2. Many kinds of interaction styles
available
Command
Speech
Data-entry
Form fill-in
Query
Graphical
Web
Pen
3. for HumanComputer Interaction
understand your materials
understand computers
limitations, capacities, tools, platforms
understand people
psychological, social aspects
human error
and their interaction
4. Usability measures
5 human factors central to interface
evaluation:
Time to learn
How long does it take for typical members of the community
to learn relevant task?
Speed of performance
How long does it take to perform relevant benchmarks?
Rate of errors by users
How many and what kinds of errors are made during
benchmark tasks?
Retention over time
Frequency of use and ease of learning
Subjective satisfaction
Allow for user feedback via interviews, free-form comments
and satisfaction scales
6. 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
Emotion influences human capabilities
Each person is different
7. Core cognitive aspects
Attention
Perception and recognition
Memory
Reading, speaking and listening
Problem-solving, planning, reasoning and
decision-making, learning
8. Vision
Two stages in vision
physical reception of stimulus
processing and interpretation of
stimulus
9. 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 color vision
ganglion cells (brain!) detect pattern
and movement
10. 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 the ability to perceive detail
(limited)
cues like overlapping help perception of
size and depth
11. Interpreting the signal (cont)
Brightness
subjective reaction to levels of light
affected by luminance of object
measured by just noticeable difference
visual acuity increases with luminance as does
flicker
Color
made up of hue, intensity, saturation
cones sensitive to color wavelengths
blue acuity is lowest
8% males and 1% females color blind
12. color and 3D
both often used very badly!
color
older monitors limited palette
beware color blind!
use sparingly to reinforce other information
3D effects
good for physical information and some graphs
but if over used
e.g. text in perspective!! 3D pie charts
14. bad use of color
over use - without very good reason (e.g. kids
site)
colour blindness
poor use of contrast
do adjust your set!
adjust your monitor to greys
only
can you still read your screen?
15. Interpreting the signal (cont)
The visual system compensates for:
movement
changes in luminance.
Optical illusions sometimes occur due to
over compensation
16. Reading
Several stages:
visual pattern perceived
decoded using internal representation of language
interpreted using knowledge of syntax, semantics,
pragmatics
Reading involves saccades and fixations
Perception occurs during fixations
Word shape is important to recognition
Negative contrast improves reading from
computer screen
17. Hearing
Provides information about environment:
distances, directions, objects etc.
Physical apparatus:
outer ear protects inner and amplifies sound
middle ear transmits sound waves as
vibrations to inner ear
inner ear chemical transmitters are released
and cause impulses in auditory nerve
Sound
pitch
loudness
timbre
sound frequency
amplitude
type or quality
18. Hearing (cont)
Humans can hear frequencies from 20Hz to
15kHz
less accurate distinguishing high frequencies than
low.
Auditory system filters sounds
can attend to sounds over background noise.
19. Touch
Provides important feedback about environment.
May be key sense for someone who is visually impaired.
Stimulus received via receptors in the skin:
thermoreceptors
nociceptors
heat and cold
pain
mechanoreceptors pressure
(some instant, some continuous)
Some areas more sensitive than others e.g. fingers.
20. Attention
Selecting things to concentrate on from the mass
around us, at a point in time
Information at the interface should be structured to
capture users attention, e.g. use perceptual boundaries
(windows), color, video, sound and flashing lights
21. Use techniques that make things stand out like color,
ordering, spacing, underlining, sequencing and
animation
Avoid cluttering the interface - follow the google.com
example of crisp, simple design
Avoid using too much because the software allows it
Design implications for attention
22. An example of over-use of graphics
Our Situation
State the bad news
Be clear, dont try to obscure the
situation
23. Perception and recognition
How information is acquired from the world
and transformed into experiences
Obvious implication is to design
representations that are readily perceivable,
e.g.
Text should be legible
Icons should be easy to distinguish and read
25. Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
26. Memory
Involves encoding and recalling knowledge and acting
Appropriately
We dont remember everything - involves filtering and
processing
Context is important in affecting our memory
The rise of the GUI over command-based interfaces
Better at remembering images than words
The use of icons rather than names
29.
The problem with the classic 72
George Millers theory of how much information people
can remember
Peoples immediate memory capacity is very limited
Many designers have been led to believe that this is
useful finding for interaction design
30. 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?
31. Why?
People can scan lists of bullets, tabs, menu items till
they see the one they want
Sometimes a small number of items is good design
32. Long-term memory (LTM)
Repository for all our knowledge
slow access ~ 1/10 second
slow decay, if any
huge or unlimited capacity
33. Long-term memory (cont.)
Semantic memory structure
provides access to information
represents relationships between bits of information
Model: semantic network
inheritance child nodes inherit properties of parent
nodes
35. LTM - Storage of information
rehearsal
information moves from STM to LTM
distribution of practice effect
optimized by spreading learning over time
structure, meaning and familiarity
information easier to remember
36. LTM - Forgetting
decay
information is lost gradually but very slowly
interference
new information replaces old: retroactive
interference
old may interfere with new: proactive inhibition
37. LTM - retrieval
recall
information reproduced from memory can be
assisted by cues, e.g. categories, imagery
39. Deductive Reasoning
Deduction:
derive logically necessary conclusion from given
premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
40. Deduction (cont.)
When truth and logical validity clash
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
41. Inductive Reasoning
Induction:
generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
Unreliable:
can only prove false not true
42. Abductive reasoning
reasoning from event to cause
e.g. Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
Unreliable:
can lead to false explanations
44. Problem solving (cont.)
Problem space theory
problem space comprises problem states
problem solving involves generating states using legal
operators
operates within human information processing system
e.g. STM limits etc.
45. Problem solving (cont.)
Analogy
analogical mapping:
novel problems in new domain?
use knowledge of similar problem from similar
domain
analogical mapping difficult if domains are
semantically different
46. Errors and mental models
Types of error
slips
right intention, but failed to do it right
causes: poor physical skill,inattention etc.
mistakes
wrong intention
cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
47. Mental models
Users develop an understanding of a system
through learning & using it
Knowledge is often described as a mental model
How to use the system (what to do next)
What to do with unfamiliar systems or unexpected
situations (how the system works)
48. Everyday reasoning & mental model
(a) You arrive home on a cold winters night to a cold house.
How do you get the house to warm up as quickly as
possible? Set the thermostat to be at its highest or to the
desired temperature?
(b) You arrive home starving hungry. You look in the fridge and
find all that is left is an uncooked pizza. You have an electric
oven. Do you warm it up to 175 degrees first and then put it
in (as specified by the instructions) or turn the oven up in
higher to try to warm it up quicker?
49. Heating up a room or oven that is
thermostat-controlled
Many people have erroneous mental models
(Kempton, 1996)
Why?
General valve theory, where more is more principle
is generalised to different settings (e.g. gas pedal,
gas cooker, tap, radio volume)
Thermostats based on model of on-off switch model
50. Heating up a room or oven that is
thermostat-controlled
Same is often true for understanding how
interactive devices and computers work:
e.g. frozen cursor/screen - most people will bash all
manner of keys
51. External cognition
Concerned with explaining how we interact
with external representations (e.g. maps,
notes, diagrams)
What computer-based representations can we
develop to help even more?
52. Externalizing to reduce memory
load
Diaries, 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 mothers 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)
53. Involving users in the design
At the very least, talk to users
Its surprising how many designers
dont!
Contextual Inquiries
Interview users in their usage
place (e.g., office), during their
normal routine (e.g., while
working)
Used to discover users culture,
requirements, expectations, etc.
54. Involving users in the design
Create prototypes
Its hard to comment on something
that doesnt yet exist
Users are good at giving feedback for
something that is even partially built