Introduction Ch. 1
Introduction Ch. 1
Gains In this course it is intended to understand the basic principles of human computer interaction and construct effective and efficient interfaces intended for the cognitive abilities of human. Students participating this course will learn the cognitive facilities of human and how to use these abilities for a better interaction with the computer. Educational Methodology Implemented In This Course Basic concepts of human computer interaction; Cognitive abilities of human; Characteristics of a computer and how to answer the rich cognitive channels of human with these characteristics; Designing an effective interaction; Critical approach to existing models and theories; Socio-organizational and culturel issues and aspects
Reading List
Sources announced during the course and course notes Suggested Additional Material Dov Teeni, Jane Carey, Phing Zhang, Human Computer Interaction: Developing Effective Organizational Information Systems, Wiley & Sons, 2006, ISBN: 978-0471677659 Douglas Whitman, Cognition, 1st Ed. ; Wiley & Sons, 2010, ISBN: 978-0471715665 Margaret W. Matlin, Cognitive Psychology, International Student Version, 7th Ed., Wiley & Sons, ISBN: 978-0470409473
Others
Final Exam
None
1 40
assessment
Final Grades will be determined according to the Yaar University Associate Degree, Bachelor Degree and Graduate Degree Education and Examination Regulation
Obtaining the text book(s) Coming to the course with a good preparation Following the rules set by the responsibles for the course and the implementation/lab. studies Participating actively HONESTY !!!
Plagiarism
Plagiarism will not be tolerated Projects without references: a penalty of 20% Submitting your own work that has been earlier submitted to satisfy the requirements of another course is (self)-plagiarism (also called double dipping) Copying a journal article or a section of a book and submitting it as your own is plagiarism
Plagiarism
Using significant ideas from someone else, but putting them in to your own words and not acknowledging the source of the ideas is plagiarism Copying an essay, code, work etc. from another student and submitting it as your own is plagiarism And PLAGIARISM is THEFT So dont steal (Nobody likes thieves)
chapter 0
introduction
some definitions
User: an individual user, a group of users, or a sequence of users in an organization, each dealing with some part of the task or process Computer: any technology ranging from desktop computer to large scale computer systems, or embedded systems and process control systems Interaction: communication between user and computer (direct or indirect)
Physical capabilities Art Theatre Aesthetics Drama Dialog Communications Social Psychology Sociology
Methodology
chapter 1
the human
the human
Information i/o
visual, auditory, haptic, movement
Following figure presents a simplified model of Human Information Processing which includes processors and memories that interact in order to process information.
Working Memory
Perception
Cognition
Motor
A simplified model of Human Information Processing (HIP), including memories and processor.
Major Senses
Sight Hearing Touch Taste Smell First three important for HCI
People remember
10% of what they read
Vision
Two stages in vision
physical reception of stimulus processing and interpretation of stimulus
Colour
Context is used to resolve ambiguity Optical illusions sometimes occur due to over compensation
Optical Illusions
Reading
Several stages:
visual pattern perceived decoded using internal representation of language interpreted using knowledge of syntax, semantics, pragmatics
Reading involves saccades and fixations Perception occurs during fixations Word shape is important to recognition Negative contrast improves reading from computer screen
Hearing
Provides information about environment:
distances, directions, objects etc.
Physical apparatus:
outer ear protects inner and amplifies sound middle ear transmits sound waves as inner ear
vibrations to inner ear chemical transmitters are released and cause impulses in auditory nerve
Sound
pitch loudness timbre sound frequency amplitude type or quality
Hearing (cont)
Humans can hear frequencies from 20Hz to 15kHz
less accurate distinguishing high frequencies than low.
Touch
Provides important feedback about environment.
May be key sense for someone who is visually impaired. Stimulus received via receptors in the skin:
thermoreceptors nociceptors mechanoreceptors heat and cold pain pressure
(some instant, some continuous)
Movement
Time taken to respond to stimulus: reaction time + movement time
Movement time dependent on age, fitness etc.
Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator.
Movement (cont)
Fitts' Law describes the time taken to hit a screen target:
Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants Mt is movement time D is Distance S is Size of target
Memory
There are three types of memory function:
Sensory memories Short-term memory or working memory
Long-term memory
sensory memory
Buffers for stimuli received through senses
iconic memory: visual stimuli echoic memory: aural stimuli haptic memory: tactile stimuli
Examples
sparkler trail stereo sound
Continuously overwritten
Examples
212348278493202
Visuospatial scratch-pad
Central Executive
Two types
episodic serial memory of events semantic structured memory of facts,concepts, skills semantic LTM derived from episodic LTM
COLLIE
Fixed breed of: DOG type: sheepdog
Default size: 65 cm
Variable colour
Props:
Scenes:
Tracks:
LTM - Forgetting
decay
information is lost gradually but very slowly
interference
new information replaces old: retroactive interference old may interfere with new: proactive inhibition so may not forget at all memory is selective affected by emotion can subconsciously `choose' to forget
LTM - retrieval
recall
information reproduced from memory can be assisted by cues, e.g. categories, imagery
recognition
information gives knowledge that it has been seen before less complex than recall - information is cue
Thinking
Reasoning
deduction, induction, abduction
Problem solving
Deductive Reasoning
Deduction:
derive logically necessary conclusion from given premises. e.g. If it is Friday then she will go to work It is Friday Therefore she will go to work.
Deduction (cont.)
When truth and logical validity clash
e.g. Some people are babies Some babies cry Inference - Some people cry
Correct?
Inductive Reasoning
Induction:
generalize from cases seen to cases unseen e.g. all elephants we have seen have trunks therefore all elephants have trunks.
Unreliable:
can only prove false not true
Wason's cards
7 E 4 K
If a card has a vowel on one side it has an even number on the other Is this true? How many cards do you need to turn over to find out? . and which cards?
Abductive reasoning
reasoning from event to cause
e.g. Sam drives fast when drunk. If I see Sam driving fast, assume drunk.
Unreliable:
can lead to false explanations
Problem solving
Process of finding solution to unfamiliar task using knowledge.
Several theories.
Gestalt
problem solving both productive and reproductive productive draws on insight and restructuring of problem attractive but not enough evidence to explain `insight' etc. move away from behaviourism and led towards information processing theories
Skill acquisition
skilled activity characterized by chunking
lot of information is chunked to optimize STM
conceptual rather than superficial grouping of problems information is structured more effectively
mistakes
wrong intention cause: incorrect understanding
humans create mental models to explain behaviour. if wrong (different from actual system) errors can occur
Emotion
Various theories of how emotion works
James-Lange: emotion is our interpretation of a physiological response to a stimuli Cannon: emotion is a psychological response to a stimuli Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the light of the whole situation we are in
Emotion (cont.)
The biological response to physical stimuli is called affect
Affect influences how we respond to situations
positive creative problem solving negative narrow thinking
Negative affect can make it harder to do even easy tasks; positive affect can make it easier to do difficult tasks
(Donald Norman)
Emotion (cont.)
Implications for interface design
stress will increase the difficulty of problem solving relaxed users will be more forgiving of shortcomings in design aesthetically pleasing and rewarding interfaces will increase positive affect
Individual differences
long term sex, physical and intellectual abilities short term effect of stress or fatigue changing age
Ask yourself: will design decision exclude section of user population?
However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions A lot of knowledge has been distilled in
guidelines (chap 7) cognitive models (chap 12) experimental and analytic evaluation techniques (chap 9)