1 human abilities. 2 basic human capabilities why do we have to learn this stuff? do not change very...
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Basic Human Capabilities
Why do we have to learn this stuff?• Do not change very rapidly
– Not like Moore’s law!
• Have limits, which are important to understand• Our understanding of human capabilities does change
– Cognitive neuroscience– Theories of color perception– Effect of groups and situation on how we act and react
• Have important design considerations
Human Abilities
• Our Senses– How to sense changes/information
• Our Cognition– How we process and interpret input
• Our Motor System– How we can react to input and cognition
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Sight, hearing, touch important for the design of current InterfacesSmell, taste, other ???
Abilities and limitations constrain design space
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Sight, hearing, touch important for the design of current InterfacesSmell, taste, balance, pain,
temperature, kinesthetic
Abilities and limitations constrain design space
• Visual angle– Total: 200 degrees– High-res: ~15 degrees
• Rods– 120 million!– B/W– 1000x more sensitive
than cones
• Cones– 6-7 million– 64% red– 32% green– 2% blue
Visual phenomena
• Color perception– 7-8% males cannot distinguish red from green– 0.4% of women
• Peripheral vision– Largely movement oriented
• Stereopsis– Monocular (size, interposition, perspective, paralax)– Binocular (retinal disparity, accommodation)
http://www.michaelbach.de/ot/
Audition (Hearing)
• Capabilities (best-case scenario)– pitch - frequency (20 - 20,000 Hz)– loudness - amplitude (30 - 100dB)– location (5° source & stream separation)– timbre - type of sound (lots of instruments)
• Often take for granted how good it is
CS / PSYCH 4750
Touch
• Three main sensations handled by different types of receptors:– Pressure (normal)– Intense pressure (heat/pain)– Temperature (hot/cold)
• Sensitivity, Dexterity, Flexibility, Speed
• Where important?– Mouse, Other I/O, VR, surgery
Key concepts
• Absolute threshold– Lowest detectable signal
• Signal detection– Ability to “tune in” or “tune out” signal
• Just noticeable difference (jnd)• How much change in stimulus is needed before we can sense
difference?• Logarithmic (Webbers Law)
• Sensory adaptation– We react to change– Absence of change leads us to loose sensitivity (psychological
nystagmus)
Color, from 400 to 700 mm
JND
, m
m
Motor System (Our Output System)
• Capabilities– Range of movement, reach, speed,
strength, dexterity, accuracy– Workstation design, device design
• Often cause of errors– Wrong button– Double-click vs. single click
• Principles– Feedback is important– Minimize eye movement
Cognitive Processes
• Attention
• Perception and recognition
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-making
The “Model Human Processor”
• A true classic - see Card, Moran and Newell, The Psychology of Human-Computer Interaction, Erlbaum, 1983– Microprocessor-human analogue using results from
experimental psychology– Provides a view of the human that fits much
experimental data– But is a partial model
• Focus is on a single user interacting with some entity (computer, environment, tool)
Model Human Processor
A simplification/Abstraction of the HumanBrain
Not model of how anyone actually thinksBrain operates, but a useful abstract Model based on real observational data
Useful for reasoning about designDesign guidelines, and the basis forSeveral predictive models of usability
Block Diagram
LONG-TERM MEMORY
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGESTORE
VISUAL IMAGESTORE
R = SemanticD = InfiniteS = Infinite
R = AcousticD = 1.5 [0.9-3.5] sS = 5 [4.4-6.2] letters
R = VisualD = 200 [70-1000] msS = 17 [7-17] letters
R= Acoustic or VisualD (one chunk) = 73 [73-226] sD (3 chunks) = 7 [5-34] sS = 7 [5-9] chunks
R = RepresentationD = Decay TimeS = SizeC = Cycle Time
PERCEPTUALPROCESSOR
C = 100 [5-200] ms
COGNITIVEPROCESSOR
C = 70 [27-170] ms
MOTORPROCESSOR
C = 70 [30-100] MS
Eye movement (Saccade) = 230 [70-700] ms
Memory
• Perceptual “buffers”– Brief impressions
• Short-term (working) memory– Conscious thought, calculations– Order of seconds
• Long-term memory– Minutes, hours, days, years, decades… – Long term, large storage space
Short Term (Working) Memory
• Working memory– Visuospatial sketchpad, phonological loop, central
control
• Characteristics– Details decay quickly (70 - 1000 ms visual; 0.9 - 3.5
sec auditory)– Limited capacity (7 - 17 letters visual; 4 - 6 auditory)– Rehearsal prevents decay– Chunking to remember more (7+-2)– Interference from LTM & recent items
Long-Term Memory
• Seemingly permanent & unlimited
• Access is harder, slower-> Activity helps (we have a cache)
• Retrieval depends on network of associations
File system full
LT Memory Structure
• Episodic memory– Events & experiences in serial form
• Helps us recall what occurred
• Semantic memory– Structured record of facts, concepts & skills
• One theory says it’s like a network• Another uses frames & scripts
Different models/theories for decision-making/reasoning
• Production systems– If-then rules
• Connectionism (big idea in IS)– Neural networks– Hidden Markov models– Bayesian networks
• Mediated action– Actions must be interpreted in context– Tools, setting, culture
Conceptual & Mental Models
UserDesigner
Conceptual Model
Mental Model
System model/image
SystemInstantiated in
Mental model of mental model
Invokes existing knowledgeand/or
Affordances guide action
Test hypotheses
Mental models
• User’s understanding (internal rep) of a system– How to use the system (what to do next) (functional
knowledge)– What to do with unfamiliar systems or unexpected
situations (how the system works) (Structural knowledge)
• People make inferences using mental models of how to carry out tasks
• Involves unconscious and conscious processes, where images and analogies are activated
Conceptual Models
Designer’s interpretation of how users should think/reason about the system
Conceptual models based on activities– Instructing: the user instructs the system on what to do next– Conversing: the user and system are dialogue partners; based
on metaphor of human-human conversation– Manipulating and navigating: manipulate objects; navigate
through virtual spaces; based on users’ knowledge of these activites in the real world
– Exploring and browsing: based on people’s experiences with browsing other media, e.g., magazines, radio, TV, libraries
Conceptual Models (2)
Conceptual models based on objects– Books, tools, vehicles
Usually implies a metaphor– Metaphor uses an “unconventional” interpretation of
the relationship between two entities– Analogy is based on the accurate match between two
entities; the closer the match, the better the analogy
In user interface design, we talk about “metaphor”, but we often mean analogy
Building good Mental models
• Leverage existing knowledge and invoke correct associations/assumptions through good cognitive models
• Embed knowledge in the system– Reduce memory load– Computational offloading
• Remember: Physics, devices & environment shape mental models as well
• Allow for transparency to allow users to develop metter models