human abilities sensory and cognitive capabilities

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Human Abilities Sensory and cognitive capabilities

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Human Abilities

Sensory and cognitive capabilities

Movie Ticket Kiosk: my thoughts

Data gathering methods:– Observation of theater with and without kiosk– Observe several people up close using existing kiosks– Interview several movie owners and workers– A couple of focus groups of end users

Stakeholders:– Primary: ticket buyer– Secondary: those with the ticket buyer, theater owners/managers– Tertiary: theater employees, movie makers– Facilitating: us

User characteristics:– Wide range of ages and abilities– Wide range of education and comfort levels

Although will target basic English reading levels and computer comfort– Want entertainment, no hassle and pressure

Movie Ticket Kiosk

Physical environment:– Indoor or outdoor– Busy, crowded and noisy area– Will be lines of people forming

Technical environment:– Need to integrate with movie/showings database and credit card

system Social environment:

– Multiple people going to same movie, maybe buying tickets together or on own

– Some movies have age restrictions– Some people qualify for discounted tickets, but most don’t– Lines of people waiting to buy tickets – annoyance and social

pressure

Movie ticket kiosk, cont.

Typical scenario of use:– Know what movie and time, see line is long at person so use kiosk,

select the movie and show time, use credit card, get tickets Atypical scenario of use:

– Movie was sold out, now have to decide what to see. Call group of people back to kiosk to look through movies and show times to make decision. Finally decide on different one and purchase tickets.

HTA: goal of going to a movie, subtasks such as look at movies out, decide on movie and showtime, purchase tickets, enter theater.

ER diagram: objects such as movies, theaters, times, ticket, customer, etc. HTA would probably be more useful

Typical Person

Do we really have limited memory capacity?

Outline

Questions? Human capabilities Memory and cognitive processes Predictive models

Basic Human Capabilities

Do not change very rapidly– Not like Moore’s law!

Have limits, which are important to understand

Why do we care?– Better design!– Want to improve user performance

Universal design – design for everyone, including those with disabilities

– We’ll come back to this later in the semester…

Usable Senses

The 5 senses (sight, sound, touch, taste and smell) are used by us every day

– each is important on its own– together, they provide a fuller interaction with the natural world

Computers rarely offer such a rich interaction

Can we use all the available senses?– ideally, yes– practically – no

We can use • sight • sound • touch (sometimes)

We cannot (yet) use • taste • smell

Vision (more to come in visual design)

Color– Distinguishable hues, optical illusions– About 9 % of males are red-green colorblind!– See http://colorlab.wickline.org/colorblind/colorlab/

Acuity– Determines smallest size we can see– Less for blue and yellow than for red and green

Color Surround Effect

Our perception of a color is affected by the surrounding color

Which is easiest to read and why?

What is the time?

What is the time?

What is the time?

What is the time?

What is the time?

From http://www.id-book.com

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(error beeps, disk whirring)

Implications ?

Attention

Involves audio and/or visual senses

Selecting things to concentrate on from the mass of stimuli around us

Focused and divided attention enables us to be selective but limits our ability to keep track of all events

Structure information to capture users’ attention perceptual boundaries (windows), color, reverse video,

sound and flashing lights From http://www.id-book.com

Activity: Find the price of a double room at the Holiday Inn in Bradley

From http://www.id-book.com

Activity: Find the price for a double room at the Quality Inn in Columbia

From http://www.id-book.com

Activity

Tullis (1987) found that the two screens produced quite different results

– 1st screen - took an average of 5.5 seconds to search– 2nd screen - took 3.2 seconds to search

Why, since both displays have the same density of information (31%)?

Spacing– In the 1st screen the information is bunched up together, making it

hard to search– In the 2nd screen the characters are grouped into vertical

categories of information making it easier

From http://www.id-book.com

Design implications

Representations of information need to be perceptible and recognizable

Make information salient when it needs attending to– Make things stand out with colour, ordering, spacing,

underlining, sequencing and animation

Avoid cluttering the interface

Sounds should be audible and distinguishable Speech output should enable users to distinguish

between the set of spoken words

From http://www.id-book.com

Touch

Three main sensations handled by different types of receptors:

– Pressure (normal)– Intense pressure (heat/pain)– Temperature (hot/cold)

Where important?– Mouse, Other I/O, VR, surgery

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

See Handbooks for data

What goes on in the mind?

Core cognitive aspects

Attention

Perception and recognition

Memory

Reading, speaking and listening

Problem-solving, planning, reasoning and decision-making, learning

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)– Neglects effect of other people

Memory

Perceptual “buffers”– Brief impressions

Short-term (working) memory– Conscious thought, calculations

Long-term memory– Permanent, remember everything that ever

happened to us

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

Sensory Stores

Very brief, but accurate representation Physically encoded Limited capacity

– Iconic: 7-17 letters– Echoic: 4-6– Haptic: ??

Rapid Decay– Iconic: 70-1000 ms– Echoic: 0.9 – 3.5 sec

Perceptual Processor – interpret signal into semantically meaningful

– Pattern recognition, language, etc.

Short Term Memory

Symbolic, nonphysical acoustic or visual coding Somewhat limited capacity

– 7 +- 2 “chunks” of information Slower decay

– 5-226 sec

– rehearsal prevents decay

Another task prevents rehearsal - interference

About Chunks

A chunk is a meaningful grouping of information – allows assistance from LTM

4793619049 vs. 704 687 8376 NSAFBICIANASA vs. NSA FBI CIA NASA My chunk may not be your chunk

– User and task dependent

Long-Term Memory

Semantic storage Seemingly permanent & unlimited Access is harder, slower

– -> Activity helps (we have a cache)

Retrieval depends on network of associations How information is perceived, understood and

encoded determines likelihood of retrieval

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 (like record structs)

Memory Characteristics

Things move from STM to LTM by rehearsal & practice and by use in context

– Do we ever lose memory? Or just lose the link?– What are effects of lack of use?

We forget things due to decay and interference– Similar gets in the way

Processing in memory

Attention filters information into memory and for more processing– The more attention paid to something,– And the more it is processed in terms of thinking

about it and comparing it with other knowledge, – The more likely it is to be remembered

Context is important– Difficult to remember things in another context

Activity

Try to remember the dates of your grandparents’ birthday

Try to remember the cover of the last two DVDs you bought or rented

Which was easiest? Why? People are very good at remembering visual cues

about things– e.g., the color of items, the location of objects and marks on an

object

They find it more difficult to learn and remember arbitrary material

– e.g., birthdays and phone numbersFrom http://www.id-book.com

Implications?

Which is an implication of 7 +- 2?– Use about 7 items on a menu– Display 7 icons on a task bar– No more than 7 tabs on a window– 7 bullets in a list

ALL WRONG!

Why?

Inappropriate application of the theory People can scan lists of bullets, tabs, menu items till

they see the one they want They don’t have to recall them from memory having

only briefly heard or seen them Sometimes a small number of items is good design

– But it depends on task and available screen, NOT memory

From http://www.id-book.com

Recognition over Recall

We recognize information easier than we can recall information

Examples? Implications?

Externalizing to reduce memory load

Reminders, calendars, notes, shopping lists, to-do lists - written to remind us of what to do

Post-its, piles, marked emails - where placed indicates priority of what to do

External representations:– Remind us that we need to do something (e.g. to buy

something for mother’s day)– Remind us of what to do (e.g. buy a card)– Remind us when to do something (e.g. send a card by a

certain date)

From http://www.id-book.com

Memory Summary

Involves encoding and then retrieving knowledge We don’t remember everything - involves filtering

and processing what is attended to Context is important in affecting our memory (i.e.,

where, when) Well known fact that we recognize things much

better than being able to recall things Also better at remembering images than words

– Why interfaces are largely visual

From http://www.id-book.com

Design implications

Don’t overload users’ memories with complicated procedures for carrying out tasks

Design interfaces that promote recognition rather than recall

Provide users with a variety of ways of encoding digital information to help them remember where they have stored them

– e.g., categories, color, flagging, time stamping

From http://www.id-book.com

Other processes: Learning

Facilitated– By structure & organization– By similar knowledge, as in consistency in UI design– By analogy– If presented in incremental units– Repetition

Hindered– By previous knowledge

Try moving from Mac to Windows

Consider user’s previous knowledge in your interface design

Encourage exploration

Other Processes: Problem Solving

Users focus on getting job done, not learning to

effectively use system We are more heuristic than algorithmic

– We try a few quick shots rather than plan Resources simply not available

We often choose suboptimal strategies for low priority problems

We learn better strategies with practice Users apply analogy even when it doesn’t apply

– Or extend it too far - which is a design problem Dragging floppy disk icon to Mac’s trash can does NOT erase

the disk, it ejects disk!

Implications

Help users accomplish main tasks Provide useful analogies Allow flexible shortcuts and multiple ways to

accomplish a task– Forcing plans will bore user

People

Good1. xxx

2. yyy

3. zzz

Bad1. aaa

2. bbb

3. ccc

Fill in the columns - what are people good at and what are people bad at?

People

Good– Infinite capacity LTM– LTM duration & complexity– High-learning capability– Powerful attention

mechanism– Powerful pattern recognition

Bad– Limited capacity STM– Limited duration STM– Unreliable access to LTM– Error-prone processing– Slow processing

Example: Passwords

What’s wrong with computer passwords? How do people cope? How to banks, sites, etc. cope?

Suggested improvements:– Have a tool remember them all– How about visual passwords?– Eliminate the need – use biometrics

Reminder: Assignment

Task analysis due Monday

And get started on your Project Part 1!