The Human HCI 101 PDF
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This document is a presentation on human-computer interaction (HCI). It covers a wide range of topics related to human perception, memory, and problem-solving as they relate to computer interaction.
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The Human HCI 101 Topic 01 - Vision 02 - Reading 03 - Hearing 04 - Touch 05 - Movement 06 - Memory 07 - Thinking 08 - Emotion The human 1 Information input and output visual, auditory, haptic, movement 2 Information stored in memory sensory, short...
The Human HCI 101 Topic 01 - Vision 02 - Reading 03 - Hearing 04 - Touch 05 - Movement 06 - Memory 07 - Thinking 08 - Emotion The human 1 Information input and output visual, auditory, haptic, movement 2 Information stored in memory sensory, short-term, long-term 3InInformation processed and applied reasoning, problem solving, skill, 4 error influences human capabilities Emotion 5 Each person is different 01 - Vision Two stages in vision 1 physical reception of stimulus 2 processing and interpretation of stimulus The Eye Physical reception Interpreting the Size and depth signal visual angle indicates how much of view object occupies visual acuity is ability to perceive detail familiar objects perceived as constant size cues like overlapping help perception of size and depth Interpreting the Brightness Colour signal Interpreting the signal The visual system compensates for: movement changes in luminance Optical Illusions 02 - Reading Several stages: visual pattern perceived decoded using internal representation of language interpreted using knowledge of syntax, semantics, Reading pragmaticsinvolves saccades and fixations Perception occurs during fixations Word shape is important to recognition Negative contrast improves reading from computer screen 03 - Hearing Provides information about environment: distances, directions, objects etc. Physical apparatus: outer ear middle ear inner ear Sound Pitch Loudness timbre 04 - Touch Provides important feedback about environment. May be key sense for someone who is visually impaired.received via receptors in the skin: Stimulus Thermoreceptors Heat and cold Nociceptors Pain Mechanoreceptors Pressure heat and cold Some areas more sensitive than others e.g. Kinethesis fingers. - awareness of body position 05 - Movement Time taken to respond to stimulus: reaction time + movement time Movement time dependent on age, fitness Reaction etc. time - dependent on stimulus type: Visual Auditory Pain Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator. 05 - Movement 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 06 - 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. Sensory memory Buffers for stimuli received through senses iconic memory echoic memory haptic memory Short-term (STM) memory Scratch-pad for temporary recall rapid access ~ 70ms rapid decay ~ 200ms limited capacity - 7± 2 chunks Long-term (LTM) memory Repository for all our knowledge slow access ~ 1/10 second slow decay, if any huge or unlimited capacity Two types episodic – serial memory of events semantic – structured memory of facts, concepts, skills LTM - semantic network Models Frames of LTM - Information organized in data structures Slots in structure instantiated with values for instance of data Type–subtype relationships DOG COLLIE Fixed Fixed legs: 4 breed of: DOG type: sheepdog Default diet: carniverous Default sound: bark size: 65 cm Variable Variable size: colour colour Models Scripts of LTM - Model of stereotypical information required to interpret situation Script has elements that can be instantiated with values for context Models rules of LTM - Production Representation of procedural knowledge. Condition/action rules if condition is matched then use rule to determine action. IF dog is wagging tail THEN pat dog IF dog is growling THEN run away LTM - information Storage of rehearsal total time hypothesis distribution of practice effect structure, meaning and familiarity LTM - Forgetting decay interference LTM - retrieval recall recognition 07 - Thinking 1 Reasoning 2 Problem solving Deductive Reasoning Deduction - derive logically necessary conclusion from given premises. Logical conclusion not necessarily true: Inductive Reasoning Induction: generalize from cases seen to cases unseen Unreliable: can only prove false not true Humans not good at using negative evidence e.g. Wason's cards. Wason's cards Abductive reasoning Reasoning from event to cause Unreliable Problem solving Process of finding solution to unfamiliar task using knowledge. Several theories. Problem solving Problem space theory problem space comprises problem states problem solving involves generating states using legal operators heuristics may be employed to select operators operates within human information processing system largely applied to problem solving in well-defined areas Errors models and mental 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 08 - Emotion Various theories of how emotion works 1 James-Lange: emotion is our interpretation of a physiological response to a stimuli 2 Cannon: emotion is a psychological response to a stimuli 3 Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the light of the whole situation we are in Emotion Implications for interface design stress will increase the difficulty of problem solving relaxed users will be more forgiving of shortcomings in design aesthetically pleasing and rewarding interfaces will increase positive affect Individual differences long term short term changing THANK YOU HCI