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An Overview of the

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This lecture is a whirlwind tour of some of the important psychological ... Disorders such as macular degeneration and glaucoma severely limit what a person ... – PowerPoint PPT presentation

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Title: An Overview of the


1
An Overview of the H in HCI
  • laura leventhal

2
Reference
  • Chapter 14

3
Overview
  • This lecture is a whirlwind tour of some of the
    important psychological characteristics of people
    that impacts HCI.

4
Psycholgy and UI Design
  • Goal of UI design is to improve efficiency and
    effectiveness of user performance
  • Improving usability
  • Accommodating user characteristics
  • Support user tasks

5
What Can We Learn (quickly) from Psychology?
  • We need a cognitive model of the user that will
    help us predict the way that a user will react to
    an interface or situation
  • The model will help us to explain why a user
    reacted the way they did.

6
Example
  • Psychological Fact
  • Humans are limited in their capacity to process
    information
  • We say that cognitive resources are limited

7
HCI Consequence
  • Want to limit resources that users spend on
    operational tasks.
  • Want users to focus on functional tasks.

8
Simple Model of a Cognition
  • Thinking about what we know about (computers) can
    help us organize our model of cognition.
  • Computers have structures for and support
  • Input and Output
  • Memory (storage)
  • Processing
  • Now can we apply the idea of a computer as an
    analogy to think about humans??

9
Our Cognitive Model - Three Aspects
  • Physiological structures and processes
  • (i/o)
  • Cognitive structures
  • (storage)
  • Cognitive processes
  • (data processing)

10
A Model of a Human Information Processor
11
Sensation/Perception IO Channels
  • Input Channels
  • Sensors
  • eyes, ears, touch, taste, smell, balance
    (proprioceptors)
  • Output Channels
  • Effectors
  • limbs, fingers, eyes(where looking), head, vocal
    system

12
Perception is often Parallel, Generation is Serial
  • We are often able to take in multiple inputs and
    recognize them.
  • Driving, talking on cell phone, recognizing
    instructions from street signs.
  • Reading screen and hearing alarm sounds
  • Generation of output tends to be more serial.
  • Hear alarm, push button
  • HCI Consequences
  • We take in a number of inputs at once, even when
    some of the inputs are unrelated to the task at
    hand. So when we build an interface with lots of
    "extras", such as sounds and videos, we take
    those in, even as we are taking the task-related
    input in. It is very difficult to selectively
    close out some of these inputs, even if they are
    unrelated to the task. And, just like computer
    inputs, even the input from the "extras" requires
    processing.
  • Because generation is more serial, we tend to
    produce (generate) activities more in sequence.

13
Sensation/Perception Vision
  • Vision is our most important input device.
  • Brain structures reflect the importance of vision
    in cognition.
  • For example, our brain structures would be
    different if we had monocular vision.
  • Humans are drawn to looking at vistas. This
    preference pattern and others are built-in

14
Sensation/Perception Vision
  • Human visual perception is attuned to movement.
  • HCI Consequence.
  • Our vision is drawn to moving objects in a user
    interface.

15
Sensation/Perception Vision
  • Visual system is like a camera, different in some
    critical ways (from simple camera!)
  • Eye is in a fixed position and the shape is
    distorted by various muscles.
  • Light sensitivity varies across the retina. It
    is best in the center and worst at the edges.
  • Two eyes permit depth perception.
  • HCI Consequence.
  • People can become fatigued when they receive
    visual input from a user interface. When it is
    likely that your user will become fatigued from
    visual input, consider having an alternative
    presentation modality, such as audio.

16
Sensation/Perception Vision
  • Color is increasingly important in HCI.
  • Color perceptions are subject to fatigue.
  • We are sensitive to flickering lights

17
Sensation/Perception Vision
  • Visual Ability Declines with Age
  • Vision is an ability that declines with age,
    despite the common belief that most human
    abilities do not decline with age.
  • For example, a persons perception of color may
    change. Disorders such as macular degeneration
    and glaucoma severely limit what a person is able
    to see.
  • HCI Consequence.
  • When designing for users who include persons of
    all ages, be sure to accommodate some of the
    specific changes which come with age

18
Sensation/Perception Vision
  • Visual processing involves transformation and
    interpretation
  • What we "see" is affected by what we know and
    what we expect and the context
  • Overhead A

19
Sensation/Perception Vision
  • Gestalt Principles guide our vision system to
    make images whole
  • proximity
  • similarity
  • continuation
  • Closure
  • HCI consequence.
  • We tend to "fill in" or "finish" a pattern even
    if it is incomplete.

20
Sensation/Perception Vision
  • Reading
  • We see a visual pattern
  • whole words or phrases, morphemes, syntax,
    semantics
  • Overhead B
  • HCI Consequence
  • If we disrupt "normal" patterns of words, with
    strange combinations of font types and sizes for
    example, it is difficult to read because we see
    individual characters rather than patterns of
    characters.

21
Sensation/Perception Hearing
  • We are constantly bombarded with sound
  • We use selective attention to filter through the
    sounds.
  • Cocktail party phenomena -
  • We can hear our name across a room
  • HCI Consequence.
  • Use alarms sparingly and when appropriate.

22
Sensation/PerceptionTouch
  • Use touch to provide feedback
  • 3 types of touch receptors
  • heat/cold
  • intense pressure, heat, pain
  • Pressure

23
A little bit about output
  • Next two slides overview the relationship between
    hand movements and performance as predicted by
    Fitts Law

24
Fitts Law
  • Moving hand is a series of small discrete
    movements and corrections
  • Each small movement takes 240 msec
  • Time T to move hand to target of size S which is
    distance D away
  • T 100 msec log2(D/S .5)
  • Time to move hand depends on the relative
    precision needed (D/S)
  • Fitts law used to demonstrate for a small number
    of choices (low precision) a pie menu is faster
    than a linear menu.

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