Title: Displays
1Displays
- Human Factors Psychology
- Dr. Steve
2Gauges vs. Warnings (idiot lights)
3Perceptual Principles of Display Design
- Absolute Judgment Limits avoid making the
operator judge the represented variable level on
the basis of a single sensory dimension (color,
size, pitch, etc.) - Top-Down Processing signals are perceived and
interpreted based on operators past experience
Concentrate!
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4Perceptual Principles of Display Design
- Redundancy Gain presenting a signal in more
than one way increases the likelihood it will be
interpreted correctly - ex NO TURN ON RED
- Discriminability similar appearing signals are
likely to be confused - ex Speed or RPM?
- video clip
5Mental Model Principles of Display Design
- Principle of Pictorial Realism Display looks
like the variable it represents - Principle of Configural Displays elements are
configured in same manner as environment it
represents - Principle of the Moving Part Moving elements
should move consistently with the users mental
model
Some Door Ajar indicators not only tell you
that the door is open, but show you which one
The tape indicator moves in the same direction
the tape is playing to make it easier to know
whether to FF or REW
6Mental Model Principles of Display Design
- Ecological Interface Design Displays that
closely correspond to the environment (direct
perception)
- Ecological invariants
- compression horizontal lines appear to get
closer in distance - splay angle of convergence of parallel lines
(shape of runway on descent) - optical flow when moving objects appear to
flow from vanishing point - time to contact rate of optical flow
- global optical flow rate of optical flow in
relation to ground (motion parallax) - edge rate flow of parts w/in a texture (rumble
strips as approach stop sign)
OZ display developed at IHMC
Oz transforms the instrument flying process from
one of complex mental modeling and slow
sequential information gathering to one of
instantaneous direct perception.
7Attention Principles ofDisplay Design
- Minimize Information Access Cost frequently
accessed sources of info should be readily
available - Ex right mouse button (PC) brings up menu of
common commands - Proximity Compatible Principle info that needs
to be integrated or compared
should be presented close together
(allows for patterns to emerge) - Close spatial proximity increases the likelihood
of parallel processing - Principle of Multiple Resources facilitate
processing of info by presenting via more than
one medium - Click for example
8Memory Principles of Display Design
- Principle of Predictive Aiding Displays that
project into the future allow operator
to be proactive,
not reactive - Knowledge in the World Make info visible when
needed to minimize reliance on memory - Ex Benefit of menus (Windows) over command
language (DOS) - Principle of Consistency Displays should
present info in a consistent manner - Ex All MicroSoft programs have same main menu
(File Edit View)
Predictive display showing where aircraft are
projected to be in a given time
9Alerting Displays
- Warnings most critical signaled by salient
auditory (omnidirectional) alerts - Cautions moderately critical may be signaled
by less salient auditory alerts - Advisories Least critical may be signaled
with peripheral cue (visually)
Human Factors implication Could tactile cueing
be used instead of auditory, and if so, how would
you indicate varying criticality levels?
10Color-Coded Warning Scales
Asteroid Threat Scale
Terror Alert Scale
Severe
Critical
Serious
Guarded
Normal
11Labels
Labels static displays of knowledge in the world
- Visibility/Legibility contrast and spatial
frequency - Labels are not effective if they cant be read
- Discriminability where details may be easily
confused, the important features should be
highlighted - Ex Warning If swallowed, DO NOT induce vomiting
- Meaningfulness avoid abbreviations and
icons whenever possible - Ex Does this sign say go right or dont go
right? - Location labels should be close to and
unambiguously related to the thing to which they
are
associated - Ex difficult to tell what mode this radio is in
12Color Coding
- Problems
- Color discrimination difficult for color blind,
reduced illumination, etc. - Cant describe continuous data well ex too
many colors on weather map - Must be consistent with user stereotypes or may
cause more harm than good - Irrelevant use of color for aesthetics or
preferences may be confused with coding
- Benefits
- Color stands out against monochrome background
- Colors capitalize on established meanings ex
reddanger - Color ties together elements of different
displays - Color can speed processing if redundant with
symbology or text
13Monitoring Displays
- Legibility contrast, spatial frequency, visual
angle, etc - Analog vs. Digital Analogs advantage is
ability to estimate rate of change, while
digitals advantage is precision of reading - Display showing redundant
analog and
digital signals
- Prediction and Sluggishness for some systems
the
effects of input do not show up right
away, (need prediction displayed to compensate
for lag) - Ex Steering a large ship or turning on hot water
in shower
14Monitoring Displays
- Analog Form and Direction scale and direction
of movement should be consistent with the users
mental model - Requirement for higher numbers at top (or to
right) and movement of indicator up (or to right)
for high may sometimes conflict (does scale move
or indicator?)
Pointer moves up to indicate increasing value
scale fixed (consistent with pictorial realism
and moving parts, but space limitation)
Pointer fixed, scale moves down to indicate
increasing value (violates moving parts
principle, but consistent with pictorial realism)
Pointer fixed, scale moves up to indicate
increasing value with low numbers on top
(consistent with moving parts principle, but
violates pictorial realism)
15Example of Bad Monitoring Display
Not being one to read directions carefully, I
waited 15 minutes for my sons rubber bugs to
cool because I misinterpreted this poorly
designed temperature gauge. The oven was cool for
some time, but like a normal thermometer, I
thought the arrow at the high position meant hot.
Note how the pointer on this toy ovens
temperature gauge goes up as the temperature goes
down (inconsistent with users mental model of
directionality).
16Principles of Display Layout
- Frequency of Use displays used most frequently
should be placed in the primary visual field
(PVA) - Display Relatedness related displays should be
placed close together - Consistency placing displays in a standard
position eases the load on memory and attention - Organizational Grouping displays spatially
organized to allow for patterns to emerge
(pop-out) - Stimulus-Response Compatibility displays should
be close to their associated controls - Clutter Avoidance minimum spacing between
displays
17Glass Cockpit
Glass cockpits allow the operator the flexibility
to place any display in any CRT location at any
time
Space Shuttles Glass Cockpit
- Guidelines for using glass cockpit displays
- Clearly indicate current display mode
- Use consistent formats
- Do not provide excessive flexibility
18Head-Up Displays (HUD)
- HUD Advantages
- Far and near info may be monitored in parallel
- Imagery can be mapped onto outside environment
- No need to frequently re-accommodate eyes when
switching from displays to outside view - Be careful to avoid excess clutter
HUDs superimpose display information on the PVA
19Augmented Reality Displays
Augmented Displays - display that improves upon
reality by superimposing info over actual
environment ex thermal imaging color codes
objects by temperature
20Navigation Displays Maps
- Navigation Displays Maps
- Direct user to destination (path)
- Facilitate planning
- Help recover from being lost
- Maintain situation awareness (build mental map)
- Guidelines
- Legibility adequate text size
- Avoid excessive clutter
- You are here personal-referenced view aids lost
recovery - Best if North-up and Nose-up options are available
21Spatial Knowledge
- Levels of Spatial Knowledge
- Landmark Knowledge (egocentric) learned route
by landmarks - Look for Hardees then turn right past the duck
pond - Requires least mental effort, but useless when
lost - Route Knowledge (egocentric) route list or
commands of how to get from point A to B. - Go 3 miles turn left, 4 miles then turn right,
etc. - Survey Knowledge (exocentric) map knowledge,
layout of environment - Well developed mental map allows one to visualize
spatial relations - Requires most mental effort, but useful when lost
Move from 1 to 2 to 3 with increased experience
22Virtual Reality for Developing Spatial Knowledge
- Virtual Reality Fooling people into accepting
as real what is only perceived (Karen Carr) - Egocentric Navigation (may also provide
exocentric) - Immersive (eye view) or tethered (view from
outside body) - Proprioceptive cues
- Head-tracking (with HMD)
- 3-D viewing
- Dynamic
- Interactive
23Virtual Environments/RealityBenefits/Costs
- Benefits of VE/VR
- Telepresence
- Hi Fidelity Training
- Military, medical applications
- On-line Comprehension
- 3-D interaction with spaces
- Escape from Reality
- Distraction from pain
- Knowledge Elicitation
- Experts explain as they do
- Costs of VE/VR
- Costly
- Realistic motion is difficult
- Distorted perception
- Limited FOV
- Disorientation
- Cybersickness
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24Displays used for Training
Joint Combat Advanced Display and Debriefing
System (JCADDS)