User Factor (Human), Computer and Interaction
User Factor (Human), Computer and Interaction
Example:
• Keyboard keys cannot be smaller than finger size.
• Smaller machines must use different input facilities.
• Toilet for toddlers
• Specific door widths and heights
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Human Factors : Physiology: Vision
• retina contains rods for low light vision and cones for colour vision
Brightness
– subjective reaction to levels of light
– affected by luminance (perceived brightness, or grayscale level) of object
– measured by just noticeable difference
– visual acuity (clearness, or sharpness of vision ) increases with
– luminance as does flicker (a momentary flash of light )
Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females colour blind
Interpreting the signal (cont)
• The visual system compensates for:
– Movement
– changes in luminance (perceived brightness, or grayscale level,
of a color. Luminance and chromaticity together fully define a
perceived color).
• Context is used to resolve ambiguity
• Optical illusions sometimes occur due to over compensation
Optical Illusions
Optical Illusions
• Physical apparatus:
– outer ear - protects inner and amplies sound
– middle ear - transmits sound waves as vibrations to inner ear
– inner ear - chemical transmitters are released and cause
• impulses in auditory nerve.
• Sound
– pitch - sound frequency
– loudness - amplitude
– timbre - type or quality
Human Factors : Physiology: Hearing (cont.)
• Humans can hear frequencies from 20Hz to 15kHz
– less accurate distinguishing high frequencies than low.
Examples of use:
• Design of video games
• Traffic lights
• Phone
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Human Factors : Physiology: Movement (cont.)
Mt = a + b log2(D/S + 1)
Examples:
• Mouse - keyboard movement (affects choice of which
devices/controls operate which actions of the system)
• Time taken to move to a target on screen
• Careful arrangement of menu items so that frequent choices are
placed first
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Human Factors : Physiology: Disabilities
Long-term memory
Selection of stimuli governed by level of arousal.
Human Factors : Physiology: Cognition
Short-term memory (STM)
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HEC ATR ANU PTH ETR EET
Human Factors : Physiology: Cognition
Long-term memory (LTM)
• Two types
– episodic - serial memory of events
– semantic - structured memory of facts, concepts, skills
– information in semantic LTM derived from episodic LTM
Human Factors : Physiology: Cognition
Long-term memory (LTM)
Variable Variable
size: colour colour
Human Factors : Physiology: Cognition
Models of LTM - Scripts
IF cat is hissing
THEN run away
Human Factors : Physiology: Cognition
LTM – Storage of Information
• decay
– information is lost gradually but very slowly
• interference
– new information replaces old: retroactive interference
– old may interfere with new: proactive inhibition
• 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 (a stimulus that provides
information about what to do) .
Human Factors : Physiology: Cognition
Thinking: reasoning and problem solving
• Reasoning
– Deductive: 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.
• 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
Human Factors : Physiology: Cognition
Errors and mental models
• mistakes
– wrong intention
– cause: incorrect understanding
- humans create mental models to explain behaviour.
– if wrong (different from actual system) errors can occur.
Human Factors : Physiology: Cognition
Individual differences
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Human Factors : Cognition
Managing Attention
• Process of selecting things to concentrate on at a point in time
• Depends on:
1. Users’ goals
» If we know exactly what we want to find out, we try to
match this with the information that is available
2. Information presentation
» Greatly influence how easy or difficult it is to digest
appropriate pieces of information
Attention
Human Factors : Cognition : User’s Goals
Interface designers need to focus attention on the users’ goals
VS
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Human Factors : Cognition : Information Presentation
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Human Factors : Cognition : Information Presentation
•Design tips…
– Have only 7 options on a menu
– Display only 7 icons on a menu bar
– Place only 7 items on a pull down menu
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Human Factors : Perception
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Human Factors : Perception
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Human Factors : Perception
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Human Factors : Perception
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Alternative Sensory Channels
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Metaphors
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Cultural and International Issues
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Categories of Stakeholders
1. Primary
• Those who use the system
2. Secondary
• Those who don’t directly use the system but receive
the output from it
• Someone who receive reports from the system
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Categories of Stakeholders
3. Tertiary
• Those who do not fall into 1
and 2 but who are affected by
the success or failure of the
system
• A business competitor whose
profits increase or decrease
depending on the success of
the system
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Categories of Stakeholders
4. Facilitating
• Those who are involved in
designing, developing and
maintaining the system
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Example: Classifying Stakeholders
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Classifying Stakeholders
•Primary Stakeholders
– Travel Agency staff, airline booking staff
•Secondary Stakeholders
– Customers, Airline management
•Tertiary Stakeholders
– Competitors, Civil aviation authorities, Airline Shareholders
•Facilitating Stakeholders
– Design team, IT Department staff
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INPUT AND OUTPUT TOOLS
Input Devices
Novel Input Devices
• Foot mouse: depress one edge to move cursor in that direction. Leaves hands free for
other tasks
• Eye tracking controller: low-power laser into the eye. Angle of reflection of the beam
changes with eye movement
– Equipment too expensive
– Good for selection, not for drawing (eye movement not smooth)
– useful for HCI experiments!
– Suitable for disabled users
• Data Glove
– 3D input device
– Fibre optic sensors to measure finger position (joint angles) + sensors (ultrasound) for
3D position and wrist rotation
– Rare use
– Expensive
– `Naturalness' of interaction - can even have feedback
Novel Input Devices
• Electrophysiological sensing: electrodes on skin detect muscle
movement
• Whole body tracking
– may be laser scanned or via other sensors or cameras
– used in animation and clothing modelling
• Blow-switches: simple inputs from the mouth; useful for the disabled
• Handwriting recognition
– Current technology fairly inaccurate
– Enormous individual handwriting differences
– Letter identity depends on context
– Use of neural networks for recognition
– used in palm-tops
Novel Input Devices
• Speech recognition
– Advantages:
• New user easily trained
• Free hands and user movement
• Very suitable for disabled people
– Discrete word recognition: individual words by a specific person
– Continuous word recognition:
• Boundaries between words difficult to recognise
– Problems:
• Subject to interference from background noise
• Severe limitations in distinguishing between similar sounds
• Even after recognition, difficult to interpret by computer
– Applied with many constraints to only specialised tasks
• face/gesture recognition
– research into image-based expression detection for help systems etc!
Output Devices
INTERACTION TYPES
AND FRAMEWORK
Ergonomics
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Ergonomics Examples
• arrangement of controls and displays
e.g. controls grouped according to function or frequency of use, or sequentially
(mapping)
• surrounding environment
e.g. seating arrangements adaptable to cope with all sizes of user (movie theatre)
• health issues
e.g. physical position, environmental conditions (temperature, humidity), lighting,
noise
• use of colour
e.g. use of red for warning, green for okay,
awareness of colour-blindness etc.
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Interaction Types
• Interaction
– the ways a person interacts with a product or application.
• There are 4 main types:
– Instructing
– Conversing
– Manipulating
– Exploring
Interaction Types : Instructing
• Users issue instructions to a system
• This can be done by:
– Typing in commands
– Selecting options from menus in a windows environment
– Multi-touch screen
– Speaking aloud commands
– Gesturing
– Pressing buttons
– Using combination of function keys
WIMP Interface
Windows
Icons
Menus
Pointers
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Windows
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Icons
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Pointers
• important component
– WIMP style relies on pointing
and selecting things
• uses mouse, track pad, joystick,
trackball, cursor keys or keyboard
shortcuts
• wide variety of graphical images
• Relies on learnability and then cognition
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Menus
Fi l e Edi t Opt i o ns Fo nt
Ty p e wr i t e r
Sc re e n
Times
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Menus
Menu systems can be
– purely text based, with options presented as numbered
choices
– graphical selected by arrow keys
– graphical selected by mouse
– combination (e.g. mouse plus accelerators)
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Menu Extras
• Cascading menus
– hierarchical menu structure
– menu selection opens new menu
• Keyboard accelerators
– key combinations - same effect as menu item
– two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
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Menus Design Issues
• which kind to use
• what to include in menus at all
• words to use (action or description)
• how to group items
• choice of keyboard accelerators/short keys
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WIMP Looks and Feel
Lots of things you can interact with:
• main WIMP components (windows,menus,icons)
• buttons
• dialogue boxes
• pallettes
Collectively known as widgets
• Special kinds
– radio buttons
– set of mutually exclusive choices
– check boxes
– set of non-exclusive choices
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Toolbars
• long lines of icons …
… but what do they do?
• often customizable:
– choose which toolbars to see
– choose what options are on it
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Dialogue boxes
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Interaction Types : Instructing
• Benefits:
– The instruction is quick and efficient
– Fitting the need of frequently repeat actions such
as saving, deleting, and organizing files.
Interaction Types : Conversing
• Benefits:
– Helping beginners learn basic functionality rapidly
– Enabling experienced users to work rapidly on a wide range
tasks
– Allowing infrequent users to remember how to carry out
operations over time
– Preventing the need for error messages, except very rarely
– Helping users gain confidence and mastery and feel in control
Interaction Types : Exploring
• Where users move through a virtual environment or a physical
space
• Virtual environments include 3D worlds, augmented and virtual
reality systems
• Examples: smart rooms, interior of a building
• Benefits:
– Enable people to explore and interact with an environment by
exploiting their knowledge of how they move and navigate
through existing spaces
Frameworks
Conception
Garret’s (2010)
• Comprises 5 planes:
– Surface
– Skeleton
– Structure
– Scope
– Strategy
• Top plane: being the most concrete
• Bottom plane : the most abstract
Garret’s (2010)