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Human Computer Interaction.pdf

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FinerOnyx9082

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human computer interaction cognitive modeling memory processing computer systems

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HUMAN COMPUTER INTERACTION MIDTERMS Chapter 1: The Human Human - Central Character of interactive systems Figure 1. Model of the Model Human - Computer user Processor (MHP) - The one whom computer systems...

HUMAN COMPUTER INTERACTION MIDTERMS Chapter 1: The Human Human - Central Character of interactive systems Figure 1. Model of the Model Human - Computer user Processor (MHP) - The one whom computer systems are designed to assist Image link: - First Priority is the requirements of https://foundationsofhci.wordpress.com/wp the user -content/uploads/2012/10/image001.jpeg Use of Computer Systems According to Card, Moran, & Nerwell (1983) - How humans perceive the world Humans has these Processors: - How they store and process information and solve problems Perceptual Processor - How they physically manipulate - Outputs into audio storage objects - Outputs into visual storage The Model Human Processor Cognitive Processor By: Stuart K. Card, Thomas P. Moran, & - Outputs into working Allen Newell (1983) memory has access to: - It is a Cognitive Modeling Method - Working Memory used to calculate how long it takes - Long-term Memory to perform a certain task. Other cognitive modeling methods include Motor Processor parallel design, GOMS, and keystroke-level model (KLM). PS: Clear separation of Stages can be - Based on empirical data (word seen in the MHP processing in the 70’s) Long-term Memory 2. Working memory (Short-term) - Like “Read Only Memory” it is the 3. Long-term memory capability of the human and Processing: computer memory to save 1. Problem Solving information in a long duration 2. Learning 3. Making mistakes Working Memory - Like “Random Access Memory” it's a Eyy Congratulations on coming this far continuous memory that works in a Take a 5 minute Break, you deserve it ^^ short-term duration And don’t forget to stay hydrated!! - Stores Visual Images and Auditory Three Subsystems: Chapter 1.1: The Human Sight Vision 1. Perceptual System - Primary source of information for a - Handling sensory stimulus from the normal and average person (shout outside world out to the blind people ^^ y’all still rock) 2. Cognitive System - Near Sighted - Provides the processing - Far Sighted 3. Motor System 2 stages of visual perception - Controls actions 1. Physical reception of the stimulus from outside world INPUT - OUTPUT 2. Processing Senses The Human Eye Major Senses: - Part of a Human that enables sight 1. Sight - Mechanism receive light transform 2. Hear to electrical energy Effectors: - Light is reflection - upside down 1. Limbs image 2. Fingers - Receptors transforms electrical - Primary role in computer interaction energy to the brain 3. Eyes 4. Head Memory: 1. Sensory memory X Cells - Concentrated in the fovea - Early detection of pattern Y Cells - More widely distributed in the retina - Early detection of movement Figure 2. Parts of the Human Eye Visual Perception Cornea and Lens 1. Size and Depth perception - Front of the eye 2. Perceiving brightness 3. Perceiving Color Photoreceptors of Retina Rods Ability to read falls off inversely - Sensitive to light Cones are packed more densely - Allow us under low level of towards the center illumination User concentrating on the middle of - Dominate peripheral Vision the screen cannot expect text on the bottom Cones - Less sensitive to light than rods Flash - Allows Color Vision - Rods are located in the outer parts of our visuals field, sensitive to Note: Green is the most seen color changes Signifies calmness Visual Angle Retina - Objects of the same size at different Forea distance have different Visual Angle - Small area of the retina which - Objects of different sizes and images are fixated different distances may have the same visual angle Blind Spot - No rods or cones Visual acuity - Ability of a person to perceive fine Ganglion Cells detail - Nerve cells that detects patterns and movements Law of size constancy 1. Visual pattern perception - Indicates that the perception of size 2. Decoding with reference to internal relies on the size of objects that are representation of a language relatively constant despite the fact 3. Syntactic and semantic analysis that the size of objects on the retina operating on phrases or sentences vary greatly with distance Saccades Factors - Jerky movements of the eyes - Perception of Depth Fixation Note: Font Sizes and Letterings are - Perception Important Perception Optical Illusions - Backward and forward eye - Highlight the differences on the way movement things are and way users perceive them Speed reading - In interface design, we need to be - Measure of its legibility aware that users will not always - 9 to 12 points perceive things as they are - Skimming (General Information) and - People tend to magnify horizontal Scanning (Specific Facts) lines and reduce vertical lines - Affect symmetry Using computer screen is slower than reading from a hardback book Uyy Good Job!! You got this far on the - Can be reduced by careful design of document. text interface (Colors, Fonts, Font Take a 5 minute Break, you deserve it ^^ sizes) And don’t forget to stay hydrated!! Contrast in Visual Display Chapter 1.2: Reading & Hearing Negative Contrast Reading - Light screen and dark characters - Image Perception - Provides higher luminance - Text Perception and Processing - Increased acuity - Increase legibility Reading is a Process!! - Prone to flicker - Preferred than positive contrast Stages in Reading - Results in more accurate Purpose of Outer Ear performance Protects middle ear from damage - Contains wax that prevents dust, Hearing dirt, and insects - Considered secondary to sight - Constant temperature is maintained - Begins with vibrations in the air / at the middle ear sound waves - Ear receives vibrations, transmits to Amplification of some sounds by auditory nerves by stages pinna and auditory canal 2. Middle ear Small cavity connected to the outer ear by the ear drum (tympanic membrane) Connected to the inner ear by cochlea Ossicles Figure 3. Parts of the Human Ear - Smallest bones in the body 1. Mallelus (hammer) Sections of the Ear 2. Incus (anvil) 1. Outer ear (air-filled) 3. Stapes (stirrup) 2. Middle ear (air-filled) 3. Inner ear (filled with dense cochlean Sound relay transmission liquid) 1. Sound waves pass along the auditory canal 1. Outer ear 2. Vibrates ear drum 3. Vibrates the ossicles Pinna (auricle) 4. Transmits the vibration to the - Structure attached to the sides of cochlea the head 5. Going to the inner ear 6. Waves are passed into the Auditory canal liquid-filled cochlea in the inner ear - Sound waves are passed to the middle ear Cilia - Delicate hair cells - Bends because of vibration in the - Sounds same pitch and loudness but cochlean liquid made by different instruments - Releases a chemical transmitter that 15Hz to 15kHz causes impulses in the auditory - Frequency heard by the human ear nerve Auditory system Transmission of sound waves from - Filtering sounds received air to liquid is poor Sound wave transmission via ossicles Cocktail party effect (selective) is concentrated and amplified - Can pick out our name spoken across a crowded and noisy room Processing Sound Sounds too loud or frequencies too Sound similar - Change or vibration in air pressure Sounds are Rarely used in interface Sound location design (mostly used for warning - Ears receive slightly different sounds signs and notifications) - Time difference between sounds reaching the two ears Sounds are mostly used in - Reduction in intensity cause by Multimedia (Music, voice sound waves commentary, sound effects) Characteristics of Sound Ear can differentiate sound changes 1. Pitch 2. Loudness Can recognize familiar sounds 3. Timbre without concentration on sound source Pitch - Frequency of sound Sound can be used more extensively - Low frequency, low pitch in interface design Loudness Convey information about system - Proportional to sound amplitude state - Frequency remains constant Keri pa? Keri yan! Pero Timbre Take a 5 minute Break, you deserve it ^^ - Relates to the type of sound And don’t forget to stay hydrated!! Chapter 1.3: Touch by Touch 3.Mechanoreceptors - Responds to pressure Touch Rapidly adapting - Also referred to as Haptic perception - Respond to immediate pressure - Provides vital information about - React more quickly with increased environment pressure - Secondary source of information - Stop responding if applied pressure - Receive stimuli through skin is continuous Slowly adapting Touch warns us if object is hot or - Respond to continuously applied cold pressure Feedback (lifting an object Kinesthesis (XBOX KINECT!) - Can also be seen in virtual reality - Awareness of the position of body games and limbs - Receptors in the joints Primary source of information when - Affects both comfort and other senses are impaired performance Aspects of Haptic Perception Types Kinesthesis 1. Tactile Feedback 1. Rapidly adapting - Receive stimuli through the skin - Responds when a limb is moved in a - Not localized (restricted to a specific particular direction or limited, concentrated area) 2. Slowly adapting 2. Kinesthesis - Responds to both movement and - Awareness of the position of the static position body and limbs - Affects both comfort and 3. Positional receptors performance - Responds when a limb is in static position Sensory Receptors of Skin 1. Thermoreceptors e-Commerce Handling - Responds to heat and cold Convenience - Travel Services 2. Nociceptors - Books (Hardbound) - Responds to intense pressure, heat, - CDs/DVDs and pain - Food Experience - Clothes - Cars - Shoes Yeyy!! You finished Chapter 1!!! Hopefully you understand it hehe Take a Rest Champ

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