Unit I HCI Fundamentals
Unit I HCI Fundamentals
Tamizharasi A
Assistant Professor
/CSE
RMD Engineering
College
What is HCI ?
Point of communication between the user
and the computer
Human Input
◦ Through Senses
Human Output
◦ Through Effectors
Input via Senses
Vision
Hearing
Touch
Taste
Smell
Output via Effectors (Responders)
Limbs
Fingers
Eyes
Head
Vocal system
Interaction with PC Using Input-
Output Channels
Using a GUI-based computer
Vision
Hearing
Touch
Vision
◦ Human Eye
◦ Visual Perception
◦ Reading
Vision
Highly complex activity
Cones
Rods
Situated towards the edges of retina
◦ Dominate peripheral vision
Situated in Fovea
◦ Small area on retina where image
is fixated
Types
◦ X-cells
concentrated in fovea
detection of patterns
◦ Y-cells
widely distributed in retina
early detection of movement
can not detect change in patterns
Notions of Size and Distance
You are standing on a hill
Farmhouse on hillside
Affected by both
◦ Size of object
◦ Distance from eye
Perceiving Size and Depth
Visual angle
◦ Indicates how much of the field of view is taken by the object
◦ Measured in degree or minutes of arc
Visual Angle and Perception
Visual Acuity
◦ Visual Acuity is the ability of a person to perceive fine detail
Familiarity
◦ Certain size helps to judge the distance accordingly
Example
A B C D E F .HI J K
Perceiving Brightness
Brightness
◦ Is subjective reaction to levels of light
◦ affected by luminance of object
Luminance
◦ Depends on
Amount of light falling on object
Reflective properties of object
◦ Measured by photometer
Contrast
◦ Function of the luminance of an object and the luminance of its background
Perceiving Brightness
Measured by just noticeable difference
caused by luminance
Three types:
rapidly adapting - respond when a limb is moved in a
particular direction;
slowly adapting - respond to both movement and static
position;
positional receptors - respond only when a limb is in a
static position.
Human Memory
Sensory Memory
act as buffers for stimuli received through
the senses
iconic memory for visual stimuli,
echoic memory for aural stimuli
haptic memory for touch.
These memories are constantly overwritten by
new information coming in on these channels.
Examples – iconic memory
Moving a finger infront of the eye
“sparkler”
Information remains in iconic memory very briefly,
in the order of 0.5 seconds.
Examples – echoic memory
direction from which a sound originates
Characteristics:
1. It has huge capacity
2. It has a relatively slow access time of approximately a
tenth of seconds.
3. Forgetting occurs more slow in long- term memory
Long-term memory structure
2 types
episodic memory
represents memory of events and experience in a
serial form.
Can recall an actual events took place at a given
point of our lives.
semantic memory
structured record of facts, concepts and skills that we
have acquired.
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: Carniverous sound: bark Default
size: 65 cm
Variable
size: colour Variable
colour
Frame slots may contain default, fixed or
variable information.
A frame is instantiated when the slots are
filled with appropriate values.
Frames and scripts can be linked together
in networks to represent hierarchical
structured knowledge.
LTM MODELS: Scripts
Scripts attempt to model the representation
of stereotypical knowledge about situations.
Eg: knowledge of the activities of dog
owners and vets
A script comprises a number of elements, which, like slots,
can be filled with appropriate information:
Entry conditions Conditions that must be satisfied for
the script to be activated.
Result Conditions that will be true after the script is
terminated.
Props Objects involved in the events described in the
script.
Roles Actions performed by particular participants.
Scenes The sequences of events that occur.
Tracks A variation on the general pattern representing
an alternative scenario.
LTM MODELS: Production rules
Representation of procedural
knowledge.
Condition/action rules
ifcondition is matched
then use rule to determine action
Interference
new information replaces old: retroactive
interference
Ex: remembering your new phone number
old may interfere with new: proactive inhibition
Ex: find your self going to your old house instead of
new one.
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 since the information is
provided as cue
Thinking
Reasoning
deduction, induction, abduction
Problem solving
Reasoning
Deductive Reasoning
• Deductive reasoning derives the logically
necessary conclusion from the given
premises.
e.g
.
If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Unreliable:
– can only prove false not true
• Humans not good at using negative evidence
e.g. Wason's cards.
Wason's cards
7 E 4K
If a card has a vowel on one side it has an even number on the
other
Is this true?
• Several theories.
Gestalt Theory
Problem solving is a matter of reproducing known
responses or trial and error.
problem solving both productive and reproductive
Reproductive problem solving draws on previous
experience.
Hindrance to finding a solution
Productive problem solving involves insight and
restructuring of the problem
Maier’s pendulum problem
Problem space theory
Proposed by Newell and Simon
problem space comprises of problem states
problem solving involves generating states using
legal operators
The problem has an initial state and a goal state and
people use the operators to move from initial to the
goal.
heuristics may be employed to select operators
Sample Heuristic
means-ends analysis
the initial state is compared with the goal state and
an operator is chosen to reduce the difference
between the two.
If
desk is heavy then new subgoal: to make it light.
Operators : removing drawers, and so on.
– 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
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
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
Thank You