human perception & information presentation presentation kaan başlı ... the eye is drawn...
TRANSCRIPT
”It's not about making computers more human, but about removing the barriers between humans and computers” (B.J. Fogg)
Overview
• Motivation for ”perception and cognition” • Design possibilites • Perception
▫ Visual, auditiv, haptic, taste, smell ▫ Multimodal systems
• Cognition • Attention • Communication • Emotions
What motivates such knowledge?
• Knowledge of perception and cognition (already has and) will affect areas like AI, Ambient Intelligence, HCI, design, architecture and more…
Intelligent products
• ”An intelligent product is an everyday artefact, where computation is used to invisibly support or enhance its intended use”
(Lars Erik Holmquist)
Ambient 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
User perspective
• ”The users goal is not to interact with an intelligent product but to
▫ create, communicate, explore, plan, draw, design, learn…”
(Keyson)
Interaction 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)
Cogntion & 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 people’s perception, cognition in a specific situation.
Cognition
• Processes that have a ”content” (Lundh, Montgomery, Waern, 2001):
▫ Perception
▫ Memory
▫ Language
▫ Thought
Perception
• The acqusition and processing of sensory information in order to see, hear , taste, smell, or feel objects in the world; also guides an organism’s actions with respect to those objects.
Sekuler & Blake (1994)
The desktop computer
• How are our senses used in the design?
• Acting by touch, getting visual feedback, ..
▫ sound feedback…
▫ touch feedback?
▫ taste, smell?
Consider 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.
Two ”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)
First perspective: Using perception in
design • Information visualisation (Tufte, 1990) • General HCI design guidelines, like
▫ Group similar information… ▫ Give proper feedback.. ▫ Minimalistic design…
Using perception in design • Affordances of objects (Norman, 1990)
▫ Constraints that guides use and can be physical, logical, semantic or cultural.
Artefacts that ”imitate” perception
• Furby, A/Barney, Aibo, Spookies • Sensing capabilites similar to humans • Constrained sensing capabilites vs. capabilites
”beyond” humans
Back 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 organism’s actions with respect to those objects.
Visual 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.
Visual perception
• Organisation of objects
• Movement perception
• Spatial perception
• Perception of objects
(e.g. Gestalt Principles)
Gestalt Principles
• The principle of
▫ Proximity
▫ Similarity
▫ Good continuity
▫ Closure
▫ Movement
Gestalt 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
Perception 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
Spatial perception
• We perceive relative sizes and distance by using ▫ Perspective (e.g. Linear)
▫ Overlap
▫ Known sizes
▫ Texture gradients
▫ Shading
• Absolute distance- Relative distance
Movement perception
• The principle of Movement
▫ React fast on movement
▫ The eye is drawn towards movement
▫ Movement towards background
Hearing •Recognize identity of
soundsource
•Give information on the
nature of the environment
via echoes, reverberation
(normal room, cathedral,
open field)
Hearing example Multimodal system presented
at the Interact Conference’03:
•Non-visual exploration of digital
pictures (Root, 2003)
•Active auditory representation
•Passive auditory representation
(Verbal summary)
•Haptic representation (contour, surface
Smell
• 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
Smell example
• Fire fighting training, remote surgery, entertainment..
• Joseph Kaye (MIT)
▫ The olfactory display of Abstract Information
▫ Remember dinner at five… (smelling curry)
Taste
• 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…
Taste example
• Food simulator, Siggraph Conference 2003
• Haptic displays displays with biting force
• Auditory, chemical sensations of eating
Tactile perception
• Haptics ▫ Thermoreceptors (temperature) ▫ Mechanoreceptors (pressure, vibration) ▫ Painreceptors
• Kinesthetics • Vision/audition usually dominate haptic
perception • Muscle memory
Haptics example
• Tangible interfaces
• Brygg Ullmer (MIT and ZIB)
▫ Tangible bits
▫ MetaDESK
▫ MediaBlocks
▫ Tangible Query Interfaces
Why use tactile information?
• Clarify ambiquity in dominant modality
• Some parameters not availible in dominant modality
• Continous control vs Discrete control
(Karon Maclean)
Multimodal 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
Why 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
Attention
• 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!
Cognition
• The world as an external memory
▫ Distributed cogntion (Hollan, Hutchins, Kirsh, 2000)
Culture, history & context affects distr cognition
▫ Situated cognition
▫ Embodied cognition
Communication
• 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…”
Emotions
• “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
Emotions
• Moods vs emotions towards an object
• Affective computing
▫ ”computing that relates to, arises from, or deliberately influences emotions”
Affective design…
• Robots and artificial creatures on computer displays are being designed to show more emotion. The goal is better communication with people.
• Panasonic’s Tama • Nec’s Robot R100
So, 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…