Title: Human perception, attention, and memory
1Human perception, attention, and memory
- CSE 491
- Michigan State University
- September 25, 2007
- Kraemer
2Visual perception
- Humans capable of obtaining information from
displays varying considerably in size and other
features - but not uniformly across the spectrum nor at all
speeds
3Theories
- Constructive theorists the process of seeing is
active view of the world constructed from info
in environment and previously stored knowledge - Ecological theorists perception involves the
process of picking up info from the environment
doesnt require construction or elaboration
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5Visual perception
- How long did it take to recognize the Dalmation?
- Only after you knew what you were looking for?
- After recognizing the Dalmation, what else could
you see? - Interpretation of the scene is possible because
we know what Dalmations, trees, etc. look like --
active construction of the image.
6Constructivist approach
- Perception involves intervention of
representations and memories - not like the image a camera would produce --
instead, a model that is transformed, enhanced,
distorted, and portions discarded - ability to perceive objects on a screen is a
result of prior knowledge and expectations
image on retina
7Effect of context on perception
- When presented with ambiguous stimuli, our
knowledge of the world helps us to make sense of
it -- same with ambiguous info on computer screen
- Constructive process also involves decomposing
images into recognizable entities figure and
background
8Gestalt psychologists
- Believed that our ability to interpret the
meaning of scenes and objects is based on innate
human laws of organization
9Gestalt laws of perceptual organization
- Proximity - dots appear as groups rather than a
random cluster of elements - Similarity - tendency for elements of same shape
or color to be seen as belonging together - Closure - missing parts of the figure are filled
in to complete it, so that it appears as a whole
circle - Continuity - the stimulus appears to be made of
two lines of dots, traversing each other, rather
than a random set of dots - Symmetry - regions bounded by symmetrical borders
tend to perceived as coherent figures
10Figure and Ground
- Figure similar elements
- Ground contrasting, dissimilar elements
11Figure and Ground
- White horses
- Black horses?
- Escher art often plays with figure/ground
12Camouflage
- Figure so similar to ground that it tends to
disappear
13Similarity
- Things that share visual characteristics like
shape, size, color, texture, orientation seen as
belonging together
14Similarity
- Larger circles seen as belonging together
15Proximity/Contiguity
- Things that are closer are seen as belonging
together - See vertical vs. horizontal lines
- See two groups of two
16Continuity
- Tend to see figures as continuous
17Closure
- Tend to see complete figures, even when part of
info is missing
18Closure
19Area
- The smaller of two overlapping figures is
perceived as figure while larger is perceived as
ground
20Area
- Can reverse effect with shading
21Symmetry
- Whole figure is perceived rather than individual
parts - What do you see?
22Ecological approach
- Perception is a direct process information is
detected not constructed - humans will actively engage in activities that
provide the necessary info to achieve goals - affordances our understanding of the behavior of
a system is what is afforded or permitted by the
system - obvious -gt easy to interact with
- ambiguous -gt more mistakes
- examples door handles, scroll bars
23Graphical Representation at the Interface
- Use realistic graphics in interface
- effective
- too expensive
- often unnecessary
- Methods
- graphical modeling
- graphical coding
24Graphical modeling
- Represent 3D objects on 2D surface, requires
depth cues - size - larger of two otherwise identical objects
appears closer than smaller one - interposition - blocked object perceived as
behind blocking object - contrast, clarity, brightness - sharper and more
distinct indicates near, duller appear far - shadow - cues re relative position
- texture - as apparent distance increases texture
of detailed surface becomes less grainy
25Depth cues, continued
- Motion parallax-
- move head side to side, objects displaced at
different rates - on screen move camera so image on screen moves,
following rules of motion parallax - stereoscopic -
- two images, one per eye, shown from slightly
different angles (used in VR head-mounted
displays)
26Solid modeling v. wireframe
- Solid modeling color and shading used to achieve
high-fidelity - more info about from, shape, surface
- compute-intensive
- Wireframe - schematic line drawings
- good for showing internal structure
- cheaper to compute
27Applications of 3D
- Design of buildings, cars, aircraft
- virtual reality
- molecular modeling
28Graphical coding
- Symbols, colors, other attributes represent state
of system - Examples
- reverse video to represent current status of
files - abstract shapes to represent different objects
- color represents options
- alphanumerics represent data object
- size of icon maps to file size
- wastebin image for deletion capability
29Coding Methods
- Alphanumerics
- unlimited number of codes
- versatile self-evident meaning location time
often higher than for graphic coding - Shapes
- 10-20 codes
- effective if code matches object or operation
represented
30Coding Methods
- Color
- 4-11
- attractive, efficient excessive use is confusing
- limited value for the color-blind
- Line angle
- 8-11
- good in special cases (e.g., wind direction)
- Line length
- 3-4
- good, but can clutter display if many codes shown
31Coding Methods
- Line width
- 2-3
- good
- Line style
- 5-9
- good
- Object size
- 3-5
- fair can take up considerable space
- location time longer than for shape and color
32Coding Methods
- Brightness
- 2-4
- fatigue can result w/ poor screen contrast
- Blink
- 2-4
- good for getting attention should be
suppressible afterward annoying if overused
limit to small fields
33Coding Methods
- Reverse video
- no data
- effective for making data stand out can
emphasize flicker - Underlining
- no data
- useful, but can reduce text legibility
- Combinations of codes
- unlimited
- can reinforce coding complex combos confusing
34Graphical coding for quantitative data
- Advantage is that graphs make it easier to
perceive - relationships between multidimensional data
- trends in data that is constantly changing
- defects in patterns of real-time data
35Color coding
- Good for structuring info and creating pleasing
look - excessive use can lead to color pollution
- experiments performed to determine effectiveness
of using color coding in cognitive tasks,
emphasis on identifying target stimuli from
crowded displays, categorizing, memorizing
36Results
- Segmentation
- color good for dividing display into regions
areas that belong together should have the same
color - Amount of color
- too many colors increases search times use
conservatively - Task demands
- color most powerful for search tasks, less useful
for categorization and memorization tasks - Experience of user
- in search tasks color benefits inexperienced more
37Guidelines for using color
- to distinguish layers
- to make items of interest stand out
- use dark or dim backgrounds
38Color and text
- White text w/out intervening space is difficult
to read color can help if used to separate
boundaries of words - red and blue words appear to lie in different
planes -- can be used to attract attention, or
may cause problems
39Color stereoscopy
Red text appears to lie in one depth plane And
blue text appears to lie in a different plane Red
text appears to lie in one depth plane And blue
text appears to lie in a different plane
40Color v. monochrome
- Alphanumeric coding superior to color coding for
identification tasks (Christ, 75) - No difference in response time or accuracy for ID
of objects based on bw line drawing v. full
color photos
41Color
- 8 of male population is color-blind
- redundant coding suggested -- both color and some
other feature - e.g., traffic lights -- both color and order
42Good visual representations
- Classic example Minards map of Napoleons march
on Moscow
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48Icons
- Small pictorial images used to represent system
objects, applications, utilities, commands - Assumption icons can reduce complexity of the
system, making it easier to learn and use - Problem distinguishing among a large number of
icons - Solution -- icon to show type color shape, or
size to distinguish among elements of same type
49 Icons Pros
- Recognition v. recall low memory load
- International symbols
- Compact
- Support direct manipulation
50Icons Cons
- Arbitrary icons not intuitive
- Designing good icons is an art
- Limited number can be recalled
- Context dependent
51Meaning of icons
- Mapping from computer icon to function it
represents is often arbitrary, has to be learned
52Design principles icons
- Appropriate for context of use
- Appropriate for task
53Iconic representations
- A) resemblance
- depict the underlying concept through analogous
image (rocks falling) - B) exemplar
- - a typical example (silverware -gt restaurant)
- C) symbolic
- conveys underlying meaning more abstract than
image (cracked wine glass -gt fragile) - D) arbitrary
- bear no relation to underlying concept
54Iconic representations
- Concrete icons more easily interpreted than
abstract ones - Thus object icons easier than action icons
55Evaluating icons
- Graphic legibility what objects does the icon
show, graphic resolution? - Interpretation accuracy does the icon suggest
the right concept? - Interpretation strength does the icon suggest
the right concept first? - Contrast set distinction does each icon stand
out from the family? - Contrast set inclusion do the icons in a family
group together? - Also - is the icon aesthetically pleasing?
56Icons addl considerations
- Icons may be used to represent multiple states of
an object - Mailbox empty/full
- Agent waiting/busy
- Need to test icons in each state, against whole
family
57Icon screen design issues
- Allow for different icon states
- Avoid jaggy lines
- Be aware of background patterns
- Stick to platforms graphical style
- Design for lowest screen quality
- Color subtle, small palette, redundancy,
58Icons example 1
59Icons example2
60Representational Forms
- Concrete objects
- abstract symbols(lines, circles, dots, arrows)
- combination
- most meaningful icons use a combined form of
representation, provided users are familiar with
conventions depicted by abstract symbols
61Function
- Text better than graphics for retrieving verbal
information - Icons better when
- recognition plays a major part in task
- select type of restaurant, method of payment
- tasks require manipulative operations
- drawing, painting
62Underlying concept
- Concrete objects easiest to represent
- warnings, operations more difficult
63Combination
- Users less likely to forget icon meaning than to
forget name of command - redundancy often used
- pro text makes meaning clear icon easier to
remember - con more screen space
64Animated icons
- Effectively portray complex and abstract
processes - must focus on key aspects of function
- bad ones confusing
- selection a problem
- mode (animation v selection) a problem
65Your job now
- Break into groups of 3-4
- Group A
- Design icons to represent
- Move a block of text
- Copy a block of text
- View text in temp storage
- Insert a block of text
- Sketch 3 solutions for each use color if you
can - Evaluate your solutions
- Revise
- Demonstrate
66Group B
- Design signage for new high-speed train that will
travel Europe-Russia-Asia - Signs for
- Baggage
- Sleeping cars
- Diapering station
- Dining
- Same procedure as for group A.
67Attention and Memory Constraints
- Everyone knows what attention is. It is the
taking possession of mind, in clear and vivid
form, of one out of what seem several
simultaneously possible objects or trains of
thought It requires withdrawal from some things
in order to deal effectively with others. - W. James, 1890
68cocktail party phenomenon
- Ability to focus on one activity, while tuning
out others - can be distracted from one task if attention
called to another
69Attention
- Focused attention -- ability to attend to one
event from a mass of competing stimuli - Divided attention -- attempt to attend to more
than one thing at a time
70Focusing attention at the interface
- Structuring information
- structure interface so it is easy to navigate
through - right amount of info per screen
- grouped and ordered into meaningful parts (See
Gestalt laws of perceptual grouping)
71Exercise structuring information
72Examples of structured info
73Techniques for guiding attention
- Spatial and temporal cues
- color
- alerting -- flashing, reverse video, auditory
warnings - windowing
74Note that
- Info needing immediate attention should be
displayed in a prominent place - less urgent info to less prominent place, but in
a specific location - info needed intermittently shouldnt be displayed
unless requested
75Multitasking and interruptions
- People are interrupted while working, and often
carry out several tasks at once - Primary v. secondary task, suspend and resume
- Problem resume from wrong point
- Common solution cognitive aid
- lists, post-its, coffee cup on flap handle
76Cognitive Aids
- Goal design system to provide information
systematically about status of an activity - what
has been done, what needs to be done
77Exercise - Stroop Effect
78Cognitive Processes
- Automatic
- fast demand minimal attention dont interfere
with other activities - unavailable to consciousness
- hard to change once learned
- Controlled
- limited capacity require attention and conscious
control - easier to change
79Effect on UI design decisions
- Interactions that have become automatic are
difficult to unlearn - Consistency across versions, tools can help avoid
this problem
80Memory constraints
- Some things easy to learn others hard
- Levels of processing theory
- extent to which new material can be remembered
depends on its meaningfulness - analysis of stimulus ranges from shallow - deep
- meaningfulness determines depth of analysis which
affects how well remembered - Meaningfulness
- familiarity
- imagery
81Effect on UI design decisions
- Items that need to be remembered should be as
meaningful as possible - Problem familiar names need to make sense in
computer domain - Computer science names often abstract or
arbitrary
82Unix commands
83Paper of interest
- Donald A. Norman, The trouble with UNIX the user
interface is horrid. Datamation, 27(12), 139-50,
November 1981. - -- extended critique of UNIX commands