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  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (1)

    The Human

    Overview

    Human can be viewed as an informationprocessing system, for example, Card, Moran andNewell's Model Human Processor.

    A simple model:

    � information received and responses givenvia input{output channels

    � information stored in memory

    � information processed and applied invarious ways

    Capabilities of humans in these areas areimportant to design, as are individual di�erences.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (2)

    Input{Output channels

    Vision

    Two stages in vision

    � physical reception of stimulus

    � processing and interpretation of stimulus

    The physical apparatus: the eye

    � mechanism for receiving light andtransforming it into electrical energy

    � light reects from objects; their images arefocused upside-down on retina

    � retina contains rods for low light vision andcones for colour vision

    � ganglion cells detect pattern and movement

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (3)

    Interpreting the signal

    Size and depth

    � visual angle indicates how much of �eld ofview object occupies (relates to size anddistance from eye)

    � visual acuity is ability to perceive �ne detail(limited)

    � familiar objects perceived as constant sizein spite of changes in visual angle | law ofsize constancy

    � cues like overlapping help perception of sizeand depth

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (4)

    Interpreting the signal (cont)

    Brightness

    � subjective reaction to levels of light

    � a�ected by luminance of object

    � measured by just noticeable di�erence

    � visual acuity increases with luminance asdoes icker

    Colour

    � made up of hue, intensity, saturation

    � cones sensitive to colour wavelengths

    � blue acuity is lowest

    � 8% males and 1% females colour blind

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (5)

    Interpreting the signal (cont)

    The visual system compensates for movementand changes in luminance.

    Context is used to resolve ambiguity.

    Optical illusions sometimes occur due to overcompensation.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (6)

    Figure 1: The Ponzo illusion

    Figure 2: The Muller Lyer illusion

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (7)

    Reading

    Several stages:

    � visual pattern perceived

    � decoded using internal representation oflanguage

    � interpreted using knowledge of syntax,semantics, pragmatics

    Reading involves saccades and �xations.Perception occurs during latter.

    Word shape is important to recognition.

    Negative contrast improves reading fromcomputer screen.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (8)

    Hearing

    Provides information about environment:distances, directions, objects etc.

    Physical apparatus:

    � outer ear | protects inner and ampli�essound

    � middle ear | transmits sound waves asvibrations to inner ear

    � inner ear | chemical transmitters arereleased and cause impulses in auditorynerve

    Sound

    � pitch | sound frequency

    � loudness | amplitude

    � timbre | type or quality

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (9)

    Hearing (cont)

    Humans can hear frequencies from 20Hz to15kHz | less accurate distinguishing highfrequencies than low.

    Auditory system �lters sounds | can attend tosounds over background noise. For example, thecocktail party phenomenon.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (10)

    Touch

    Provides important feedback about environment.

    May be key sense for someone who is visuallyimpaired.

    Stimulus received via receptors in the skin:

    � thermoreceptors | heat and cold

    � nociceptors | pain

    � mechanoreceptors | pressure (someinstant, some continuous)

    Some areas more sensitive than others e.g.�ngers.

    Kinethesis | awareness of body positiona�ecting comfort and performance.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (11)

    Movement

    Time taken to respond to stimulus: reaction time+ movement time

    Movement time | dependent on age, �tness etc.

    Reaction time | dependent on stimulus type:

    � visual | 200ms

    � auditory | 150 ms

    � pain | 700ms

    Increasing reaction time decreases accuracy in theunskilled operator but not in the skilled operator.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (12)

    Movement (cont)

    Fitts' Law describes the time taken to hit ascreen target:

    Mt = a+ b log2(D=S + 1)

    where a and b are empirically determinedconstants, Mt is movement time, D is Distanceand S is Size.

    Targets in general should be large as possible andthe distances as small as possible.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (13)

    Memory

    There are three types of memory function.

    Iconic EchoicHaptic

    Sensory memories

    or

    Short-term memory

    Working memory

    Long-term memoryAttention Rehearsal

    Sensory memory

    Bu�ers for stimuli

    � iconic | visual stimuli

    � echoic | aural stimuli

    � haptic | touch stimuli

    Constantly overwritten.

    Information passes from sensory to STM byattention.

    Selection of stimuli governed by level of arousal.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (14)

    Short-term memory (STM)

    Scratch-pad for temporary recall

    � rapid access | 70ms

    � rapid decay | 200ms

    � limited capacity | 7 + =� 2 digits orchunks of information

    Recency e�ect | recall of most recently seenthings better than recall of earlier items.

    Some evidence for several elements of STM |articulatory channel, visual channel etc. |interference on di�erent channel does not impairrecall.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (15)

    Long-term memory (LTM)

    Repository for all our knowledge

    � slow access | 1/10 second

    � slow decay, if any

    � huge or unlimited capacity

    Two types

    � episodic | serial memory of events

    � semantic | structured memory of facts,concepts, skills

    Information in semantic LTM derived fromepisodic LTM.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (16)

    Long-term memory (cont.)

    Semantic memory structure

    � provides access to information

    � represents relationships between bits ofinformation

    � supports inference

    Model: semantic network

    � inheritance | child nodes inherit propertiesof parent nodes

    � relationships between bits of informationexplicit

    � supports inference through inheritance

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (17)

    Long-term memory (cont.)

    is a DOG

    is a

    colour: [brown/white, black/white, merle]

    instance

    is a

    HOUND

    is a

    BEAGLE

    instance

    SNOOPY

    friend of

    CHARLIE BROWN

    colour:[brown,black/white]

    size:small

    tracks

    has tail

    has four legs

    SHEEPDOG

    works sheepbarks

    ANIMAL

    breathes

    movesis a

    COLLIEsize: medium

    LASSIE

    film character

    colour:brown/white

    SHADOW

    colour: brown/whitebook character

    instance

    cartoon/book character

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (18)

    Long-term memory (cont.)

    Other models of LTM

    Frames:

    Information organized in datastructure. Slots in structure areinstantiated with particular values fora given instance of data.

    DOG

    Fixedlegs: 4

    Default

    diet: carnivoroussound: bark

    Variablesize:colour:

    COLLIE

    Fixedbreed of: DOGtype: sheepdog

    Default

    Variablecolour:

    size: 65 cm

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (19)

    Long-term memory (cont.)

    Scripts:

    Model of stereotypical informationrequired to interpret situation orlanguage. Script also has elementswhich can be instantiated withparticular values.

    dog needs medicinedog needs operation

    Tracks:

    payingexamination waiting in roomarriving at receptionScenes:

    vet examinesRoles:diagnosestreats

    owner brings dog inpaystakes dog out

    Props: examination tablemedicineinstruments

    Result: dog betterowner poorervet richer

    dog illvet openowner has money

    Entry conditions:

    Script for a visit to the vet

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (20)

    Long-term memory (cont.)

    Production rules:

    Representation of proceduralknowledge. Condition{action rules |if condition is matched, rule �res.

    LTM processes

    Storage of information

    � information moves from STM to LTM byrehearsal

    � amount retained proportional to rehearsaltime: total time hypothesis

    � optimized by spreading learning over time:distribution of practice e�ect

    � structure, meaning and familiarity makeinformation easier to remember

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (21)

    LTM processes (cont.)

    Forgetting

    � decay { information is lost gradually butvery slowly

    � interference | new information replacesold: retroactive interference

    � old may interfere with new: proactiveinhibition | so may not forget at all

    � memory is selective and a�ected by emotion| can `choose' to forget

    Information retrieval

    � recall | information reproduced frommemory. Can be assisted by cues, e.g.categories, imagery

    � recognition | information gives knowledgethat it has been seen before. Less complexthan recall | information is cue.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (22)

    Thinking: reasoning and problem solving

    Reasoning

    Deductive: derive logically necessary conclusionfrom given premises. E.g.

    If it is Friday then she will go to workIt is FridayTherefore she will go to work.

    Logical conclusion not necessarily true:

    If it is raining then the ground is dryIt is rainingTherefore the ground is dry

    Human deduction poor when truth and validityclash.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (23)

    Reasoning (cont.)

    Inductive: generalize from cases seen to casesunseen. E.g. all elephants we have seen havetrunks therefore all elephants have trunks.

    Unreliable: can only prove false not true.

    However, humans are not good at using negativeevidence. E.g. Wason's cards.

    74 E K

    Abductive: reasoning from event to cause. E.g.Sam drives fast when drunk. If see Sam drivingfast, assume drunk.

    Unreliable: can lead to false explanations.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (24)

    Problem solving

    Process of �nding solution to unfamiliar taskusing knowledge.

    Several theories.

    Gestalt

    � problem solving both productive andreproductive

    � productive problem solving draws oninsight and restructuring of problem

    � attractive but not enough evidence toexplain `insight' etc.

    � move away from behaviouralism and led toinformation processing theories

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (25)

    Problem solving (cont.)

    Problem space theory

    � problem space comprises problem states

    � problem solving involves generating statesusing legal operators

    � heuristics may be employed to selectoperators e.g. means-ends analysis

    � operates within human informationprocessing system e.g. STM limits etc.

    � largely applied to problem solving in wellde�ned areas e.g. puzzles rather thanknowledge intensive areas

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (26)

    Problem solving (cont.)

    Analogy

    � novel problems are solved by usingknowledge from a similar domain in newdomain | analogical mapping

    � analogical mapping may be di�cult ifdomains are semantically di�erent

    Skill acquisition

    Skilled activity characterized by

    � chunking | lot of information is chunkedto optimize STM

    � conceptual rather than super�cial groupingof problems | information is structuredmore e�ectively

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (27)

    Skill acquisition (cont.)

    Model of skill acquisition: ACT*

    3 levels of skill

    � general purpose rules to interpret factsabout problem | knowledge intensive

    � speci�c task rules are learned | rely onknown procedures

    � rules are �ne-tuned | skilled behaviour

    Mechanisms for moving between these

    � proceduralization | level 1 to level 2

    � generalization | level 2 to level 3

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (28)

    Skill acquisition { proceduralization

    Level 1:

    IF cook[type, ingredients, time]THEN

    cook for: time

    cook[casserole, [chicken,carrots,potatoes],2 hours]

    cook[casserole, [beef, dumpling, carrots],2 hours]

    cook[cake, [our, sugar,butter, egg], 45 mins]

    Level 2:

    IF type is casseroleAND ingredients are [chicken,carrots,potatoes]THEN

    cook for: 2 hours

    IF type is cakeAND ingredients are [our,sugar,butter,eggs]THEN

    cook for: 45 mins

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (29)

    Skill acquisition { generalization

    Level 2:

    IF type is casseroleAND ingredients are [chicken,carrots,potatoes]THEN

    cook for: 2 hours

    IF type is casseroleAND ingredients are [beef,dumplings,carrots]THEN

    cook for: 2 hours

    Level 3:

    IF type is casseroleAND ingredients are ANYTHINGTHEN

    cook for: 2 hours

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (30)

    Errors and mental models

    Types of error

    � slips | change to aspect of skilledbehaviour can cause slip

    � incorrect understanding | humans createmental models to explain behaviour. Ifwrong (di�erent from actual system) errorscan occur.

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (31)

    Individual di�erences

    � long term | sex, physical and intellectualabilities

    � short term | e�ect of stress or fatigue

    � changing | age

    Ask: will design decision exclude section of userpopulation?

  • Human{Computer Interaction, Prentice Hall

    A. Dix, J. Finlay, G. Abowd and R. Beale c1993The HumanChapter 1 (32)

    Cognitive Psychology and

    Interactive System Design

    Some direct applications. E.g. blue acuity is poorso blue should not be used for important detail.

    However, application generally requires

    � understanding of context in psychology

    � understanding of particular experimentalconditions

    A lot of knowledge has been distilled in

    � guidelines | see Chapters 4 and 5

    � cognitive models | see Chapter 6

    � experimental and analytic evaluationtechniques | see Chapter 11