human abilities: vision & cognition

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Prof. James A. Landay University of Washington Autumn 2006 Human Abilities: Human Abilities: Vision & Cognition Vision & Cognition October 12, 2006

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Human Abilities: Vision & Cognition. October 12, 2006. Interface Hall of Shame or Fame?. From IBM’s RealCD prompt button. Interface Hall of Shame!. From IBM’s RealCD prompt button Black on black??? cool! but you can’t see it “click here” shouldn’t be necessary - PowerPoint PPT Presentation

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Page 1: Human Abilities:  Vision & Cognition

Prof. James A. LandayUniversity of Washington

Autumn 2006

Human Abilities: Human Abilities: Vision & CognitionVision & Cognition

October 12, 2006

Page 2: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 2

Interface Hall of Shame or Fame?

• From IBM’s RealCD– prompt– button

Page 3: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 3

Interface Hall of Shame!

• From IBM’s RealCD– prompt– button

• Black on black???– cool!– but you can’t see it– “click here” shouldn’t be

necessary • like a door that has a sign

telling you to push

Page 4: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 4

Misused MetaphorsMisused Metaphors

• Direct translations

– software telephony solution that requires the user to dial a number by clicking on a simulated keypad

– software CD player that requires turning volume knob with the mouse

– airline web site that simulates a ticket counter!

Page 5: Human Abilities:  Vision & Cognition

Prof. James A. LandayUniversity of Washington

Autumn 2006

Human Abilities: Vision & Cognition

October 12, 2006

Page 6: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 6

Outline

• Review

• Human visual system

• Guidelines for design

• Models of human performance (MHP)

• Memory

• Working on teams

Page 7: Human Abilities:  Vision & Cognition

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Review• Know thy user & involve them in design

– answer questions before designing• who, what, where, when, how often?• users & data?, other tools? when things go wrong?

• Selecting tasks– real tasks with reasonable functionality coverage– complete, specific tasks of what user wants to do

• Contextual inquiry– way to answer the task analysis questions– interview & observe real users– use the master-apprentice model to get them to teach

you

Page 8: Human Abilities:  Vision & Cognition

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Why Study Color?

1) Color can be a powerful tool to improve user interfaces by communicating key information

2) Inappropriate use of color can severely reduce the performance of systems we build

Page 9: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 9

Visible Spectrum

Page 10: Human Abilities:  Vision & Cognition

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Human Visual System

• Light passes through lens

• Focussed on retina

Page 11: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 11

Retina

• Retina covered with light-sensitive receptors?

– rods• primarily for night vision & perceiving

movement• sensitive to broad spectrum of light• can’t discriminate between colors• sense intensity or shades of gray

– cones• used to sense color

Page 12: Human Abilities:  Vision & Cognition

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Retina

• Center of retina has most of the cones – allows for high acuity of objects focused at

center

• Edge of retina is dominated by rods – allows detecting motion of threats in periphery

Page 13: Human Abilities:  Vision & Cognition

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Color Perception via Cones

• “Photopigments” used to sense color

• 3 types: blue, green, “red” (really yellow)– each sensitive to different band of spectrum – ratio of neural activity of the 3 color

• other colors are perceived by combining stimulation

Page 14: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 14

Color Sensitivity

from: http://www.cs.gsu.edu/classes/hypgraph/color/coloreff.htm

Really yellow

not as sensitive to blue

lots of overlap

Page 15: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 15

from http://insight.med.utah.edu/Webvision/index.html

Color Sensitivity

Really yellow

Page 16: Human Abilities:  Vision & Cognition

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Distribution of Photopigments

• Not distributed evenly – mainly reds (64%) & very few blues (4%) ?– insensitivity to short wavelengths (blue)

• No blue cones in retina center (high acuity) ? – “disappearance” of small blue objects you fixate on

• As we age lens yellows & absorbs shorter wavelengths ?– sensitivity to blue is even more reduced

• Implication– don’t rely on blue for text or small objects!

Page 17: Human Abilities:  Vision & Cognition

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Color Sensitivity & Image Detection

• Most sensitive to the center of the spectrum– blues & reds must be brighter than greens &

yellows

• Brightness determined mainly by R+G • Shapes detected by finding edges

– we use brightness & color differences

• Implication– hard to deal w/ blue edges & shapes

Page 18: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 18

Focus

• Different wavelengths of light focused at different distances behind eye’s lens– need for constant refocusing ?

• causes fatigue

– be careful about color combinations

• Pure (saturated) colors require more focusing then less pure (desaturated)– don’t use saturated colors in UIs unless you really

need something to stand out (stop sign)

Page 19: Human Abilities:  Vision & Cognition

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Color Deficiency (AKA “color blindness”)

• Trouble discriminating colors– besets about 9% of population

• Two main types– different photopigment response most

common• reduces capability to discern small color diffs

– red-green deficiency is best known• lack of either green or red photopigment

can’t discriminate colors dependent on R & G

Page 20: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 20

Color Deficiency Example

Page 21: Human Abilities:  Vision & Cognition

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Color Guidelines

• Avoid simultaneous display of highly saturated, spectrally extreme colors– e.g., no cyans/blues at the same time as

reds, why?• refocusing!

– desaturated combinations are better pastels

Page 22: Human Abilities:  Vision & Cognition

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Using the Hue Circle

• Pick non-adjacent colors– opponent colors go

well together• (red & green) or

(yellow & blue)

Page 23: Human Abilities:  Vision & Cognition

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Color Guidelines (cont.)• Size of detectable changes in color varies

– hard to detect changes in reds, purples, & greens– easier to detect changes in yellows & blue-greens– older users need higher brightness levels

• Hard to focus on edges created by only color– use both brightness & color differences

• Avoid red & green in the periphery (no RG cones)• Avoid pure blue for text, lines, & small shapes

– also avoid adjacent colors that differ only in blue

• Avoid single-color distinctions– mixtures of colors should differ in 2 or 3 colors– helps color-deficient observers

Page 24: Human Abilities:  Vision & Cognition

One Minute Break

Page 25: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 25

Why Model Human Performance?

• To test understanding

• To predict influence of new technology

Page 26: Human Abilities:  Vision & Cognition

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The Model Human Processor• Developed by Card, Moran, & Newell (’83)

– based on empirical data

Long-term Memory

Working MemoryVisual Image

StoreAuditory Image

Store

PerceptualProcessor

CognitiveProcessor

MotorProcessor

Eyes

Ears

Fingers, etc.

sensorybuffers

Page 27: Human Abilities:  Vision & Cognition

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MHP Basics

• Sometimes serial, sometimes parallel– serial in action & parallel in recognition

• pressing key in response to light• driving, reading signs, & hearing at once

• Parameters– processors have cycle time (T) ~ 100-200 ms– memories have capacity, decay time, & type

Page 28: Human Abilities:  Vision & Cognition

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What is missing from MHP?

• Haptic memory– for touch

• Moving from sensory memory to WM– attention filters stimuli & passes to WM

• Moving from WM to LTM– elaboration

Page 29: Human Abilities:  Vision & Cognition

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Memory

• Working memory (short term)– small capacity (7 ± 2 “chunks”)

• 6174591765 vs. (617) 459-1765• DECIBMGMC vs. DEC IBM GMC

– rapid access (~ 70ms) & decay (~200 ms)• pass to LTM after a few seconds of continued storage

• Long-term memory– huge (if not “unlimited”)– slower access time (~100 ms) w/ little decay

Page 30: Human Abilities:  Vision & Cognition

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MHP Principles of Operation

• Recognize-Act Cycle of the CP– on each cycle contents in WM initiate actions

associatively linked to them in LTM– actions modify the contents of WM

• Discrimination Principle– retrieval is determined by candidates that exist

in memory relative to retrieval cues– interference by strongly activated chunks

Page 31: Human Abilities:  Vision & Cognition

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Principles of Operation (cont.)

• Fitts’ Law– moving hand is a series of microcorrections

• correction takes Tp + Tc + Tm = 240 msec

– time Tpos to move the hand to target size S which is distance D away is given by:

• Tpos = a + b log2 (D/S + 1)

– summary• time to move the hand depends only on the

relative precision required

Page 32: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 32

Fitts’ Law Example

• Which will be faster on average?– pie menu (bigger targets & less distance)

TodaySundayMondayTuesday

WednesdayThursday

FridaySaturday

Pop-up Linear Menu Pop-up Pie Menu

Page 33: Human Abilities:  Vision & Cognition

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Perception

• Stimuli that occur within one PP cycle fuse into a single concept– frame rate needed for movies to look real?

• time for 1 frame < Tp (100 msec) -> 10 frame/sec.

• Perceptual causality– two distinct stimuli can fuse if the first

event appears to cause the other– events must occur in the same cycle

Page 34: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 34

Perceptual Causality

• How soon must red ball move after cue ball collides with it?– must move in < Tp (100 msec)

Page 35: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 35

Simple Experiment

• Volunteer

• Start saying colors you see in list of words– when slide comes up– as fast as you can

• Say “done” when finished

• Everyone else time it…

Page 36: Human Abilities:  Vision & Cognition

Paper

Home

Back

Schedule

Page

Change

Page 37: Human Abilities:  Vision & Cognition

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Simple Experiment

• Do it again

• Say “done” when finished

Page 38: Human Abilities:  Vision & Cognition

Yellow

White

Black

Blue

Red

Green

Page 39: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 39

Memory

• Interference– two strong cues in working memory– link to different chunks in long term memory

• Why learn about memory?– know what’s behind many HCI techniques– helps you understand what users will “get”– aging population of users

Page 40: Human Abilities:  Vision & Cognition

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Stage Theory• Working memory is small & temporary• Maintenance rehearsal – rote repetition

– not enough to learn information well

• Chunking / elaboration moves to LTM– remember by organizing & relating to already learned items

decay,displacement

decay?interference?

Working Memory

Sensory Image Store

Long Term Memory

decay

chunking / elaboration

maintenancerehearsal

Page 41: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 41

Design UIs for Recognition over Recall

• Recall– info reproduced from memory– e.g., command name & semantics

• Recognition– presentation of info provides knowledge that info

has been seen before– e.g., command in menu reminds you of semantics– easier because of cues to retrieval

• cue is anything related to item or situation where learned• e.g., giving hints, icons, labels, menu names, etc.

Page 42: Human Abilities:  Vision & Cognition

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Human Abilities Summary• Color can be helpful, but pay attention to

– how colors combine– limitations of human perception– people with color deficiency

• Model Human Processor– perceptual, motor, cognitive processors + memory– model allows us to make predictions

• e.g., perceive distinct events in same cycle as one

• Memory– three types: sensor, WM, & LTM– interference can make hard to access LTM– cues in WM can make it easier to access LTM

Page 43: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 43

One Minute Break

Page 44: Human Abilities:  Vision & Cognition

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In Situ (“in place”)

• Studying people in naturalistic settings– direct observation– indirect observation– diary method– Experience Sampling Method (ESM)

• Naturalistic data collection method– outside the lab

• “Ecologically valid”

– studying behaviors in real-life situations…

Page 45: Human Abilities:  Vision & Cognition

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Primary Sampling Technique

+

Called “signal-contingent” sampling...

(Random Beeps)

Page 46: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 46

Computerized ESM

• Advantages– ensures compliance– sophisticated presentation

• Conditionals• Probabilities• “Question pools”

– record reaction times– data already in computer

• reduces data entry error

Page 47: Human Abilities:  Vision & Cognition

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Computerized ESM

• Disadvantages– input constraints (limited free response)– human factors

• Small screen, buttons, etc.• Requires some prior experience with

technology

– costs

Page 48: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 48

Context-Triggered Sampling

• Use sensor data to achieve more targeted triggers

• You will use the MyExperiences tool on phones– docs here:

http://myexperience.wikispaces.com/490f

Page 49: Human Abilities:  Vision & Cognition

CSE490f - Autumn 2006 User Interface Design, Prototyping, and Evaluation 49

Teams vs. Groups

• Groups– strong leader– individual accountability– organizational purpose– individual work products– efficient meetings– measures performance

by influence on others– delegates work

• Teams– shared leadership– individual & mutual

accountability– specific team purpose– collective work products– open-ended meetings– measures performance

from work products– does real work together

• Teams & good performance are inseparable– a team is more than the sum of its parts

Page 50: Human Abilities:  Vision & Cognition

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Keys to Team Success

• Common commitment– requires a purpose in which team members believe

• “prove that all children can learn”, “revolutionizing X…”

• Specific performance goals– comes directly from the common purpose

• “increasing the scores of graduates form 40% to 95%”

– helps maintain focus – start w/ something achievable

• A right mix of skills– technical/functional expertise (programming/design/writing)– problem-solving & decision-making skills– interpersonal skills

• Agreement– who will do particular jobs, when to meet & work, schedules

Page 51: Human Abilities:  Vision & Cognition

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Team Action Items

• Meet & get used to each other• Figure out strengths of team members• Assign each person a role

– responsible for seeing work is organized & done– not responsible for doing it themselves

• Names/roles listed on next assign. turned in• Roles

– design (visual/interaction)

– user testing

– group manager (coordinate - big picture)

– documentation (writing)

Page 52: Human Abilities:  Vision & Cognition

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Teams• Cluster: Context and Location Aware

Social Networking – Tim Lee – Sierra Michels-Slettvet – Carolyn Holmes – Steve Sadowski

• Facilitate meeting new people using location enhanced computing

– Dana Fujimoto – Austin Cargol – Kenneth Jelinek – Ziola Sedano

• Urban Nomad / Restaurant Selection – Brian Steadman – Taj Campbell – James Hughes – Cale Schupman

• BikeSwarm– Chris Govella – Peter Woodman – Adam Bittlingmayer

• Active Architecture: Awakening a Building

– Martin Hecko – Vijay Venkatraman – Kevn Chiu – Michael Levine

• The Panlingual Mobile Camera– Jonathan Pool – Luke Woods – Tim Wong – Neb Tadesse

• Reminding People of Required Items– Elisabeth Olson – Andy Hou – Kenneth Kuan – Rachel Friend

• Mp3s for self guided tours – Chris Henry – Kinsley Ogunmola – Janice Von Itter – Max Plouff

Page 53: Human Abilities:  Vision & Cognition

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Next Time

• Tue: Context-based ESM (Jon F.)

• Thur: get together in teams to work on assignment

• Read– Hektner, J. M., & Csikszentmihalyi, M. (2002). The

experience sampling method: Measuring the context and content of lives. In R. B. Bechtel & A. Churchman (Eds.), Handbook of environmental psychology (pp. 233-243). New York: John Wiley & Sons, Inc (online)

Page 54: Human Abilities:  Vision & Cognition

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Further ReadingVision and Cognition

• Books– The Psychology Of Human-Computer Interaction,

by Card, Moran, & Newell, Erlbaum, 1983 – Human-Computer Interaction, by Dix, Finlay,

Abowd, and Beale, 1998.– Perception, Irvin Rock, 1995.

• Articles– “Using Color Effectively (or Peacocks Can't Fly)”

by Lawrence J. Najjar, IBM TR52.0018, January, 1990, http://mime1.marc.gatech.edu/mime/papers/colorTR.html