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Human Abilities

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Mouse, Other I/O, VR, surgery. 10. Key concepts. Absolute threshold. Lowest detectable ... Remember: Physics, devices & environment shape mental models as well ... – PowerPoint PPT presentation

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Title: Human Abilities


1
Human Abilities
2
Basic Human Capabilities
  • Why do we have to learn this stuff?
  • Do not change very rapidly
  • Not like Moores law!
  • Have limits, which are important to understand
  • Our understanding of human capabilities does
    change
  • Cognitive neuroscience
  • Theories of color perception
  • Effect of groups and situation on how we act and
    react
  • Have important design considerations

3
Human Abilities
  • Our Senses
  • How to sense changes/information
  • Our Cognition
  • How we process and interpret input
  • Our Motor System
  • How we can react to input and cognition

4
Input Our Senses
5
  • Sight, hearing, touch important for the design of
    current Interfaces
  • Smell, taste, other ???
  • Abilities and limitations constrain design space

6
  • Visual angle
  • Total 200 degrees
  • High-res 15 degrees
  • Rods
  • 120 million!
  • B/W
  • 1000x more sensitive than cones
  • Cones
  • 6-7 million
  • 64 red
  • 32 green
  • 2 blue

7
Visual phenomena
  • Color perception
  • 7-8 males cannot distinguish red from green
  • 0.4 of women
  • Peripheral vision
  • Largely movement oriented
  • Stereopsis
  • Monocular (size, interposition, perspective,
    paralax)
  • Binocular (retinal disparity, accommodation)

8
Audition (Hearing)
  • Capabilities (best-case scenario)
  • pitch - frequency (20 - 20,000 Hz)
  • loudness - amplitude (30 - 100dB)
  • location (5 source stream separation)
  • timbre - type of sound (lots of instruments)
  • Often take for granted how good it is

9
Touch
  • Three main sensations handled by different types
    of receptors
  • Pressure (normal)
  • Intense pressure (heat/pain)
  • Temperature (hot/cold)
  • Sensitivity, Dexterity, Flexibility, Speed
  • Where important?
  • Mouse, Other I/O, VR, surgery

10
Key concepts
  • Absolute threshold
  • Lowest detectable stimuli
  • Signal detection theory
  • Ability to tune in or tune out stimuli
  • Just noticeable difference (jnd)
  • How much change in stimulus is needed before we
    can sense difference?
  • Logarithmic (Webbers Law)
  • Sensory adaptation
  • We react to change
  • Absence of change leads us to loose sensitivity
    (psychological nystagmus)

11
Output Motor System
12
Motor System (Our Output System)
  • Capabilities
  • Range of movement, reach, speed,strength,
    dexterity, accuracy
  • Workstation design, device design
  • Often cause of errors
  • Wrong button
  • Double-click vs. single click
  • Principles
  • Feedback is important
  • Minimize eye movement

13
Cognition
14
Cognitive Processes
  • Attention
  • Perception and recognition
  • Memory
  • Learning
  • Reading, speaking and listening
  • Problem-solving, planning, reasoning and
    decision-making

15
The Model Human Processor
  • A true classic - see Card, Moran and Newell, The
    Psychology of Human-Computer Interaction,
    Erlbaum, 1983
  • Microprocessor-human analogue using results from
    experimental psychology
  • Provides a view of the human that fits much
    experimental data
  • But is a partial model
  • Focus is on a single user interacting with some
    entity (computer, environment, tool)

16
Model Human Processor
A simplification/Abstraction of the
Human Brain Not model of how anyone actually
thinks Brain operates, but a useful abstract
Model based on real observational data Useful
for reasoning about design Design guidelines, and
the basis for Several predictive models of
usability
17
(No Transcript)
18
Memory
  • Perceptual buffers
  • Brief impressions
  • Short-term (working) memory
  • Conscious thought, calculations
  • Order of seconds
  • Long-term memory
  • Minutes, hours, days, years, decades
  • Long term, large storage space

19
Short Term (Working) Memory
  • Working memory
  • Visuospatial sketchpad, phonological loop,
    central control
  • Characteristics
  • Details decay quickly (70 - 1000 ms visual 0.9 -
    3.5 sec auditory)
  • Limited capacity (7 - 17 letters visual 4 - 6
    auditory)
  • Rehearsal prevents decay
  • Chunking to remember more (7-2)
  • Interference from LTM recent items

20
What about long-term memory?
21
Long-Term Memory
  • Seemingly permanent unlimited
  • Access is harder, slower
  • -gt Activity helps (we have a cache)
  • Retrieval depends on network of associations

File system full
22
LT Memory Structure
  • Episodic memory
  • Events experiences in serial form
  • Helps us recall what occurred
  • Semantic memory
  • Structured record of facts, concepts skills
  • One theory says its like a network
  • Another uses frames scripts

23
Different models/theories for decision-making/reas
oning
  • Production systems
  • If-then rules
  • Connectionism (big idea in IS)
  • Neural networks
  • Hidden Markov models
  • Bayesian networks
  • Mediated action
  • Actions must be interpreted in context
  • Tools, setting, culture

24
Conceptual Mental Models
Conceptual Model
Mental Model
Mental model of mental model
User
Designer
Test hypotheses
Invokes existing knowledge and/or Affordances
guide action
Instantiated in
System
System model/image
25
Everyday reasoning mental models
  • How does the hot water tap work?
  • How does your AC/Heater work?
  • How do Amazon recommendations work?

26
Mental models
  • Users understanding (internal rep) of a system
  • How to use the system (what to do next)
    (functional knowledge)
  • What to do with unfamiliar systems or unexpected
    situations (how the system works) (Structural
    knowledge)
  • People make inferences using mental models of how
    to carry out tasks
  • Involves unconscious and conscious processes,
    where images and analogies are activated

27
Conceptual Models
  • Designers interpretation of how users should
    think/reason about the system
  • Conceptual models based on activities
  • Instructing the user instructs the system on
    what to do next
  • Conversing the user and system are dialogue
    partners based on metaphor of human-human
    conversation
  • Manipulating and navigating manipulate objects
    navigate through virtual spaces based on users
    knowledge of these activites in the real world
  • Exploring and browsing based on peoples
    experiences with browsing other media, e.g.,
    magazines, radio, TV, libraries

28
Conceptual Models (2)
  • Conceptual models based on objects
  • Books, tools, vehicles
  • Usually implies a metaphor
  • Metaphor uses an unconventional interpretation
    of the relationship between two entities
  • Analogy is based on the accurate match between
    two entities the closer the match, the better
    the analogy
  • In user interface design, we talk about
    metaphor, but we often mean analogy

29
Building good Mental models
  • Leverage existing knowledge and invoke correct
    associations/assumptions through good cognitive
    models
  • Embed knowledge in the system
  • Reduce memory load
  • Computational offloading
  • Remember Physics, devices environment shape
    mental models as well
  • Allow for transparency to allow users to develop
    metter models

30
Problems with metaphors?
31
When to accommodate When to force new habits?
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