
We can increase the amount retianed by grouping data into chunks 265397620853
Individual digits – hard to remember 44 113 245 8920
Chunks – easier to remember
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Long-term Memory Stores information for years, possibly
forever Two types
Episodic – stores events Semantic – stores facts
Episodic memory is processed to derive new facts to store in semantic memory
There are several models of how long-term memory works
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Semantic Network
A popular model to view memory as interconnected facts.
* Dix, et al
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Closure When a task is completed, the mind
often flushes short-term memory to make way for the next task
Early ATMs gave the money before returning the bank card
This caused many people to take the money, wipe their memories, and forget their card
Newer ATMs return the card before giving the money
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Memorable or Secure?
Random strings make the best passwords
Random strings are the hardest to remember
Therefore, people choose poor passwords that are easy to remember and use them for multiple sites
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Reasoning
Reasoning is the process we use to draw conclusions form the facts we know
There are three types of reasoning Deductive Inductive Abductive
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Deductive Reasoning Derives a logical conclusion from
the facts I go to work on Mondays Today is Monday Therefore, I go to work today
Common problems with deductive reasoning are that people can make mistakes of logic
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Inductive Reasoning This allows us to generalize from what
we have seen to infer what we have not seen Every elephant I have seen has a trunk Therefore, all elephants have trunks
This is not a proven fact and cannot be proven unless we see every elephant
It can be disproven by finding one trunkless elephant
People still rely on this type of logic
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Abductive Reasoning
This reasons from a fact to the action which caused it Sam always drives fast when he drinks We see Sam driving fast and assume
he has been drinking Sam could be in a hurry for other
reasons, but our first thought is that it is because he was drinking
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Problem Solving
Problem solving involves inferring new information from what is already known
There are different theories as to how people solve problems Gestalt Theory Problem Space Theory
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Gestalt Theory Early explanations of problem solving
said that it involved trial and error Gestalt theorists felt it was more
complex than this and had two parts Reproductive problem solving drawing
on previous knowledge Productive problem solving in which the
problem is restructured to yield a new insight
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Maier’s Pendulum A group of subjects is placed in a room
with two strings hanging from the ceiling
The task is to tie the strings together There are pliers and poles in the room No one thinks to use the pliers as a
weight to make one of the strings swing The researcher brushes against a string,
setting it in motion, and soon they come up with the idea
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Problem Space Theory Newell & Simon created this as an
alternative to Gestalt theory Problems can exist in several
states and solving them involves applying operators to move the problem from one state to another
Consider the problem of moving your desk
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Problem Space Theory
You can push it or carry it You can only carry it if it is light
but carrying is faster than pushing Therefore, you try to solve how to
lighten the desk If you solve that, you solve the
whole problem
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Mental Models Whenever we deal with any complex
system we create a mental model of how it works
Consider a car It has an engine which makes it go The engine needs gas to run We push the accelerator to go faster and the
brake to go slower As long as the car performs according to
our model, we can drive safely
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Mental Models Consider the table editor in MS Word
I believed I was editing a table and had operations to
add and delete rows and columns Join rows or columns together
This was reinforced by the buttons on the interface
I tried for three days to edit a simple table !
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Mental Models I thought about the problem and
realized I was not editing a table I was editing a tree data structure in
memory and my operations were tree operations
I finished editing the table in minutes
Many problems are caused by incorrect mental models
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Emotion People are not pure logic machines They have emotions which affect their
behaviour In stressful situations, people have
poorer problem solving abilities Therefore, we should give people
positive responses so that they will feel better about what they are doing and perform better