Title: 20072008 Semester 1 SD5943 Multimedia Literacy Week11 Cognitive and HCI
12007/2008 Semester 1 SD5943 Multimedia Literacy
Week11 Cognitive and HCI
- Prepared by Wilson YUEN
- sdwilson_at_polyu.edu.hk
2Agenda
- Part 1 Introduction to HCI
- Part 2 HCI and Digital Gaming
3Part 1 Introduction to HCIReference
Professor Benjamin Lok, The Department of
Computer and Information Science and Engineering,
University of Florida
4Introduction
- What is a user interface?
- Why do we care about design?
- We see this all the time.
- Whats good about the design of this error box?
- The user knows there is an error
- Whats bad about the design of this error box?
- Discouraging
- Not enough information
- No way to resolve the problem (instructions or
contact info)
5Why HCI is important?
- The study of our interface with information.
- It is not just how big should I make buttons or
how to layout menu choices - It can affect
- Effectiveness
- Productivity
- Morale
- Safety
- For example think about if a car with poor HCI
- Take 10 minutes for everyone to write down one
common device with substantial HCI design choices
and discuss with the neighbor the pros and cons.
How does it affect you or other users?
6Apple iPod
- iPod by Apple Computers
- Pros
- portable
- power
- ease of use
- GUI
- Cons
- scratches easily
- no speech for car use
- proprietary
- too colorful
7HCI Communities
- Academics/Industry Research
- Taxonomies
- Theories
- Predictive models
- Experimenters
- Empirical data
- Product design
- Other areas (Sociologists, anthropologists,
managers) - Motor
- Perceptual
- Cognitive
- Social, economic, ethics
8HCI Tools
- Sound
- 3D
- Animation
- Video
- Devices
- Size (small-gtvery large)
- Portable (PDA, phone)
- Plasticity
- Context sensitive/aware
- Personalizable
- Ubiquitous
9Usability Requirements
- Goals
- Usability
- Universality
- Usefulness
- Achieved by
- Planning
- Sensitivity to user needs
- Devotion to requirements analysis
- Testing
10Bad Interfaces
- Encumbering
- Confusing
- Slow
- Trust (e.g. windows crashing)
- What makes it hard?
- Varies by culture
- Multiple platforms
- Variety of users
- Think of a game youve played with a bad
interface - UNIX
11Goals
- Telepresence
- Direct Manipulation
- Immersion (Virtual Reality and Augmented Reality)
12Requirements Analysis
- Ascertain users needs
- Ensure proper reliability
- Promote appropriate standardization, integration,
consistency, and portability - Complete projects on schedule and within budget
13Ascertain Users Needs
- Define tasks
- Tasks
- Subtasks
- Frequency
- Frequent
- Occasional
- Exceptional
- Repair
- Example
- Difference between a space satellite, car engine,
and a calculator
14Reliability
- Actions function as specified
- Data displayed must be correct
- Updates done correctly
- Leads to trust! (software, hardware, information)
case Pentium floating point bug - Privacy, security, access, data destruction,
tampering (CIA)
15Standardization, Integration, Consistency,
Portability
- Standardization common user-interface features
across multiple applications - Apple
- Web
- Windows
- Integration across application packages
- file formats
- Consistency common action sequences, terms,
units, layouts, color, typography within an
application - Portability convert data and interfaces across
multiple hardware and software environments - Word/HTML/PDF/ASCII
16Case Study Library of Congress Database Design
- http//catalog.loc.gov/
- Two interfaces
- Catalog New Books
- 3-6 hour training course - staffers
- Search Catalog of Books
- General public too complex, command language
and complex cataloging rules - Solution
- Touch screen
- Reduced functionality
- Better information presentation
- Eventually Web based interface
- Same database and services, different interfaces
17Usability Measures
- How can we measure the goodness of an
interface? - What are good metrics?
- ISO 9241 Usability Standard
- Effectiveness
- Efficiency
- Satisfaction
- Ben Schneiderman Approach
- Time to learn
- Speed of performance
- Rate of errors
- Retention over time
- Subjective satisfaction
18Usability Motivations (1)
- Time to learn
- Speed of performance
- Rate of errors
- Retention over time
- Subjective satisfaction
- Life-Critical systems
- Applications air traffic, nuclear reactors,
military, emergency dispatch - Requirements reliability and effective (even
under stress) - Not as important cost, long training,
satisfaction, retention - Industrial and Commercial Use
- Applications banking, insurance, inventory,
reservations - Requirements short training, ease of
use/learning, multiple languages, adapt to local
cultures, multiplatform, speed - Office, Home, and Entertainment
- Applications E-mail, ATMs, games, education,
search engines, cell phones/PDA - Requirements Ease of learning/use/retention,
error rates, satisfaction - Difficulties cost, size
19Usability Motivations (2)
- Time to learn
- Speed of performance
- Rate of errors
- Retention over time
- Subjective satisfaction
- Exploratory, Creative, Collaborative
- Applications Web browsing, search engines,
simulations, scientific visualization, CAD,
computer graphics, music composition/artist,
photo arranger (email photos) - Requirements remove the computer from the
experience, - Difficulties user tech savvy-ness (apply this to
application examples) - Socio-technical systems
- Applications health care, voting, police
- Requirements Trust, security, accuracy,
veracity, error handling, user tech-savvy-ness
20Universal Usability
- Interface should handle diversity of users
- Backgrounds
- Abilities
- Motivation
- Personalities
- Cultures
- Question, how would you design an interface to a
database differently for - A. right-handed female, Indian, software
engineer, technology savvy, wants rapid
interaction - B. left-handed male, French, artist
- Does not mean dumbing down
- E.g. Helping disabled has helped others (parents
w/ strollers, elderly) - E.g. Door handles
- Goal Address the needs of more users - unlike
yourself!
21Physical Variation
- Ability
- Disabled (elderly, handicapped, vision,
ambidexterity, ability to see in stereo) - Speed
- Color deficiency
- Workspace (science of ergonomics)
- Size
- Design
- Field of anthropometry
- Measures of what is 5-95 for weight, height,
etc. (static and dynamic) - Large variance reminds us there is great
variety - Name some devices that this would affect.
- note most keyboards are the same
- screen brightness varies considerably
- chair height, back height, display angle
- Multi-modal interfaces
- Audio
- Touch screens
22Cognitive and Perceptual Variation
- Blooms Taxonomy
- knowledge, comprehension, analysis, application,
synthesis, evaluation - Memory
- short-term and working
- long-term and semantic
- Problem Solving and reasoning
- Decision making
- Language and communication
- Search, imagery, sensory memory
- Learning, skill development, knowledge
acquisition - Confounding factors
- fatigue, cognitive load, background, boredom,
fear, drugs/alcohol
23Personality
- Computer anxiety
- Gender
- Which games do women like?
- Pac-man, Donkey Kong, Tetris
- Why? (Hypotheses less violent, quieter
soundtracks, fully visible playing fields, softer
colors, personality, closure/completeness) - Can we measure this?
- What current games are for women?
- Style, pace, top-down/bottom-up, visual/audio
learners, dense vs. sparse data - No simple taxonomy of user personality types.
E.g. Myers-Briggs Type Indicator - Extrovert vs. introvert
- Sensing vs. intuition
- Perceptive vs. judging
- Feeling vs. thinking
- Weak link between personality types and
interfaces - Think about any of applications, and see if user
personality is important!
24Cultural and International Diversity
- Language
- Date / Time conventions
- Weights and Measures
- Left-to-right
- Directions
- Telephone no and address
- Names, titles, salutations
- ID, passport no, SSN
- Sorting
- Icons, buttons, colors
- Etiquette
- Evaluation
- Local experts/usability studies
Which one is Fit?
25Users with Disabilities (1)
- Federal law to ensure access to IT, including
computers and web sites. (1998 Amendment to
Rehabilitation Act, USA). In Hong Kong, we have
e-Inclusion programme. - Disabilities
- Vision
- Blind (bill-reader)
- low-vision
- color-blind
- Hearing
- Deaf
- Limited hearing
- Mobility
- Learning
- Dyslexia
- Attention deficient, hemisphere specific, etc.
- Keyboard and mouse alternatives
- Color coding
- Font-size
26Users with Disabilities (2)
- Contrast
- Text descriptors for web images
- Screen magnification
- Text to Speech (TTS)
- Check email on the road, in bright sunshine,
riding a bike - Speech Recognition
- Head mounted optical mice
- Eye Gaze control
- Learning what helps those with disabilities
affects everyone - Present procedures, directions, and instructions
accessible to even poor readers - Design feedback sequences that explain the reason
for error and help put users on the right track - Reinforcement techniques with other devices
- Good topics for you final year project!
27Elderly
- Reduced
- Motor skills
- Perception
- Vision, hearing, touch, mobility
- Speed
- Memory
- Other needs
- Technology experience is varied (How many
grandmothers use email? mothers?) - Uninformed on how technology could help them
- Practice skills (hand-eye, problem solving, etc.)
- Touch screens, larger fonts, louder sounds
28Children
- Technology experts??
- Age changes much
- Physical dexterity
- (double-clicking, click and drag, and small
targets) - Attention span
- (vaguely) Intelligence
- Varied backgrounds (socio-economic)
- Goals
- Educational acceleration
- Socialization with peers
- Psychological - improve self-image,
self-confidence - Creativity art, music, etc. exploration
- Teenagers are a special group
- Next generation
- Beta test new interfaces, trends
- Cell phones, text messages, simulations, fantasy
games, virtual worlds - Requires Safety
- They
- Like exploring (easy to reset state)
29Accommodating Hardware and Software Diversity
- Support a wide range of hardware and software
platforms - Software and hardware evolution
- OS, application, browsers, capabilities
- backward compatibility is a good goal
- Three major technical challenges are
- Producing satisfying and effective Internet
interaction (broadband vs. dial-up wireless) - Enabling web services from large to small (size
and resolution) - Support easy maintenance of or automatic
conversion to multiple languages
30HCI Goals
- Influence academic and industrial researchers
- Understand a problem and related theory
- Hypothesis and testing
- Study design
- Interpret results
- Provide tools, techniques and knowledge for
commercial developers - competitive advantage (think ipod)
- Raising the computer consciousness of the general
public - Reduce computer anxiety (error messages)
- Common fears
- Ill break it
- Ill make a mistake
- The computer is smarter than me
- HCI contributes to this!
31Part 2 HCI and Digital Gaming Reference
Chris Nelson, Eric Whalen, Ben Hansen, University
of Wisconsin-Eau Claire
32Why HCI and Video Games?
- Since Developers and Analysts are always creating
products for end-users, it is important to know
what the human factors should be considered for
the final product. - Video games serve as a glance into the possible
future of interface design.
33Overview
- Productivity Paradox
- What is HCI?
- Past input/output HCI in video games
- Present and Future HCI in video games
- Summary
34Productivity Paradox
- Economists have found a disappointing lack of
correlation between the amount of money invested
in information technology and changes in industry
productivity measures. - Gary M. Olson (School of Information, University
of Michigan) - Productivity is the fundamental economic measure
of a technologys contribution. - Erik Brynjolfsson, MIT
- Has resulted in CEOs and line managers to
question their huge investments in computers and
related technologies. - Erik Brynjolfsson, MIT
35Paradox?
36Productivity Paradox (Cont.)
- Labor Productivity is calculated as the level of
output divided by a given level of labor input - Erik Brynjolfsson, MIT
- Multifactor Productivity is calculated as the
level of output for a given level of several
inputs, typically labor, capital and materials - Erik Brynjolfsson, MIT
- Typically Multifactor is a better indicator of
productivity since it adjusts for shifts among
inputs - Erik Brynjolfsson, MIT
37Four Explanations For Paradox
- Mismeasurement of outputs and inputs
- Quality of work life goes up ? wage will go down
- Lags due to learning and adjustment
- Benefits can take several years to show up
- Redistribution and dissipation of profits
- Benefits individual firms, but not industry as
whole - Mismanagement of information and technology
- Building inefficient systems
- (by Erik Brynjolfsson, MIT)
38Human Computing Interaction (HCI)
- The study of interaction between people and
computers - Wikipedia
- Relates Information Technology with many other
fields of study and research - Wikipedia
- Interaction between users and computers occurs at
the user interface which includes both software
and hardware - Wikipedia
- The major focus of HCI is the design and creation
of computer systems - Gary M. Olson (School of Information, University
of Michigan) - Goal of HCI is to produce hardware and software
that is useful, usable, and aesthetically
pleasing - Gary M. Olson (School of Information, University
of Michigan)
39Interdisciplinary Aspects of HCI
- Aesthetics
- Artificial intelligence
- Cognitive science
- Computer vision
- Design
- Ergonomics
- Library and information science
- Philosophy
- Psychology
- Social psychology
- Sociology
- Speech-language pathology
40Science of Human Interaction
- Perceptual-Cognitive-Motor process
- Moment-by-moment
- Gary M. Olson (School of Information, University
of Michigan) - Distributed cognition
- Technical interaction of teammates
- Gary M. Olson (School of Information, University
of Michigan)
41Cognitive Modeling (1)
- Cognitive, Perceptual, and Motor Components in
the moment-by moment interaction a person
encounters when working at a computer - Gary M. Olson (School of Information, University
of Michigan) - Contrasts a lot of traditional psychological
research since, multiple components of behavior
interact - Gary M. Olson (School of Information, University
of Michigan)
42Cognitive Modeling (2)
- Time it takes to do a task the sum of a number
of Cognitive Engineering Time Parameters
including mental and physical acts - Gary M. Olson (School of Information, University
of Michigan) - Typical errors include
- Loss of items from short-term memory
- A motor slip
- Gary M. Olson (School of Information, University
of Michigan)
43Cognitive Modeling (3)
- EPIC (Executive Process Interactive Control)
Gary M. Olson (School of Information, University
of Michigan)
44Distributed Cognition
- Addresses the more social and contextual aspects
of work that the cognitive modeling line does
not. - Gary M. Olson (School of Information, University
of Michigan) - Stems from anthropological and sociological
studies of real-world work situations. - Gary M. Olson (School of Information, University
of Michigan) - Recognizes how peoples actions are intimately
intertwined with the artifacts of their work
their team member roles, responsibilities, and
actions and even their cultural and historical
setting - Gary M. Olson (School of Information, University
of Michigan)
45Why Use HCI In Video Games?
- As a matter of necessity, game designers must
create cognitive models and rule sets to guide
artificial intelligences and bound interactive
behavior. This makes games a perfect test-bed
for HCI explorations. - Keeker, The Untapped World of Video Games
46Summary
- Productivity Paradox
- HCI increasing usability of systems, in turn will
increase productivity - Video game developments are the cutting edge in
interface design
47Ergonomics in HCI
- Human anthropometry
- Arrangement of displays and menu controls
- Human cognitive and sensory limits
- Sensory and perceptual effects of CRT and other
display technologies - Controls
http//sigchi.org/cdg/cdg2.htmlH3
48Anthropometry
- measurement of humans
- in physical anthropology, refers to the
measurement of living human individuals for the
purposes of understanding human physical variation
http//en.wikipedia.org/wiki/Anthropometry
49Design
- Display / Environment
- Menu
- Audio
- Video
- Controls
- Keyboards, Mice
- Controllers, Joysticks
50Menu and Interface
- Menu Based
- Auto-Loading, Non-Linear
- MLB 2005
- Menu Based
- TouristTrophy
- Auto-Loading, Non-Linear
- Still Menu Driven
- GTA Vice City
- Auto-Loading, Non-Linear
51Output Devices
- Audio
- Mono
- All output on one channel
- Stereo
- Dual channel output
- 5.1 / 7.1
- Multiple channels of output
52Output Devices (cont.)
- Video
- CRT (cathode ray tube)
- Plasma / LCD
http//en.wikipedia.org/wiki/Cathode_ray_tube
53Input Devices
- Mechanics of Particular Devices
- Performance Characteristics
- (human and system)
- Handwriting and Gestures
- Stylus, EyeToy, Wiimote, WiiFit
- Speech Input
- SOCOM, etc.
- Eye Tracking
- Military Developed
http//sigchi.org/cdg/cdg2.htmlH3
54Characteristics of Input Devices
- Weight
- Portability
- Speed / Performance
- IR
- Wireless
http//sigchi.org/cdg/cdg2.htmlH3
55The Beginnings
- Corded
- Box
- Simple
- D-pad Control
http//wii.advancedmn.com/article.php?artid6355
56Form Follows Function
- Additional Buttons
- D-pad with 8 way control
- Rounded, better shaped control
- Lighter
http//wii.advancedmn.com/article.php?artid6355
57Ergonomics are Considered
- First leap to form fitting design
- Feedback through the controller
- More input possibilities
- Analog joystick(s)
- Some of the first wireless
http//wii.advancedmn.com/article.php?artid6355
58In Good Hands
- More development into design
- Smaller, but heavier
- Available in wireless
- D-pad plus at least one analog joystick
- Analog buttons
http//wii.advancedmn.com/article.php?artid6355
59Now
- Same Evolution
- Wireless
- Xbox360, PS3 with standard USB
- Also have wireless packages
- Revolution all wireless
- Different Directions
http//wii.advancedmn.com/article.php?artid6355
60The Five Senses Sight
EyeToy Example
http//video.google.com/videosearch?qeyetoy
61The Five Senses Touch
- Guns
- Game Ex.? Duck Hunt
- Racing Wheels
- Game Ex.? Gran Turismo, NASCAR Thunder
- Pads
- Game Ex.? Dance Dance Revolution
- Guitar
- Game Ex.? Guitar Hero
62The Five Senses Hearing
Lets Take a Quiz!!!
http//www.pbs.org/kcts/videogamerevolution/arcade
/name/index_flash.html
63The Five Senses Smell Taste
- Sony Corp. has been granted a patent for beaming
sensory information directly into the brain. - The technique could one day be used to create
videogames in which you can smell, taste, and
touch, or to help people who are blind or deaf. - A technique for aiming ultrasonic pulses at
specific areas of the brain to induce sensory
experiences
http//www.usatoday.com/tech/news/techinnovations/
2005-04-06-sony-patent_x.htm
64Past Gaming Sony Playstation2
http//www.angelfire.com/extreme/paulsplace/PS2.ht
ml
65Past Gaming Microsoft Xbox
http//www.angelfire.com/extreme/paulsplace/x-box.
html
66Past Gaming Nintendo GameCube
http//www.angelfire.com/extreme/paulsplace/gamecu
be.html
67Present Gaming Sony Playstation 3
- Processor IBM Cell 3.2 GHz
- Media Type Blu-ray
- Memory/Storage 256 MB RAM Installed
- Sound Dolby 5.1 Digital Surround Sound
- Input/Output 6 x USB, 3 x Ethernet, Wi-Fi IEEE
802.11 b/g, Bluetooth Capable
Playstation 2
http//ps3.ign.com/articles/614/614682p1.html
http//reviews.cnet.com/Sony_PlayStation_3/4507-64
64_7-31355103.html?tagtxt
68Present Gaming Microsoft Xbox 360
- Processor IBM PowerPC 3.2 GHz
- Media Type DVD-ROM
- Memory / Storage 512 MB RAM Installed
- Video Output ATI Xbox 360 GPU, 256-bit 2D/3D
graphics acceleration - Rendering Rate 500 million triangles/sec
- Sound 16-bit Surround Sound
- Input/Output 3 x USB ports, 1 x Ethernet port
Original Xbox
http//reviews.cnet.com/Microsoft_Xbox_360/4507-64
64_7-31355096.html
69Present Gaming Nintendo Wii
- Processor CPU IBM Broadway GPU ATI
Hollywood - Memory Unknown amount of RAM,512 Mb of Built-In
Flash Memory - Input/Output 2 x USB, Wireless Accessible
Gamecube
http//en.wikipedia.org/wiki/Nintendo_Revolution
70Where we could go from here???
- Virtual Mall?
- Making your own pizza?
- The possibilities are endless!!!
71Conclusion
- Productivity Paradox
- What Is HCI?
- Past input/output HCI in video games
- Present HCI in video games
- The Five Senses in Video Games
- Future HCI in video games
- Whats Next???
72References
- ISO 9241 - The ergonomics of human system
interaction - http//www.system-concepts.com/articles/updateson
standards/article0138.html - Ben Shneiderman - Founding Director of the
Human-Computer Interaction Laboratory at the
University of Maryland at College Park - http//www.cs.umd.edu/ben/
- Blooms Taxonomy
- http//www.officeport.com/edu/blooms.htm
- Myers-Briggs Type Indicator
- http//en.wikipedia.org/wiki/Myers-Briggs_Type_In
dicator - Web Accessibility Guide
- http//www.iproa.org/webcare/guide.pdf