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Human factors in
interaction design
Many kinds of interaction styles
available
 Command
 Speech
 Data-entry
 Form fill-in
 Query
 Graphical
 Web
 Pen
for HumanComputer Interaction
understand your materials
 understand computers
 limitations, capacities, tools, platforms
 understand people
 psychological, social aspects
 human error
 and their interaction
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
Differences Between The Designer
And Operator
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
Core cognitive aspects
 Attention
 Perception and recognition
 Memory
 Reading, speaking and listening
 Problem-solving, planning, reasoning and
decision-making, learning
Vision
Two stages in vision
 physical reception of stimulus
 processing and interpretation of
stimulus
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
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
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
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
Human computer Interface designLecture3.pdf
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?
Interpreting the signal (cont)
 The visual system compensates for:
 movement
 changes in luminance.
 Optical illusions sometimes occur due to
over compensation
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
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
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.
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.
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
 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
An example of over-use of graphics
Our Situation
 State the bad news
 Be clear, dont try to obscure the
situation
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
Which is easiest to read and
why?
Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
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
Short-term memory (STM)
 Scratch-pad for temporary recall
 rapid access ~ 70ms
 rapid decay ~ 200ms
limited capacity
-7賊2 chunks
Examples
212348278493202
0121 414 2626
HEC ATR ANU PTH ETR EET
 
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
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?
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
Long-term memory (LTM)
 Repository for all our knowledge
 slow access ~ 1/10 second
 slow decay, if any
 huge or unlimited capacity
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
LTM - semantic network
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
LTM - Forgetting
decay
 information is lost gradually but very slowly
interference
 new information replaces old: retroactive
interference
 old may interfere with new: proactive inhibition
LTM - retrieval
recall
 information reproduced from memory can be
assisted by cues, e.g. categories, imagery
Thinking
Reasoning
Problem solving
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.
Deduction (cont.)
 When truth and logical validity clash 
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
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
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
Problem solving
 Process of finding solution to unfamiliar task
using knowledge.
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.
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
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
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)
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?
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
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
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?
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)
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.
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

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Human computer Interface designLecture3.pdf

  • 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
  • 5. Differences Between The Designer And Operator
  • 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
  • 24. Which is easiest to read and why?
  • 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
  • 27. Short-term memory (STM) Scratch-pad for temporary recall rapid access ~ 70ms rapid decay ~ 200ms limited capacity -7賊2 chunks
  • 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
  • 34. LTM - semantic network
  • 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
  • 43. Problem solving Process of finding solution to unfamiliar task using knowledge.
  • 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