Title: Human Abilities and Models
1Human Abilities and Models
- Sensory and cognitive abilities and models,
models of human performance
2Outline
- Human capabilities and disabilities
- Senses
- Motor systems
- Memory
- Cognitive Processes
- Selective attention, learning, problem solving,
language - Predictive models
- Contextual models
3Typical Person
- Do we really have limited memory capacity?
4Basic Human Capabilities
- Do not change very rapidly
- Not like Moores law!
- Have limits, which are important to understand
- Why do we care?
- Better design!
- Want to improve user performance
- Universal design designing for all people,
including those with disabilities
5But were all disabled sometimes
- Environment
- Fatigue
- Injury
- Aging
- Changing role of information technology
6Usable Senses
- The 5 senses (sight, sound, touch, taste and
smell) are used by us every day - each is important on its own
- together, they provide a fuller interaction with
the natural world - Computers rarely offer such a rich interaction
- Can we use all the available senses?
- ideally, yes
- practically no
- We can use sight sound touch (sometimes)
- We cannot (yet) use taste smell
7Vision Fundamentals
- Retina has
- 6.5 M cones (color vision), mostly at fovea
(1/3) - About 150,000 cones per square millimeter
- Fewer blue sensing cones than red and green at
fovea - 100 M rods (night vision), spread over retina,
none at fovea - Adaptation
- Switching between dark and light causes fatigue
8Vision implications (more to come in visual
design)
- Color
- Distinguishable hues
- optical illusions
- Acuity
- Determines smallest size we can see
- Less for blue and yellow than for red and green
9Color/Intensity Discrimination
- The 9 hues most people can identify are
- Color Wavelength
- Red 629
- Red-Orange 596
- Yellow-Orange 582
- Green-Yellow 571
- Yellow-Green 538
- Green 510
- Blue-Green 491
- Blue 481
- Violet-Blue 460
10Color Surround Effect
- Our perception of a color is affected by the
surrounding color
11Vision Difficulties
- Color blindness
- About 9 of males are red-green colorblind!
- See http//colorlab.wickline.org/colorblind/colorl
ab/ - Low-vision
- The vast majority of visually disabled people
have some sight - Blindness
- Rely on other senses to receive information
- Specialized hardware and software
- Screen readers
- Braille printers, etc.
12Myopia and Hypermetropia
- Myopia Hypermetropia
- (short-sighted) (far-sighted)
13Macular degeneration
14Diabetic retinopathy
15Cataracts
16Tunnel vision
17Accommodating Partial Sight
- Large monitor, high resolution, glare protection
- Control of color and contrast
- Control of font size everywhere
- Keyboard orientation aids
18Accommodating Blind Users
- Screen Readers
- Full-featured
- Cursor-tracking, routing
- Dialogue focus
- View areas
- Auditory or tactile output
http//www.freedomscientific.com/fs_products/softw
are_jaws.asp
http//www.webaim.org/simulations/screenreader
19Audition (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(disk
whirring) - Implications ?
20Hearing uses
- Redundant output
- Email beep icon, IM sound popup message, etc.
- Output when screen not available
- Multimedia systems
21Hearing problems or deafness
- An increasing problem?
- Population
- Phone interfaces
- Various technologies used
- Communication aids
- Automated software (speech to text, etc.)
22Touch
- Three main sensations handled by different types
of receptors - Pressure (normal)
- Intense pressure (heat/pain)
- Temperature (hot/cold)
- Where important?
- Mouse, Other I/O, VR, surgery
23Motor 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
- See Handbooks for data
24Work Station Ergonomics to Facilitate I/O
25Large Range of Physical Impairments
- Complete lack of function
- absence of a limb
- paralysis usually due to spinal injury, the
higher the damage the greater the degree of
paralysis - Lack of strength
- Tremor/lack of accuracy
- Slowness
26Implications
- Try to minimize movement and strain
- Alternative input devices
- Keyboard hardware and software
- Speech input
- Other input switches for more severe needs
- Eye gaze, sip and puff, etc.
- Acceleration techniques
- Word completion, macros, etc.
27The Mind
- And now on to memory and cognition
28The 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) - Neglects effect of other people
29Memory
- Perceptual buffers
- Brief impressions
- Short-term (working) memory
- Conscious thought, calculations
- Long-term memory
- Permanent, remember everything that ever happened
to us
30LONG-TERM MEMORY
R Semantic D Infinite S Infinite
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
R Acoustic or Visual D (one chunk) 73 73-226
s D (3 chunks) 7 5-34 s S 7 5-9 chunks
R Acoustic D 1.5 0.9-3.5 s S 5 4.4-6.2
letters
R Visual D 200 70-1000 ms S 17 7-17
letters
PERCEPTUAL PROCESSOR C 100 5-200 ms
COGNITIVE PROCESSOR C 70 27-170 ms
MOTOR PROCESSOR C 70 30-100 MS
R Representation D Decay Time S Size C
Cycle Time
Eye movement (Saccade) 230 70-700 ms
31Sensory Stores
- Very brief, but accurate representation of what
was perceived - Physically encoded
- Details decay quickly (70 - 1000 ms visual 0.9 -
3.5 sec auditory) - Limited capacity
- Iconic visual
- 7 - 17 letters 70 - 1000 ms decay
- Echoic auditory
- 4 - 6 auditory 0.9 - 3.5 sec auditory
- Haptic - touch
- Attention filters information into short term
memory and beyond for more processing
32Short Term Memory
- Symbolic, nonphysical acoustic or visual coding
- Decay 5-226 sec, rehearsal prevents decay
- Another task prevents rehearsal interference
- Use chunks 7 - 2 units of information
33About Chunks
- A chunk is a meaningful grouping of information
allows assistance from LTM - 4793619049 vs. 704 687 8376
- NSAFBICIANASA vs. NSA FBI CIA NASA
- My chunk may not be your chunk
- User and task dependent
34Long-Term Memory
- Seemingly permanent unlimited
- Access is harder, slower
- -gt Activity helps (we have a cache)
- Retrieval depends on network of associations
- How information is perceived, understood and
encoded determines likelihood of retrieval - Effected by emotion, previous memory
File system full
35LT Memory Structure
- Episodic memory
- Events experiences in serial form
- Helps us recall what occurred
- Semantic memory
- Structured record of facts, concepts skills
- Semantic network theory
- Or theory of frames scripts (like record
structs)
36Memory Characteristics
- Things move from STM to LTM by rehearsal
practice and by use in context - Do we ever lose memory? Or just lose the link?
- What are effects of lack of use?
- We forget things due to decay and interference
- Similar gets in the way
37Recognition over Recall
- We recognize information easier than we can
recall information - Examples?
- Implications?
38Processes
- Four main processes of cognitive system
- Selective Attention
- Learning
- Problem Solving
- Language
39Selective Attention
- We can focus on one particular thing
- Cocktail party chit-chat
- Salient visual cues can facilitate selective
attention - Examples?
40Learning
- Two types
- Procedural How to do something
- Declarative Facts about something
- Involves
- Understanding concepts rules
- Memorization
- Acquiring motor skills
- Automotization
- Tennis
- Driving to work
- Even when dont want to
- Swimming, Bike riding, Typing, Writing
41Learning
- Facilitated
- By structure organization
- By similar knowledge, as in consistency in UI
design - By analogy
- If presented in incremental units
- Repetition
- Hindered
- By previous knowledge
- Try moving from Mac to Windows
- gt Consider users previous knowledge in your
interface design
42Observations
- Users focus on getting job done, not learning to
effectively use system - Users apply analogy even when it doesnt apply
- Or extend it too far - which is a design problem
- Dragging floppy disk icon to Macs trash can does
NOT erase the disk, it ejects disk!
43Problem Solving
- Storage in LTM, then application
- Reasoning
- Deductive -
- Inductive -
- Abductive -
- Goal in UI design - facilitate problem solving!
- How??
If A, then B
Generalizing from previouscases to learn about
new ones
Reasons from a fact to theaction or state that
caused it
44Observations
- We are more heuristic than algorithmic
- We try a few quick shots rather than plan
- Resources simply not available
- We often choose suboptimal strategies for low
priority problems - We learn better strategies with practice
45People
Fill in the columns - what are people good at and
what are people bad at?
46People
- Good
- Infinite capacity LTM
- LTM duration complexity
- High-learning capability
- Powerful attention mechanism
- Powerful pattern recognition
- Bad
- Limited capacity STM
- Limited duration STM
- Unreliable access to LTM
- Error-prone processing
- Slow processing
47Models
- Translating empirical evidence into theories and
models that influence design. - Performance measures
- Quantitative
- Time prediction
- Working memory constraints
- Competence measures
- Focus on certain details, others obscured
48Fitts Law
- Models movement times for selection tasks
- Paul Fitts war-time human factors pioneer
- Basic idea Movement time for a well-rehearsed
selection task - Increases as the distance to the target increases
- Decreases as the size of the target increases
49Moving
Index of Difficulty ID log2 ( 2D/W ) (in
unitless bits)
width of target
distance
50Movement Time
- MT a bID
- or
- MT a b log2 (2D/W)
- Empirical measurement establishes constants a and
b - Different for different devices and different
ways the same device is used.
51Questions
- What do you do in 2D?
- h x l rectone way is ID log2(d/min(w, l) 1)
- Should take into account direction of approach
52Applications
- When does it apply?
- How used in interface design?
53GOMS
- Goals, Operators, Methods, Selection Rules Card,
Moran, Newell (1983) - Assumptions
- Human activity is problem solving
- Decompose into subproblems
- Determine goals to attack problem
- Know sequence of operations used to achieve the
goals - Timing values for each operation
54GOMS Components
- Goals
- State to be achieved
- Operators
- Elementary perceptual, cognitive, motor acts
- Not so fine-gained as Model Human Processor
- Methods
- Procedures for accomplishing a (sub)goal
- e.g., move cursor via mouse or keys
- Selection Rules
- if-then rules that determine which method to use
55GOMS Limitations
- GOMS is not so well suited for
- Tasks where steps are not well understood
- Inexperienced users
- Why?
56GOMS Application
- NYNEX telephone operation system
- GOMS analysis used to determine critical path,
time to complete typical task - Determined that new system would actually be
slower - Abandoned, saving millions of dollars
57Keystroke Level Model (KLM)
- Low-level GOMS variant
- Also developed by Card, Moran, and Newell (1983)
- Skilled users performing routine tasks
- Assumes error-free performance
- Analyze only observable behaviors
- Keystrokes, mouse movements
- Assigns times to basic human operations -
experimentally verified
58KSLM Accounts for
- Keystroking TK
- Mouse button press TB
- Pointing (typically with mouse) TP
- Hand movement betweenkeyboard and mouse TH
- Drawing straight line segments TD
- Mental preparation TM
- System Response time TR
59Step One MS Word Find Command
- Use Find Command to locate a six character word
- H (Home on mouse)
- P (Edit)
- B (click on mouse button - press/release)
- P (Find)
- B (click on mouse button)
- H (Home on keyboard)
- 6K (Type six characters into Find dialogue box)
- K (Return key on dialogue box starts the find)
60Using KSLM - Step Two
- Place M operators
- Rule 0a. In front of all Ks that are NOT part of
argument strings (ie, not part of text or
numbers) - Rule 0b. In front of all Ps that select commands
(not arguments)
61Step Two MS Word Find Command
- H (Home on mouse)
- MP (Edit)
- B (click on mouse button)
- MP (Find)
- B (click on mouse button)
- H (Home on keyboard)
- 6K (Type six characters)
- MK (Return key on dialogue box starts the find)
Rule 0b Pselects command
Rule 0b Pselects command
Rule 0a Kis argument
62Using KSLM - Step 3
- Remove Ms according to heuristic rules
- (Rules relate to chunking of
actions) - Rule 1. Anticipated by prior operation
- PMK -gtPK (point and then click is a chunk)
- Rule 2. If string of MKs is a single cognitive
unit (such as a command name), delete all but
first - MKMKMK -gt MKKK (same as M3K) (type run rtn is a
chunk) - Rule 3. Redundant terminator, such as )) or rtn
rtn - Rule 4. If K terminates a constant string, such
as command-rtn, then delete M - M2K(ls)MK(rtn) -gt M2K(ls)K(rtn) (typing ls
command in Unix followed by rtn is a chunk)
63Step 3 MS Word Find Command
H (Home on mouse) MP (Edit) B (click on mouse
button) MP (Find) B (click on mouse button) H
(Home on keyboard) 6K (Type six characters) MK
(Return key on dialogue box starts the find)
Rule 1 delete M H anticipates P
Rule 4 Keep M
64Using KSLM - Step 4
- Plug in real numbers from experiments
- K .08 sec for best typists, .28 average, 1.2 if
unfamiliar with keyboard - B down or up - 0.1 secs click - 0.2 secs
- P 1.1 secs
- H 0.4 secs
- M 1.35 secs
- R depends on system often less than .05 secs
65Step 4 MS Word Find Command
- H (Home on mouse)
- P (Edit)
- B (click on mouse button - press/release)
- MP (Find)
- B (click on mouse button)
- H (Home on keyboard)
- 6K (Type six characters into Find dialogue box)
- MK (Return key on dialogue box starts the find)
- Timings
- H 0.40, P 1.10, B 0.20, M 1.35, K 0.28
- 2H, 2P, 2B, 2M, 7K
- Predicted time 8.06 secs
66Example MS Windows Menu Selection
- Get hands on mouse
- Select from menu bar with click of mouse button
- The pull down menu appears
- Select desired item from the pull down menu
67Step 1 MS Windows Menu
- H (Home on mouse)
- P (point to menu bar item)
- B (left-click with mouse button)
- P (point to menu item)
- B (left-click with mouse button)
68Step 2 MS Windows Menu - Add Ms
- H (get hand on mouse)
- MP (point to menu bar item)
- B (left-click with mouse button)
- MP (point to menu item)
- B (left-click with mouse button)
Rule 0b Pselects command
Rule 0b Pselects command
69Step 3 MS Windows Menu - Delete Ms
- H (get hand on mouse)
- MP (point to menu bar item)
- B (left-click with mouse button)
- MP (point to menu item)
- B (left-click with mouse button)
Rule 1 Manticipated by P
Keep M
70Step 4 MS Windows Menu Calculate Time
- H (get hand on mouse)
- P (point to menu bar item)
- B (left-click with mouse button)
- MP (point to menu item)
- B (left-click with mouse button)
- Textbook timings (all in seconds)
- H 0.40, P 1.10, B 0.20, M 1.35
- H, 2P, 2B, 1 M
- Total predicted time 4.35 sec
71Alternative Menu Selection
- Operator sequence
- H(mouse)P(to menu item)B(down)PB(up)
- Now place Ms
- H(mouse)MP(to menu item)B(down)MPB(up)
- Selectively remove Ms
- H(mouse)MP(to menu item)B(down)MPB(up)
- Textbook timings (all in seconds)
- H 0.40, P 1.10, B 0.10 for up or down, M
1.35 - H, 2P, 2 B, 1 M
- Total predicted time 4.15 sec
- Alternative is predicted to be .2 secs faster
than typical, about 5
Rule 0b
Rule 0b
Rule 1 Delete H anticipates P
72KSLM Comparison Problem
- Are keyboard accelerators always faster than menu
selection? - Use MS Windows to compare
- Menu selection of File/Print (previous example
estimated 4.35 secs.) - Keyboard accelerator
- ALT-F to open the File pull down menu
- P key to select the Print menu item
- Assume hands start on keyboard
73KSLM ComparisonKeyboard Accelerator for Print
- Use Keyboard for ALT-F P (hands already there)
- K(ALT)K(F)K(P)
- MK(ALT)MK(F)MK(P)
- MK(ALT)K(F)MK(P)
- 2M 3K 2.7 3K
- Times for K based on typing speed
- Good typist, K 0.12 s, total time 3.06 s
- Poor typist, K 0.28 s, total time 3.54 s
- Non-typist, K 1.20 s, total time 6.30 s
- Time with mouse was 4.35 sec
- Conclusion Accelerator keys not necessarily
faster than mouse for all users!
First K anticipates second K
74One more practice
- Draw through text and make it bold
- By pointing to BOLD icon in floating palette
- By selecting BOLD from pull-down menu
- Hierarchical menu selection combine with Fitts
- One big menu
- Several smaller menus?
75Context and Cognition
- Human information processor models all involve
unaided individual - In reality, people work with other people and
other artifacts - Other models of human cognition
- Situation action
- Activity theory
- Distributed cognition
76Distributed Cognition (DCog)
- HCI Proponent Ed Hutchins
- Distributed collection of interacting people and
artifacts
77Distributed Cognition
- Unit of analysis is cognitive system composed of
individuals and the artifacts they use - Studies the coordination and cooperation between
people and artifacts in a distributed process
like activity
78D.C. Principles
- Individual agents
- Distributed collection of interacting people and
artifacts - Functional system is what matters, not individual
thoughts in peoples heads
79Activity Theory
- Long history
- HCI proponent Bonnie Nardi
80Activity Theory
- Unit of analysis is an activity
- Components
subject, object, actions, operations
Noun
Held by subject, motivates activity object of
game
Goal-directedprocesses tasks
How actionis carried out
81A.T. Principles
- Key idea Notion of mediation by artifacts
- Our work is a computer-mediated activity
- Starring role goes to activity
- In regular HCI, stars are person and machine
- Context is not out there. It is generated by
people in activities
82Situated Action
- Noted proponent Lucy Suchman
- Much of the theory that underlies ethnography
83Situated Action
- Studies situated activity or practice
- Activity grows out of the particulars of a
situation - Improvisation is important
- Basic unit of analysis is the activity of
persons acting in a setting
84Example
- Need 3/4 of 2/3 of cup of cottage cheese
- Just has a simple measuring cup available
- Person solves problem by
- Measuring 2/3 cup
- Pouring out into a circle
- Divide into quadrants
- Take away one
- One time solution to one time problem
85Other comments on S.A.
- Emergent property of moment-by-moment
interactions - Improvisation
- Detailed temporal accounts
- De-emphasizes rigid plans and rational problem
solving
86S.A. Principles
- Structuring of an activity grows out of immediacy
of the situation - People engage in opportunistic, flexible ways to
solve problems - Formulaic plans
- Rational problem solving
87Comparing Models
- The role of goals or intentions
- S.A. retrospective reconstructions
- A.T. D.C central
- Persistent structures
- S.A. emphasize emergent/ contingent/
improvisatory over routine/predictable - A.T. our activity assimilates experience of
humanity - D.C. much focus on transformation of artifacts
over time
88Comparing Models
- People and things
- MHP model each as a machine, study the diad of
H-C - S.A. qualitatively different, but mostly
reactive - A.T. computers and people not equals, a moral
stance - D.C. both are agents, study multiagent system
89Some Commentary
- Take the reading with a grain of salt.
- How does this influence design?