Title: Cognition
1Cognition Perception
- It's not about making computers more human, but
about removing the barriers between humans and
computers (B.J. Fogg)
2Overview
- Motivation for perception and cognition
- Design possibilites
- Perception
- Visual, auditiv, haptic, taste, smell
- Multimodal systems
- Cognition
- Attention
- Communication
- Emotions
3What motivates such knowledge?
- Knowledge of perception and cognition (already
has and) will affect areas like AI, Ambient
Intelligence, HCI, design, architecture and more
4Intelligent products
- An intelligent product is an everyday artefact,
where computation is used to invisibly support or
enhance its intended use - (Lars Erik Holmquist)
5Ambient 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
6User perspective
- The users goal is not to interact with an
intelligent product but to - create, communicate, explore, plan, draw, design,
learn - (Keyson)
7Interaction 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)
8Cogntion 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.
9Cognition
- Processes that have a content (Lundh,
Montgomery, Waern, 2001) - Perception
- Memory
- Language
- Thought
10Perception
- 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)
11The desktop computer
- How are our senses used in the design?
- Acting by touch, getting visual feedback, ..
- sound feedback
- touch feedback?
- taste, smell?
12Consider 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.
13Two 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)
14First perspective Using perception in design
- Information visualisation (Tufte, 1990)
- General HCI design guidelines, like
- Group similar information
- Give proper feedback..
- Minimalistic design
15Using perception in design
- Affordances of objects (Norman, 1990)
- Constraints that guides use and can be physical,
logical, semantic or cultural.
16Affordances
17Artefacts that imitate perception
- Furby, A/Barney, Aibo, Spookies
- Sensing capabilites similar to humans
- Constrained sensing capabilites vs. capabilites
beyond humans
18Back 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.
19Visual perception
- Ocularcentrism
- We live in a visual society
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21(electron micrograph by Scott Mittman)
22Visual 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.
23Visual perception example
24Visual perception
- Organisation of objects
- Movement perception
- Spatial perception
- Perception of objects
(e.g. Gestalt Principles)
25Gestalt Principles
- The principle of
- Proximity
- Similarity
- Good continuity
- Closure
- Movement
26Gestalt Principles
- The principle of Proximity
- features which are close together are associated
27Gestalt Principles
- The principle of similarity
28Gestalt Principles
- The principle of good continuity
29Gestalt 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
30Closure
31Perception 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
32Spatial perception
- We perceive relative sizes and distance by using
- Perspective (e.g. Linear)
- Overlap
- Known sizes
- Texture gradients
- Shading
- Absolute distance- Relative distance
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34Movement perception
- The principle of Movement
- React fast on movement
- The eye is drawn towards movement
- Movement towards background
35Hearing
- Recognize identity of soundsource
- Give information on the nature of the
environment via echoes, reverberation (normal
room, cathedral, open field)
36Hearing 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
37Smell
- 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
38Smell example
- Fire fighting training, remote surgery,
entertainment.. - Joseph Kaye (MIT)
- The olfactory display of Abstract Information
- Remember dinner at five (smelling curry)
39Taste
- 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
40Taste example
- Food simulator, Siggraph Conference 2003
- Haptic displays displays with biting force
- Auditory, chemical sensations of eating
41Tactile perception
- Haptics
- Thermoreceptors (temperature)
- Mechanoreceptors (pressure, vibration)
- Painreceptors
- Kinesthetics
- Vision/audition usually dominate haptic
perception - Muscle memory
42Haptics example
- Tangible interfaces
- Brygg Ullmer (MIT and ZIB)
- Tangible bits
- MetaDESK
- MediaBlocks
- Tangible Query Interfaces
43Why use tactile information?
- Clarify ambiquity in dominant modality
- Some parameters not availible in dominant
modality - Continous control vs Discrete control
- (Karon Maclean)
44Multimodal 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
45A multimodal example
46Why 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
47But how many things can we attend to in the same
time?
48Attention
- Selective ability
- Our brain compensates
49Change blindness
50Attention
- 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!
51Cognition
- The world as an external memory
- Distributed cogntion (Hollan, Hutchins, Kirsh,
2000) - Culture, history context affects distr
cognition - Situated cognition
- Embodied cognition
52Cognition is also about language. and thus
communcation
53Communication
- 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
54An example
- Amigo (instant messaging) vs. SMS
55One last thing that affect cogntion and that is
affected by our senses
56Emotions
- 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
57Emotions
- Moods vs emotions towards an object
- Affective computing
- computing that relates to, arises from, or
deliberately influences emotions
58Affective 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
59So, 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
60Thank you for listening