Title: Human Abilities
1Human Abilities
- Understanding the user
- A first step in Human-Centered Design
2Outline
- Human capabilities
- Senses
- Motor systems
- Information processing
- Perceive, think, act
- Memory
- Cognitive Processes
- Selective attention, learning, problem solving,
language
3Typical Person )
4Basic Human Capabilities
- Do not change very rapidly
- Not like Moores law!
- Have limits, which are important to understand
- Our understanding of human capabilities does
change, ie - Cognitive neuroscience
- Theories of color perception
- Effect of groups and situation on how we act and
react
5Human Capabilities
- Why do we care? (better design!)
- Want to improve user performance
- Knowing the user informs the design
- Senses
- Information processing systems
- Physical responding
Time and effort expendedto complete tasks
6Overview
I. Senses A. Vision B. Hearing C. Touch
D. Smell
III. Motor system A. Hand movement B.
Workstation Layout
II. Information processing A. Perceptual B.
Cognitive 1. Memory a. Short
term b. Medium term c. Long
term 2. Processes a. Selective
attention b. Learning c.
Problem solving d. Language
7Senses
- Sight, hearing, touch important for current HCI
- Smell, taste ???
- Abilities and limitations affect design
8Key concepts for Senses
- Just noticeable difference (jnd)
- How much of a change in stimulus is needed before
can be sensed - Tends to be logarithmic - Webers Law
- Magnitude of physical stimulus versus perceived
magnitude - (Doubling number of photons does not double
perceived intensity)
9Vision (Covered in greater detail in section on
visual design)
- Visual System
- Eye
- Retina
- Neural pathway
- 80 of brains operation
10Visual Abilities
- Sensitivity
- luminance 10-6107 mL
- 10-4 mL -gt white paper in starlight
- 109 mL -gt sun surface at noon
- Acuity
- detection, alignment, recognition (visual angle)
- retinal position fovea has best acuity
- Movement
- tracking, reading, saccades
- Note Vision decreases with age
- Implications (??)
- Font size location depends on task
- Much done by context grouping
11Color
- Sensory response to electromagneticradiation in
the spectrum betweenwavelengths 0.4 - 0.7
micrometers
0.5
10-1
10-6
105
108
visible
gamma
ultraviolet
microwave
tv
12Color Vision
13Color Vision
- Color the retina
- 380 (blue) 770nm (red)
- Problems with cones or ganglion cells causes
problems with color perception - (Not really color blindness)
- 8 males, 0.5 females
- Implications (??)
- Avoid saturated colors
- Color coding should be redundant when possible
14Color JND
JND, mm
Color, from 400 to 700 mm V I B G Y
O R
15Audition (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(disk
whirring) - Implications (??)
16Auditory JND
17Touch
- Three main sensations handled by different types
of receptors - Pressure (normal)
- Intense pressure (heat/pain)
- Temperature (hot/cold)
- Sensitivity, Dexterity, Flexibility, Speed
- Where important?
- Mouse, Other I/O, VR, surgery
18Touch JND
- Spatial - relevant for reading braille
- Pressure
- Temperature
19Smell
20II. Information Processing
- Three major systems of human information
processing - Perceptual (read-scan)
- Cognitive (think)
- Motor system (respond)
21The 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
22- There are other ways of thinking
- Actors in context vs. users of tools
- The MHP influence can be seen in some underlying
HCI principles today
23Block Diagram
LONG-TERM MEMORY
R Semantic D Infinite S Infinite
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
R Acoustic or Visual D (one chunk) 73 73-226
s D (3 chunks) 7 5-34 s S 7 5-9 chunks
R Acoustic D 1.5 0.9-3.5 s S 5 4.4-6.2
letters
R Visual D 200 70-1000 ms S 17 7-17
letters
PERCEPTUAL PROCESSOR C 100 5-200 ms
COGNITIVE PROCESSOR C 70 27-170 ms
MOTOR PROCESSOR C 70 30-100 MS
R Representation D Decay Time S Size C
Cycle Time
Eye movement (Saccade) 230 70-700 ms
24Recognize-act cycle
- Contents of WM trigger actions held in LTM
25Perceptual
- Memory structures
- Image Stores - Holds fixed image of outside world
long enough for some analysis(will come back to
this) - Processes - Info goes to brain for more
processing - e.g. Pattern recognition
- Uses context knowledge
26Cognitive
- Cognitive model
- How does it work?
27Memory
- Four types
- Perceptual buffers
- Brief impressions
- Short-term (working) memory
- Conscious thought, calculations
- Intermediate (not in MHP)
- Storing intermediate results, future plans
- Long-term memory
- Permanent, remember everything ever happened to us
28Perceptual Image Stores
- Visual and auditory impressions
- visuospatial sketchpad, phonological loop
- Very brief, but accurate representation of what
was perceived - Details decay quickly (70 - 3500 msec)
- Limited capacity (4 - 17 letters)
- Rehearsal prevents decay
- Another task prevents rehearsal
29Short Term Memory
- Use chunks 5-9 units of information
- Display format (picture, text, sound) should
match memory system used to perform task - New info can interfere with old info
30About Chunks
- A chunk is a meaningful grouping of information
allows assistance from LTM - 4793619049 vs. 404 894 7328
- NSAFBICIANASA vs. NSA FBI CIA NASA
- My chunk may not be your chunk
- User and task dependent
31Long-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
32LT 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 (like record
structs)
33Memory Characteristics
- Things move from STM to LTM by rehearsal
practice and by use in context - We forget things due to decay and interference
Unclear if we ever really forget something -
just loose link to the info
Lack of use
Similar gets inway of old
34Processes
- Four main processes of cognitive system
- Selective Attention
- Learning
- Problem Solving
- Language
35Selective Attention
- We can focus on one particular thing
- Cocktail party chit-chat
- Salient visual cues can facilitate selective
attention - Examples?
36Learning
- Two types
- Procedural How to do something
- Declarative Facts about something
- Involves
- Understanding concepts rules
- Memorization
- Acquiring motor skills
- Automotization
- Tennis
- Driving to work
- Even when dont want to
- Swimming, Bike riding, Typing, Writing
37Learning
- 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
- gt Use users previous knowledge in interface
38Observations
- Users focus on getting job done, not learning to
effectively use system - Users apply analogy even when it doesnt apply
- Or extend it too far - which is a design problem
- Dragging floppy disk icon to Macs trash can does
NOT erase the disk, it ejects disk! - More on this in unit on structuring help
39Problem Solving
- Storage in LTM, then application
- Reasoning
- Deductive -
- Inductive -
- Abductive -
If A, then B
Generalizing from previouscases to learn about
new ones
Reasons from a fact to theaction or state that
caused it
40Observations
- People are more heuristic than algorithmic
- Try a few quick shots rather than plan
- Resources simply not available
- People often choose suboptimal strategies for low
priority problems - People learn better strategies with practice
41Implications
- Allow flexible shortcuts
- Forcing plans will bore user
- Have active rather than passive help
- Recognize waste
42Language
- Rule-based
- How do you make plurals?
- Productive
- We make up sentences
- Key-word and positional
- Patterns
- Should systems have natural language interfaces?
43III. Motor 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
44Work station layout - Ergonomics
- Add scanned-image showing workstation
45Computer Capabilities
- Important for HCI too
- Intentional omission (time scope)
- (Take a CS course)
46Class DiscussionModel Human Processor
- What are the three major subsystems and their
functions? - What does it mean to say that certain
subprocessors have variable rates? - What is the recognize-act cycle? Is it like
the fetch-decode-execute of a CPU? - How do the authors define rationality?
- What are some of the other assumptions underlying
the MHP model? - Do you think this is a good model?
47Discussion PointsModel Human Processor
- Three subsystems
- Perceptual, cognitive, motor
- Each has own memories and processors
- Notion of a flow of symbolically coded sensory
information - Flow from perceptual to cognitive system
- Cognitive system applies LTM to decide on an
action, actuates motor system
48Discussion PointsModel Human Processor
- Variable rates
- Cognitive cycle time decreases with increased
task effort, practice, but increases with
uncertainty - Perceptual cycle time decreases with more intense
stimuli - Power law of practice (exponential decay of total
task time with task rehearsal) - Fitts law (hand tracking to targets in 1D)
49Discussion PointsModel Human Processor
- Procedural model fundamental basis is the
recognize-act cycle - WM initiates actions linked to LTM actions
result in modified WM - Predicts performance, not actions
- Assumes rationality
- Goals Task Operators Inputs Knowledge
Process-Limits BEHAVIOR - Human problem-solving finite state machine
50People
51People
- 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
Computer is opposite! Allow one who does it best
to do it! (Function allocation)
52Recap
I. Senses A. Sight B. Sound C. Touch
D. Smell
II. Information processing A. Perceptual B.
Cognitive 1. Memory a. Short
term b. Medium term c. Long
term 2. Processes a. Selective
attention b. Learning c.
Problem solving d. Language
III. Motor system A. Hand movement B.
Workstation Layout