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Human Abilities and Models

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Title: Human Abilities and Models


1
Human Abilities and Models
  • Sensory and cognitive abilities and models,
    models of human performance

2
Outline
  • Human capabilities and disabilities
  • Senses
  • Motor systems
  • Memory
  • Cognitive Processes
  • Selective attention, learning, problem solving,
    language
  • Predictive models
  • Contextual models

3
Typical Person
  • Do we really have limited memory capacity?

4
Basic 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

5
But were all disabled sometimes
  • Environment
  • Fatigue
  • Injury
  • Aging
  • Changing role of information technology

6
Usable 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

7
Vision 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

8
Vision 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

9
Color/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

10
Color Surround Effect
  • Our perception of a color is affected by the
    surrounding color

11
Vision 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.

12
Myopia and Hypermetropia
  • Myopia Hypermetropia
  • (short-sighted) (far-sighted)

13
Macular degeneration
14
Diabetic retinopathy
15
Cataracts
16
Tunnel vision
17
Accommodating Partial Sight
  • Large monitor, high resolution, glare protection
  • Control of color and contrast
  • Control of font size everywhere
  • Keyboard orientation aids

18
Accommodating 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
19
Audition (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 ?

20
Hearing uses
  • Redundant output
  • Email beep icon, IM sound popup message, etc.
  • Output when screen not available
  • Multimedia systems

21
Hearing problems or deafness
  • An increasing problem?
  • Population
  • Phone interfaces
  • Various technologies used
  • Communication aids
  • Automated software (speech to text, etc.)

22
Touch
  • 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

23
Motor 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

24
Work Station Ergonomics to Facilitate I/O
25
Large 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

26
Implications
  • 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.

27
The Mind
  • And now on to memory and cognition

28
The 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

29
Memory
  • Perceptual buffers
  • Brief impressions
  • Short-term (working) memory
  • Conscious thought, calculations
  • Long-term memory
  • Permanent, remember everything that ever happened
    to us

30
LONG-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
31
Sensory 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

32
Short 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

33
About 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

34
Long-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
35
LT 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)

36
Memory 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

37
Recognition over Recall
  • We recognize information easier than we can
    recall information
  • Examples?
  • Implications?

38
Processes
  • Four main processes of cognitive system
  • Selective Attention
  • Learning
  • Problem Solving
  • Language

39
Selective Attention
  • We can focus on one particular thing
  • Cocktail party chit-chat
  • Salient visual cues can facilitate selective
    attention
  • Examples?

40
Learning
  • 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

41
Learning
  • 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

42
Observations
  • 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!

43
Problem 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
44
Observations
  • 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

45
People
  • Good
  • xxx
  • yyy
  • zzz
  • Bad
  • aaa
  • bbb
  • ccc

Fill in the columns - what are people good at and
what are people bad at?
46
People
  • 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

47
Models
  • 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

48
Fitts 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

49
Moving
  • Move from START to STOP

Index of Difficulty ID log2 ( 2D/W ) (in
unitless bits)
width of target
distance
50
Movement 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.

51
Questions
  • 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

52
Applications
  • When does it apply?
  • How used in interface design?

53
GOMS
  • 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

54
GOMS 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

55
GOMS Limitations
  • GOMS is not so well suited for
  • Tasks where steps are not well understood
  • Inexperienced users
  • Why?

56
GOMS 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

57
Keystroke 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

58
KSLM 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

59
Step 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)

60
Using 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)

61
Step 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
62
Using 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)

63
Step 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
64
Using 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

65
Step 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

66
Example 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

67
Step 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)

68
Step 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
69
Step 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
70
Step 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

71
Alternative 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
72
KSLM 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

73
KSLM 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
74
One 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?

75
Context 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

76
Distributed Cognition (DCog)
  • HCI Proponent Ed Hutchins
  • Distributed collection of interacting people and
    artifacts

77
Distributed 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
78
D.C. Principles
  • Individual agents
  • Distributed collection of interacting people and
    artifacts
  • Functional system is what matters, not individual
    thoughts in peoples heads

79
Activity Theory
  • Long history
  • HCI proponent Bonnie Nardi

80
Activity 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
81
A.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

82
Situated Action
  • Noted proponent Lucy Suchman
  • Much of the theory that underlies ethnography

83
Situated 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

84
Example
  • 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

85
Other comments on S.A.
  • Emergent property of moment-by-moment
    interactions
  • Improvisation
  • Detailed temporal accounts
  • De-emphasizes rigid plans and rational problem
    solving

86
S.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

87
Comparing 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

88
Comparing 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

89
Some Commentary
  • Take the reading with a grain of salt.
  • How does this influence design?
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