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HCIChap 1

The document outlines aspects of human capabilities relevant to human-computer interaction, including input-output channels, memory types, thinking processes, and individual differences. It describes the human visual system, hearing, touch, and movement. It also covers the different types of human memory and how information is processed, including sensory memory, short-term memory, and long-term memory.

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Kyaw Zay Lin
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0% found this document useful (0 votes)
8 views33 pages

HCIChap 1

The document outlines aspects of human capabilities relevant to human-computer interaction, including input-output channels, memory types, thinking processes, and individual differences. It describes the human visual system, hearing, touch, and movement. It also covers the different types of human memory and how information is processed, including sensory memory, short-term memory, and long-term memory.

Uploaded by

Kyaw Zay Lin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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ITSM University of Computer Studies HCI

Human–Computer Interaction

Chapter 1
The Human

Human–Computer Interaction Group


Department of Information Technology Supporting and Maintenance

1
ITSM Outlines HCI

1. Human
1.2 Input-Output Channels
1.2.1 Vision
1.2.2 Hearing
1.2.3 Touch
1.2.4 Movement
1.3 Memory
1.3.1 Sensory memory
1.3.2 Short-term memory (STM)
1.3.3 Long-term memory (LTM)

1.4 Thinking
1.4.1 Reasoning
1.4.2 Problem solving
1.4.4 Errors and mental models
1.5 Emotion
1.6 Individual differences
2
ITSM Objectives HCI

• To understand the human memory and how it works


• To know the human’s input-output channels, the senses, and responders
• To recognize how humans solve complex problems.

3
ITSM Learning Outcomes HCI

• This chapter explored aspects of human capabilities and behavior of


which the context of human -computer interaction.

4
ITSM Introduction HCI

• This chapter, in which we discuss the foundations of HCI.


Humans are the central character in any discussion of interactive
systems.
• Therefore, discuss the three components of this system:
input-output, memory and processing.

5
ITSM The Human HCI

1.2 Input-Output Channels


• Information i/o …
– visual, auditory, haptic, movement
• Information stored in memory
– sensory, short-term, long-term
• Information processed and applied
– reasoning, problem solving, skill, error
• Emotion influences human capabilities
• Each person is different

6
ITSM The Human HCI

1.2.1 Vision

Two stages in vision

• physical reception of stimulus

• processing and interpretation of stimulus

7
ITSM The Human HCI

The Eye - physical reception


• mechanism for receiving light and transforming it into electrical
energy
• light reflects from objects
• images are focused upside-down on retina
• retina contains rods for low light vision and cones for colour
vision
• ganglion cells (brain!) detect pattern and movement

8
ITSM The Human HCI

Interpreting the signal


• Size and depth
₋ visual angle indicates how much of view object occupies
(relates to size and distance from eye)
₋ visual acuity is ability to perceive detail (limited)
₋ familiar objects perceived as constant size
(in spite of changes in visual angle when far away)
₋ cues like overlapping help perception of size and depth

9
ITSM The Human HCI

Interpreting the signal (cont)


• Brightness
– subjective reaction to levels of light
– affected by luminance of object
– measured by just noticeable difference
– visual acuity increases with luminance as does flicker

• Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females colour blind
10
ITSM The Human HCI

Interpreting the signal (cont)

• The visual system compensates for:


– movement
– changes in luminance.

• Context is used to resolve ambiguity

• Optical illusions sometimes occur due to over compensation

11
ITSM HCI

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

12
ITSM HCI

1.2.2 Hearing
• Provides information about environment:
distances, directions, objects etc.
• Physical apparatus:-outer ear–protects inner and amplifies 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
• Humans can hear frequencies from 20Hz to 15kHz
– less accurate distinguishing high frequencies than low.
• Auditory system filters sounds
– can attend to sounds over background noise.
– for example, the cocktail party phenomenon.

13
ITSM HCI

1.2.3 Touch
• Provides important feedback about environment.
• May be key sense for someone who is visually impaired.
• Stimulus received via receptors in the skin:
– thermoreceptors – heat and cold
– nociceptors – pain
– mechanoreceptors – pressure
(some instant, some continuous)
• Some areas more sensitive than others e.g. fingers.
• Kinethesis - awareness of body position
– affects comfort and performance.

14
ITSM HCI

1.2.4 Movement
• Time taken to respond to stimulus:
reaction time + movement time

• Movement time dependent on age, fitness etc.

• Reaction time - dependent on stimulus type:


– visual ~ 200ms
– auditory ~ 150 ms
– pain ~ 700ms

• Increasing reaction time decreases accuracy in the unskilled operator


but not in the skilled operator.

15
ITSM HCI

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

Þ targets as large as possible


distances as small as possible
16
ITSM HCI

1.3 Memory
There are three types of memory function:

Sensory memories

Short-term memory or working memory

Long-term memory

Selection of stimuli governed by level of arousal.

17
ITSM HCI

1.3.1 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

18
ITSM HCI

1.3.2 Short-term memory (STM)


• Scratch-pad for temporary recall

– rapid access ~ 70ms

– rapid decay ~ 200ms

– limited capacity - 7± 2 chunks

 Examples

19
ITSM HCI

Long-term memory (cont.)


• Semantic memory structure
– provides access to information
– represents relationships between bits of information
– supports inference

• Model: semantic network


– inheritance – child nodes inherit properties of parent nodes
– relationships between bits of information explicit
– supports inference through inheritance

20
ITSM HCI

1.4 Thinking
• Reasoning(deduction, induction, abduction)
• Problem solving

21
ITSM HCI

1.4.1 Reasoning
Deductive Reasoning
o 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.
o Logical conclusion not necessarily true:
– e.g. If it is raining then the ground is dry
– It is raining
– Therefore the ground is dry
22
ITSM HCI

Deduction (cont.)
• When truth and logical validity clash …
e.g.Some people are babies
Some babies cry
Inference - Some people cry
Correct?

• People bring world knowledge to bear

23
ITSM HCI

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
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.

24
ITSM HCI

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

25
ITSM HCI

1.4.2 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
• Problem space theory
– problem space comprises problem states
– problem solving involves generating states using legal operators
– heuristics may be employed to select operators
e.g. means-ends analysis
– operates within human information processing system
e.g. STM limits etc.
– largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
26
ITSM HCI

Problem solving (cont.)


• Analogy
– analogical mapping:
• novel problems in new domain?
• use knowledge of similar problem from similar domain
– analogical mapping difficult if domains are semantically different

• 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

27
ITSM HCI

1.4.4 Errors and mental models


Types of error

• slips
– right intention, but failed to do it right
– causes: poor physical skill, inattention etc.
– change to aspect of skilled behaviour can cause slip

• mistakes
– wrong intention
– cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur

28
ITSM HCI

1.5 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 clearly involves both cognitive and physical responses to stimuli

29
ITSM HCI

1.6 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?

30
ITSM Summary HCI

• In this chapter, which considers the human as an information processor,

receiving inputs from the world, storing, manipulating and using

information, and reacting to the information received.

31
ITSM Reference HCI

• Alan Dix , Janet Finlay, Gregory D. Abowd, Russell Beale ,(2004),


Human–Computer Interaction,(third edition),Pearson Education Limited

32
ITSM Next Lecture HCI

The Computer

33

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