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Human Abilities

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Sight, hearing, touch important for the design of current Interfaces. Smell, taste, other ? ... Stereopsis. Monocular (size, interposition, perspective, paralax) ... – PowerPoint PPT presentation

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Title: Human Abilities


1
Human Abilities
2
Cognitive Processes
  • Attention
  • Perception and recognition
  • Memory
  • Learning
  • Reading, speaking and listening
  • Problem-solving, planning, reasoning and
    decision-making

3
Senses (Our Input System)
  • Sight, hearing, touch important for the design of
    current Interfaces
  • Smell, taste, other ???
  • Abilities and limitations affect design

4
Key concepts
  • Absolute threshold
  • Lowest detectable stimuli
  • Signal detection theory
  • Ability to tune in or tune out stimuli
  • Just noticeable difference (jnd)
  • How much change in stimulus is needed before we
    can sense difference?
  • Sensory adaptation
  • We react to change
  • Absence of change leads us to loose sensitivity
    (psychological nystagmus)

5
  • 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

6
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)

7
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

8
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

9
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)

10
Model Human Processor
11
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

12
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

13
Long-Term Memory
  • Seemingly permanent unlimited
  • Access is harder, slower
  • -gt Activity helps (we have a cache)
  • Retrieval depends on network of associations

File system full
14
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 its like a network
  • Another uses frames scripts

15
Different models/theories for decision-making/reas
oning
  • 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

16
More useful stuff
  • Case-based reasoning
  • Learn from experience, reasoning same as memory
  • Plans, schemes, and automation
  • External/Embodied cognition
  • Affordances

17
Conceptual Mental Models
Conceptual Model
Mental Model
Mental model of mental model
User
Designer
Test hypotheses
Invokes existing knowledge and/or Affordances
guide action
Instantiated in
System
System model/image
18
Everyday reasoning mental models
  • 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 375 degrees first and then put it in (as
    specified by the instructions) or turn the oven
    up higher to try to warm it up quicker?

19
Mental models
  • Users 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

20
Cognitive Models
  • Designers 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 peoples
    experiences with browsing other media, e.g.,
    magazines, radio, TV, libraries

21
Cognitive 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

22
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

23
Problems with metaphors?
24
When to accommodate When to force new habits?
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