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Questions and Answers
The perceptual system handles motor control in the Model Human Processor.
The perceptual system handles motor control in the Model Human Processor.
False (B)
Taste and smell are the most important senses in Human-Computer Interaction (HCI).
Taste and smell are the most important senses in Human-Computer Interaction (HCI).
False (B)
Images are focused right-side-up on the retina.
Images are focused right-side-up on the retina.
False (B)
Frequency determines the pitch of a sound.
Frequency determines the pitch of a sound.
The information in semantic memory is derived from that in our episodic memory.
The information in semantic memory is derived from that in our episodic memory.
Flashcards
Sensory Memory
Sensory Memory
Sensory memories act as buffers for stimuli, with separate channels for visual (iconic), aural (echoic), and touch (haptic) inputs.
Short-Term (Working) Memory
Short-Term (Working) Memory
Holds a small amount of information briefly for processing and manipulation, acting as a 'scratch-pad'.
Long-Term Memory
Long-Term Memory
Stores information over extended periods with a huge capacity. It includes episodic (events) and semantic (facts) memory.
Reasoning vs. Problem Solving
Reasoning vs. Problem Solving
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Types of Reasoning
Types of Reasoning
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Study Notes
Introduction
- Computer systems are designed to assist humans (users), therefore, the user's requirements come first.
- Understanding human capabilities and limitations is key to designing effective and intuitive interactive computer systems.
- Cognitive psychology provides insights into human perception, information processing, problem-solving, and object manipulation.
Model Human Processor
- The Model Human Processor was introduced in 1983 as a simplified view of human processing in computer interaction.
- It consists of three subsystems:
- The perceptual system handles sensory input.
- The motor system controls actions.
- The cognitive system processes information to connect the other two.
- Each subsystem has processors and memory that vary in complexity depending on the task.
- The model outlines principles of operation that govern the behavior of these systems under different conditions.
- Focus will we given to input-output channels, the senses, responders/effectors, human memory, problem-solving, skill acquisition, reasons for mistakes, and how this can help design computer systems.
Input-Output Channels
- Humans interact with the world by receiving (input) and sending (output) information.
- In computer interactions, users receive output from the computer and provide input to it.
- The user's output becomes the computer's input, and vice versa.
- Human input occurs mainly through the senses, and output through motor control of effectors.
- The five major senses are sight, hearing, touch, taste, and smell, but vision, hearing, and touch are the most important to HCI.
- Taste and smell currently play a minor role in HCI.
- There are many effectors, including limbs, fingers, eyes, head, and the vocal system
- Fingers play a primary role in computer interaction through typing or mouse control.
- Personal computers provides visual, and auditory feedback (such as beeps).
- Touch is involved through the feel and sound of pressing keys or moving the mouse, providing feedback.
- Hands are used when inputting information to the computer such as typing or moving the mouse.
- Although sight and hearing do not directly send information to the computer, they help in receiving information from other sources that can be transmitted to the computer.
Vision
- Human vision is complex with physical and perceptual limitations, yet is the main information source for most people.
- Visual perception can be divided into:
- Physical reception of stimuli
- The processing and interpretation of those stimuli.
- The eye and visual system has limitations, but visual processing constructs images from incomplete information.
- Understanding reception and processing of stimuli is important for designing computer systems.
- Vision starts with light where the eye converts into electrical energy, and receptors change light into electrical signals sent to the brain.
- Images are focused upside-down on the retina.
- The retina has rods for low-light vision.
- The retina has cones for color vision.
- Visual perception requires information to be filtered and processed to recognize coherent scenes, determine relative distances, and differentiate colors.
- To create effective visual interfaces, it's essential to understand how we perceive size, depth, brightness, and color.
- Capabilities and limitations of visual processing transform and interpret images.
- Expectations affect the way images are perceived.
Hearing
- Hearing provides information about the environment regarding distances, directions, objects, etc.
- Sound, like hearing, begins with air vibrations or sound waves.
- The ear receives and transmits vibrations to the auditory nerves.
- The ear consists of three sections:
- Outer ear: protects inner components and amplifies sound
- Middle ear: transmits vibrations (sound waves) to the inner ear
- Inner ear: releases chemical transmitters, causing impulses in auditory nerve
- The human ear hears frequencies from about 20 Hz to 15 kHz.
- The auditory system filters sounds, allowing us to ignore background noise and focus on important information.
- Sound can convey substantial information but is confined to warnings and notifications in interface design.
- Multimedia is an exception with music, voice commentary, and sound effects.
Characteristics of Sound
- Frequency:
- Cycles of a sound wave occurring in one second, measured in Hertz (Hz).
- Determines the pitch of the sound.
- Higher frequencies equal higher pitches, and lower frequencies equal lower pitches.
- Amplitude:
- The height of the sound wave, reflecting energy amount.
- Determines loudness/volume of sound.
- Larger amplitudes produce louder sounds, and smaller amplitudes produce softer sounds.
- Wavelength:
- The distance between crests/troughs of a sound wave.
- It's inversely related to frequency.
- Higher frequency sounds have shorter wavelengths, while lower frequency sounds have longer wavelengths.
Touch
- Touch provides essential environment information.
- Touch is important feedback means, especially in computer systems such as pressing buttons.
- Important to know that haptic perception is secondary and vital for those with impairment.
- Touch isn't localized with stimuli received through the skin.
- Skin has three types of sensory receptor:
- Thermoreceptors: respond to heat and cold
- Nociceptors: respond to intense pressure, heat, and pain
- Mechanoreceptors: respond to pressure
- Kinesthesis, another aspect of haptic perception, involves awareness to the body/limbs’ positions via joint receptors.
- Rapidly adapting: responds to limb movement
- Slowly adapting: responds to movement and static positions
- Positional receptors: respond only to static positions
Movement
- The time taken to respond to a stimulus is reaction time + movement time.
- Movement time depends on physical characteristics like age and fitness of the subjects.
- Skill/practice can reduce reaction time.
- Speed and accuracy of movement are important in the design of interactive systems.
- Time taken to move to a specific target on screen, like buttons, menu items, or icons are parameters taken in to consideration.
Human Memory
- Human memory is a crucial role for user interaction to computer systems
- It influences information processing, retention and recall during interaction.
- Understanding memory structure and limitations is essential for user-friendly interfaces
- Types of Memory:
- Sensory Memory
- Short-Term (Working) Memory
- Long-term memory
Sensory Memory
- Sensory memories buffer stimuli:
- Iconic memory: visual stimuli
- Echoic memory: aural stimuli
- Haptic memory: touch
- Sensory memories are overwritten by new information
- Information transfers to short-term memory through attention, which filters for focus
- Attention concentrates on one of several competing stimuli/thoughts.
- Selective focus is important since sensory/mental processes have limited capacity.
- Duration: lasts under a second (0.5 seconds)
- HCI applications: perceiving animations/speech continuously.
Short-Term (Working) Memory
- Capacity: Holds a small amount of information for a short period.
- It allows for immediate processing and manipulation, acting as a 'scratchpad' for temporary recall.
- Capacity: Limited to about 7±2 items.
- Duration: Lasts for about 20-30 seconds.
- Characteristics:
- Chunking: Grouping information into chunks to increase capacity.
- Rehearsal: Repeating information to extend duration in short-term memory.
- Role in HCI:
- Avoid overwhelming users.
- Familiar icons.
- Clear instructions.
- Logical grouping.
Long-Term Memory
- Function: Stores information over extended periods, possibly indefinitely.
- Characteristics that differ from short-term memory are:
- Huge/unlimited capacity
- Slow access: taking ~ a tenth of a second
- Slow forgetting, if forgetting occurs.
- There are types of long-term memory:
- Episodic memory represents memory of events/experiences in serial form
- Semantic memory is a collection of records, derived from episodic memory, of facts/skills acquired.
Long-Term Memory Structures
- Access to information and the representation of information relationships
- Semantic networks:
- Supports interference
- Items are associated with each other in classes
- Items can inherit attributes from parent classes
- Doesn't allow modeling of more complex objects that are composed of items/activities
- Frames
- Structured representation that organize information into data structures and allow attribute values to be added
- Frame slots can contain default, fixed or variable information
Frames cont'd
- Each frame is instantiated once slots are filled with values
- Frames can be linked together in networks to represent hierarchical knowledge.
- Frames extend semantic nets by including structured, hierarchical information.
- They represent knowledge items in a way that makes the relative importance of each information expressed.
- Slots have types:
- Fixed: values have to be set
- Default: have usual attribute value that can be overridden in instances
- Variable: allow values to be filled in within a specific instance
- Additionally, slots can contain procedural knowledge so that actions and operations are associated with a slot to be performed when slot's value changes.
- Scripts:
- Attempt to represent stereotypical knowledge about situations.
- A script represents default/stereotypical information, allowing understanding of partial descriptions.
- A script has elements that like slots can be filled with appropriate information.
Script elements
- Entry conditions: conditions to be satisfied for a script to activate
- Result conditions: the state of true after the script terminates
- Props: objects involved in events within the script
- Roles: the actions performed by participants.
- Scenes: sequences of events that happen
- Tracks: a variation of the general pattern
Production Rule
- Procedural involves knowledge representation that tells how to do something.
- Condition-action rules are stored long-term.
- Information can come into short-term memory to match a condition which results in execution of action.
Long-Term Memory Processes
- The core activities in memory are storage of information, forgetting information, and retrieving information.
- Information can move to long-term memory through repetition.
- Information also needed to be related/meaningful.
- Meaningful and familiar information allows integration in to long-term memory because of semantic structure.
- Two main theories explain long-term forgetting information
- Decay Theory:
- Experiment supported by Ebbinghaus.
- Memory fades logarithmically as is lost rapidly and then slowly over some time
- Jost's Law: memory traces that are equally strong, the older one is more durable.
- Interference Theory:
- Retroactive Inhibition: Loss of old information for new one.
- Proactive Inhibition: Old memories interfere with with new information
Memory and Information Retrieval
- Forgetting might be just a retrieval problem.
- Evidence indicates that information is generally never entirely lost.
- Proactive inhibition shows older information can be recovered
- Tip of tongue phenomenon suggests information is present but not easily accessible
- Cues can assist with recall and recognition
Thinking
- Thinking can be simple or complex.
- Two categories of thinking:
- Reasoning
- Problem-solving
- Reasoning is use to draw conclusions and infer knowledge.
- Reasoning is deductive, inductive, or abductive.
Reasoning
- Deductive:
- Derives logically necessary conclusion
- Conclusion isn't necessarily true.
- Inductive:
- Generalizing seen cases/experience to infer unseen cases.
- Information is unreliable when proving true.
- Abductive:
- Reasons from fact to a causing action/state.
- Used to derive explanations.
- Unreliable.
Problem Solving Perspectives
- Problem Solving can be done utilizing the following reasoning:
- Reasoning
- Problem Theory
- Gestalt View Emphasis
- Problem Space Theory Concepts
- Analogical Reasoning Method
Error
- Errors of two type:
- Slip a. Right intention but unable to perform, skill based errors
- Mistakes a. Wrong intention that is rule based.
- These models create understanding of behavior if behavior is different errors can occur
Emotion
- Emotional responses include performance, creativity, and problem solving.
- Negative emotions lead to narrow thinking
- Problems can be difficult when frustrated/afraid if they relaxed.
- Theories of how emotion work:
- James-Lange: the interpretation physiological response to stimuli
- Cannon: psychological response to stimulu
- Schacter-Singer: the results of evaluated physiological response The biological response of physical stimuli is called affect.
Emotion and Reasoning
- Affect influences how we respond with situations with:
- Creative problem solving
- Narrow thinking
- Affect can make it harder/easier to do a task.
Individual Differences
- Shared Processing: Humans share similar cognitive and perceptual processes with.
- Key factors to consider when differentiating characteristics of:
- Long term: sex, intellectual, physical abilities
- Short term stress and fatigue
- Temporal aging and accessibility
- Designs accommodate differences
Psychology and Design
- Using the knowledge humans apply when receiving, processing, and recalling information help solve and acquire computer skills.
- However, application requires context.
- A lot of knowledge has been distilled in:
- Guidelines
- Cognitive Models
- Experimental and analytic evaluation.
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