Title: Human Abilities
1Human Abilities
2Basic Human Capabilities
- Why do we have to learn this stuff?
- Do not change very rapidly
- Not like Moores law!
- Have limits, which are important to understand
- Our understanding of human capabilities does
change - Cognitive neuroscience
- Theories of color perception
- Effect of groups and situation on how we act and
react - Have important design considerations
3Human Abilities
- Our Senses
- How to sense changes/information
- Our Cognition
- How we process and interpret input
- Our Motor System
- How we can react to input and cognition
4Input Our Senses
5- Sight, hearing, touch important for the design of
current Interfaces - Smell, taste, other ???
- Abilities and limitations constrain design space
6- 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
7Visual 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)
8Audition (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
9Touch
- 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
10Key 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? - Logarithmic (Webbers Law)
- Sensory adaptation
- We react to change
- Absence of change leads us to loose sensitivity
(psychological nystagmus)
11Output Motor System
12Motor 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
13Cognition
14Cognitive Processes
- Attention
- Perception and recognition
- Memory
- Learning
- Reading, speaking and listening
- Problem-solving, planning, reasoning and
decision-making
15The 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)
16Model Human Processor
A simplification/Abstraction of the
Human Brain Not model of how anyone actually
thinks Brain operates, but a useful abstract
Model based on real observational data Useful
for reasoning about design Design guidelines, and
the basis for Several predictive models of
usability
17(No Transcript)
18Memory
- 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
19Short 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
20What about long-term memory?
21Long-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
22LT 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
23Different 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
24Conceptual 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
25Everyday reasoning mental models
- How does the hot water tap work?
- How does your AC/Heater work?
- How do Amazon recommendations work?
26Mental 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
27Conceptual 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
28Conceptual 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
29Building 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
30Problems with metaphors?
31When to accommodate When to force new habits?