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Cognition

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Title: Cognition


1
Cognition Perception
  • It's not about making computers more human, but
    about removing the barriers between humans and
    computers (B.J. Fogg)

2
Overview
  • Motivation for perception and cognition
  • Design possibilites
  • Perception
  • Visual, auditiv, haptic, taste, smell
  • Multimodal systems
  • Cognition
  • Attention
  • Communication
  • Emotions

3
What motivates such knowledge?
  • Knowledge of perception and cognition (already
    has and) will affect areas like AI, Ambient
    Intelligence, HCI, design, architecture and more

4
Intelligent products
  • An intelligent product is an everyday artefact,
    where computation is used to invisibly support or
    enhance its intended use
  • (Lars Erik Holmquist)

5
Ambient Intelligence
  • Ubiquitous computing (system integration, ad
    hoc-, wireless networking)
  • Context awareness (sensors, tracking, position)
  • Intelligence (learning algorithms, user
    profiling, recommenders, autonomous intelligence)
  • Natural user -system interaction, ambient
    technologies, multimodal interaction, interaction
    styles
  • European Symposium on Ambient
  • Intelligence Nov 3-4, 2003

6
User perspective
  • The users goal is not to interact with an
    intelligent product but to
  • create, communicate, explore, plan, draw, design,
    learn
  • (Keyson)

7
Interaction Design is about
  • Defining the behavior of artifacts, environments,
    and systems (i.e., products) and therefore
    concerned with
  • Defining the form of products as they relate to
    their behavior and use
  • Anticipating how the use of products will mediate
    human relationships and affect human
    understanding
  • Exploring the dialogue between products, people,
    and contexts (physical, cultural, historical)
  • (R. Reimann)

8
Cogntion Perception
  • Relates to how humans percieve their world,
    reason and act in it.
  • Any design of products, intelligent or not, will
    be percieved and interacted with, based on
    peoples perception, cognition in a specific
    situation.

9
Cognition
  • Processes that have a content (Lundh,
    Montgomery, Waern, 2001)
  • Perception
  • Memory
  • Language
  • Thought

10
Perception
  • The acqusition and processing of sensory
    information in order to see, hear , taste, smell,
    or feel objects in the world also guides an
    organisms actions with respect to those objects.
  • Sekuler Blake (1994)

11
The desktop computer
  • How are our senses used in the design?
  • Acting by touch, getting visual feedback, ..
  • sound feedback
  • touch feedback?
  • taste, smell?

12
Consider the things we've given up in the
physical world which might be nice to have back
  • but augmented with computation and connectivity.
    Paintbrush and pencils and musical instruments a
    single personal key that lets you into home, car
    and work and has a distinct feel as you insert it
    in a lock depending on whether your spouse, a
    friend or a stranger has been by in your absence
    a bank card that feels as heavy as your account
    balance when you swipe it in the ATM.

13
Two perspectives of how to use knowledge of
human perception
  • for systems/artefacts that have attentive and
    reactive users (HCI)
  • for designing attentive and reactive
    objects/systems (AI or not)

14
First perspective Using perception in design
  • Information visualisation (Tufte, 1990)
  • General HCI design guidelines, like
  • Group similar information
  • Give proper feedback..
  • Minimalistic design

15
Using perception in design
  • Affordances of objects (Norman, 1990)
  • Constraints that guides use and can be physical,
    logical, semantic or cultural.

16
Affordances
17
Artefacts that imitate perception
  • Furby, A/Barney, Aibo, Spookies
  • Sensing capabilites similar to humans
  • Constrained sensing capabilites vs. capabilites
    beyond humans

18
Back to our perception
  • The acqusition and processing of sensory
    information in order to see, hear , taste, smell,
    or feel objects in the world also guides an
    organisms actions with respect to those objects.

19
Visual perception
  • Ocularcentrism
  • We live in a visual society

20
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21
(electron micrograph by Scott Mittman)
22
Visual perception
  • The brain assume that we live in a
    three-dimensional world
  • The brain tries to find depth in everything that
    it sees.
  • The brain assume that everything is constant in
    shape, color and size.

23
Visual perception example
24
Visual perception
  • Organisation of objects
  • Movement perception
  • Spatial perception
  • Perception of objects

(e.g. Gestalt Principles)
25
Gestalt Principles
  • The principle of
  • Proximity
  • Similarity
  • Good continuity
  • Closure
  • Movement

26
Gestalt Principles
  • The principle of Proximity
  • features which are close together are associated

27
Gestalt Principles
  • The principle of similarity

28
Gestalt Principles
  • The principle of good continuity

29
Gestalt Principles
  • The principle of closure
  • Close unfinished shapes
  • When the information is diffuse or indistinct,
    our expectations will create the impression for
    us..
  • Group information

30
Closure
31
Perception of objects
  • How do we recognize something e.g. A chair as a
    chair?
  • Figure/ground organization
  • Learned Stereotypes or prototypes
  • a A a A a A
  • Useful when designing icons

32
Spatial perception
  • We perceive relative sizes and distance by using
  • Perspective (e.g. Linear)
  • Overlap
  • Known sizes
  • Texture gradients
  • Shading
  • Absolute distance- Relative distance

33
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34
Movement perception
  • The principle of Movement
  • React fast on movement
  • The eye is drawn towards movement
  • Movement towards background

35
Hearing
  • Recognize identity of soundsource
  • Give information on the nature of the
    environment via echoes, reverberation (normal
    room, cathedral, open field)

36
Hearing example
  • Multimodal system presented
  • at the Interact Conference03
  • Non-visual exploration of digital pictures
    (Root, 2003)
  • Active auditory representation
  • Passive auditory representation (Verbal summary)
  • Haptic representation (contour, surface

37
Smell
  • Olfactory
  • Can distinguish different 10.000 smells
  • A chemical sense (A substance has to be
    volatile)
  • Recognition
  • influence mood, memory, emotions
  • We can actually communicate by smell

38
Smell example
  • Fire fighting training, remote surgery,
    entertainment..
  • Joseph Kaye (MIT)
  • The olfactory display of Abstract Information
  • Remember dinner at five (smelling curry)

39
Taste
  • Also a chemical sense
  • Gustatory sensation
  • Substance must be soluable
  • Sour, salty sweet, bitter by tastebuds are also
    located in cheeks, in the throat
  • Recognition, Influence memory

40
Taste example
  • Food simulator, Siggraph Conference 2003
  • Haptic displays displays with biting force
  • Auditory, chemical sensations of eating

41
Tactile perception
  • Haptics
  • Thermoreceptors (temperature)
  • Mechanoreceptors (pressure, vibration)
  • Painreceptors
  • Kinesthetics
  • Vision/audition usually dominate haptic
    perception
  • Muscle memory

42
Haptics example
  • Tangible interfaces
  • Brygg Ullmer (MIT and ZIB)
  • Tangible bits
  • MetaDESK
  • MediaBlocks
  • Tangible Query Interfaces

43
Why use tactile information?
  • Clarify ambiquity in dominant modality
  • Some parameters not availible in dominant
    modality
  • Continous control vs Discrete control
  • (Karon Maclean)

44
Multimodal distinctions
  • Crossmodal, intermodal. One modality
    subconsciously influences perception in another
    modality
  • Multimodal an event is perceived and integrated
    by multiple senses
  • Supramodal phenomenon that applies to all
    senses.
  • Grounded vs ungrounded interfaces

45
A multimodal example
46
Why use multimodal interaction?
  • Avoid overkill find most efficient path to
    desired result
  • Exploit illusions work around hardware
    limitations to clever compensation
  • Design rules control net percept in user
  • Ecological verity respect perceptual latency
    thresholds for perceived synchrony

47
But how many things can we attend to in the same
time?
48
Attention
  • Selective ability
  • Our brain compensates

49
Change blindness
50
Attention
  • Guidance of attention
  • High level control
  • Low level salience (movement)
  • Can send the attention of the user to an
    appropriate location at an appropriate time.
  • Change blindness transitions can become
    effectively invisible if attention is not drawn
    to them.
  • Soft warning User automatically sees what they
    should see!

51
Cognition
  • The world as an external memory
  • Distributed cogntion (Hollan, Hutchins, Kirsh,
    2000)
  • Culture, history context affects distr
    cognition
  • Situated cognition
  • Embodied cognition

52
Cognition is also about language. and thus
communcation
53
Communication
  • Verbal, Nonverbal
  • Sender Reciever
  • Language (speaking) are means for communication
  • Technology can act as an amplifyer of our
    ability to communicate. Makes communication
    possible despite the distance e.g. Phones, sms
    Constraints/shapes the communication.
  • People have to communicate with a device in
    order to be able to create, explore, plan, draw,
    design, learn

54
An example
  • Amigo (instant messaging) vs. SMS

55
One last thing that affect cogntion and that is
affected by our senses
56
Emotions
  • If you want a golden rule that will fit
    everybody, this is it Have nothing in your
    houses that you do not know to be useful, or
    believe to be beautiful.
  • William Morris The Beauty of Life, 1880

57
Emotions
  • Moods vs emotions towards an object
  • Affective computing
  • computing that relates to, arises from, or
    deliberately influences emotions

58
Affective design
  • Robots and artificial creatures on computer
    displays are being designed to show more emotion.
    The goal is better communication with people.
  • Panasonics Tama
  • Necs Robot R100

59
So, why try to understand cognition and
perception?
  • It affects how we percieve and interact with
    devices around us, thus also what you intend to
    design.
  • It can be used as inspiration to think beyond
    current interfaces

60
Thank you for listening
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