Title: An Overview of the
1An Overview of the H in HCI
2Reference
3Overview
- This lecture is a whirlwind tour of some of the
important psychological characteristics of people
that impacts HCI.
4Psycholgy and UI Design
- Goal of UI design is to improve efficiency and
effectiveness of user performance - Improving usability
- Accommodating user characteristics
- Support user tasks
5What 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.
6Example
- Psychological Fact
- Humans are limited in their capacity to process
information - We say that cognitive resources are limited
7HCI Consequence
- Want to limit resources that users spend on
operational tasks. - Want users to focus on functional tasks.
8Simple 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??
9Our Cognitive Model - Three Aspects
- Physiological structures and processes
- (i/o)
- Cognitive structures
- (storage)
- Cognitive processes
- (data processing)
10A Model of a Human Information Processor
11Sensation/Perception IO Channels
- Input Channels
- Sensors
- eyes, ears, touch, taste, smell, balance
(proprioceptors) - Output Channels
- Effectors
- limbs, fingers, eyes(where looking), head, vocal
system
12Perception 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.
13Sensation/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
14Sensation/Perception Vision
- Human visual perception is attuned to movement.
- HCI Consequence.
- Our vision is drawn to moving objects in a user
interface.
15Sensation/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.
16Sensation/Perception Vision
- Color is increasingly important in HCI.
- Color perceptions are subject to fatigue.
- We are sensitive to flickering lights
17Sensation/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
18Sensation/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
19Sensation/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.
20Sensation/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.
21Sensation/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.
22Sensation/PerceptionTouch
- Use touch to provide feedback
- 3 types of touch receptors
- heat/cold
- intense pressure, heat, pain
- Pressure
23A little bit about output
- Next two slides overview the relationship between
hand movements and performance as predicted by
Fitts Law
24Fitts 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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