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Human Computer Interaction
Dr. Sajjad Ahmed Nadeem
Department of Computer Science & IT
University of Azad Jammu & Kashmir
Muzaffarabad
Fall-2012
Text Books/ Reading Material
 Alan Dix, Janet Finlay, Gregory D. Abowd
and Russell Beale. Human-Computer
Interaction (3rd edition). Prentice Hall, 2004.
 Lecture Slides.
 Every thing discussed in class is part of the
course material.
Tentative Marks Distribution
150
60 15 75
midterm Q+A Terminal
Min Max
Number of Quizzes 2 ……..
Number of Assignments 2 ……...
Number of Lab Assignments 3 ……...
What is HCI? (1)
 The study of how people interact with computers and
to what extent computers are or are not developed for
successful interaction with human beings.
 “Human-computer interaction is a discipline concerned
with the design, evaluation and implementation of
interactive computing systems for human use and
with the study of major phenomena surrounding them”
(ACM SIGCHI definition of HCI).
What is HCI? (2)
 “the study of the interaction between people, computers
and tasks” (Johnson)
 “a very difficult business. It combines two awkward
disciplines: psychology (Cognitive psychology) and
computer science” (Thimbleby)
 Cognitive psychology is a subdiscipline of psychology
exploring internal mental processes.
 It is the study of how people perceive, remember, think, speak,
and solve problems
Why is HCI Important?
 HCI can assist in building products/systems that are
 Useful, accomplish what’s required
 Usable, do it easily and naturally
 Used, make people want to use them
 Increasing participation
 Ensuring interfaces and systems are accessible.
 International Directives and Standards (EC Directive
90/270/EEC; ISO 9241) place requirements on systems
in terms of usability
 Safety and Security
 Remember robots…..
Software Aspects (1)
 GUI
 Performance
 Alternatives
Software Aspects (3)
Affordance
Describes the perceived and actual properties of an object.
Constraints
The Human [1]
 Information i/o …
 visual, auditory, haptic, movement
 Information stored in memory
 sensory, short-term, long-term
 Information processed and applied
 reasoning, problem solving, skill, error
 Emotion influences human capabilities
 Each person is different
The Human [2]
 In 1983, Card, Moran and Newell described the
Model Human Processor, comprising three
subsystems:
 the perceptual system, handling sensory stimulus
from the outside world,
 the motor system, which controls actions,
 the cognitive system, which provides the processing
needed to connect the two.
 The model also includes a number of principles
of operation which dictate the behavior of the
systems under certain conditions.
Cognitive Psychology
 a subdiscipline of psychology exploring
internal mental processes.
 is the study of how people perceive,
remember, think, speak, and solve problems.
 is the branch of psychology that studies
mental processes including how people think,
perceive, remember and learn.
INPUT–OUTPUT CHANNELS
 A person’s interaction with the outside world
occurs through information being received
and sent: input and output.
 There are five major senses:
 Sight
 Hearing
 Touch
 Taste
 Smell.
Vision
Two stages in vision
physical reception of stimulus
processing and interpretation of stimulus
Vision
 The cornea and lens
at the front of the eye
focus the light into a
sharp image on the
back of the eye, the
retina.
 The retina is light
sensitive and contains
two types of
photoreceptor: rods
and cones.
The Eye - physical reception
 mechanism for receiving light and
transforming it into electrical energy
 light reflects from objects
 images are focused upside-down on retina
 retina contains rods for low light vision and
cones for colour vision
 ganglion cells (brain!) detect pattern and
movement
Interpreting the signal (1)
 Size and depth
 visual angle indicates how much of view object
occupies
(relates to size and distance from eye)
 visual acuity is ability to perceive detail (limited)
 familiar objects perceived as constant size
(in spite of changes in visual angle when far away)
 cues like overlapping help perception of size and
depth
Interpreting the signal (2)
 Brightness
 subjective reaction to levels of light
 affected by luminance of object
 measured by just noticeable difference
 visual acuity increases with luminance as does flicker
 Colour
 made up of hue, intensity, saturation
 cones sensitive to colour wavelengths
 blue acuity is lowest
 8% males and 1% females colour blind
Interpreting the signal (3)
 The visual system compensates for:
 movement
 changes in luminance.
 Context is used to resolve ambiguity
 Optical illusions sometimes occur due to over
compensation
Optical Illusions
the Ponzo illusion the Muller Lyer illusion
Reading
 Several stages:
 visual pattern perceived
 decoded using internal representation of language
 interpreted using knowledge of syntax, semantics, pragmatics
 Reading involves saccades and fixations
 Perception occurs during fixations
 Word shape is important to recognition
 Negative contrast improves reading from computer
screen
Hearing
 Provides information about environment:
distances, directions, objects etc.
 Physical apparatus:
 outer ear – protects inner and amplifies sound
 middle ear – transmits sound waves as
vibrations to inner ear
 inner ear – chemical transmitters are released
and cause impulses in auditory nerve
 Sound
 pitch – sound frequency
 loudness – amplitude
 timbre – type or quality
Hearing (cont)
 Humans can hear frequencies from 20Hz to 15kHz
 less accurate distinguishing high frequencies than low.
 Auditory system filters sounds
 can attend to sounds over background noise.
Touch
 Provides important feedback about environment.
 May be key sense for someone who is visually impaired.
 Stimulus received via receptors in the skin:
 thermoreceptors – heat and cold
 nociceptors – pain
 mechanoreceptors – pressure
(some instant, some continuous)
 Some areas more sensitive than others e.g. fingers.
 Kinethesis - awareness of body position
 affects comfort and performance.
Movement
 Time taken to respond to stimulus:
reaction time + movement time
 Movement time dependent on age, fitness etc.
 Reaction time - dependent on stimulus type:
 visual ~ 200ms
 auditory ~ 150 ms
 pain ~ 700ms
 Increasing reaction time decreases accuracy in the
unskilled operator but not in the skilled operator.
Movement (cont)
 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
⇒ targets as large as possible
distances as small as possible
Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
sensory memory
 Buffers for stimuli received through senses
 iconic memory: visual stimuli
 echoic memory: aural stimuli
 haptic memory: tactile stimuli
 Examples
 “sparkler” trail
 stereo sound
 Continuously overwritten
Short-term memory (STM)
 Scratch-pad for temporary recall
 rapid access ~ 70ms
 rapid decay ~ 200ms
 limited capacity - 7± 2 chunks
Examples
212348278493202
0121 414 2626
HEC ATR ANU PTH ETR EET
Long-term memory (LTM)
 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
semantic LTM derived from episodic LTM
Long-term memory (cont.)
 Semantic memory structure
 provides access to information
 represents relationships between bits of information
 supports inference
 Model: semantic network
 inheritance – child nodes inherit properties of parent nodes
 relationships between bits of information explicit
 supports inference through inheritance
LTM - semantic network
Models of LTM - Frames
 Information organized in data structures
 Slots in structure instantiated with values for instance of
data
 Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: carniverous
sound: bark
Variable
size:
colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
Models of LTM - Scripts
 Model of stereotypical information required to
interpret situation
 Script has elements that can be instantiated with
values for context
Script for a visit to the vet
Entry conditions: dog ill
vet open
owner has money
Result: dog better
owner poorer
vet richer
Props: examination table
medicine
instruments
Roles: vet examines
diagnoses
treats
owner brings dog in
pays
takes dog out
Scenes: arriving at reception
waiting in room
examination
paying
Tracks: dog needs medicine
dog needs operation
Models of LTM - Production rules
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 - Storage of information
 rehearsal
 information moves from STM to LTM
 total time hypothesis
 amount retained proportional to rehearsal time
 distribution of practice effect
 optimized by spreading learning over time
 structure, meaning and familiarity
 information easier to remember
LTM - Forgetting
decay
 information is lost gradually but very slowly
interference
 new information replaces old: retroactive interference
 old may interfere with new: proactive inhibition
so may not forget at all memory is selective …
… affected by emotion – can subconsciously `choose' to forget
LTM - retrieval
recall
 information reproduced from memory can be assisted by cues,
e.g. categories, imagery
recognition
 information gives knowledge that it has been seen before
 less complex than recall - information is cue
Thinking
 Reasoning
deduction, induction, abduction
 Problem solving
Deductive Reasoning
 Deduction:
 derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
 Logical conclusion not necessarily true:
e.g. If it is raining then the ground is dry
It is raining
Therefore the ground is dry
Deduction (cont.)
 When truth and logical validity clash …
e.g. Some people are babies
Some babies cry
Inference - Some people cry
Correct?
 People bring world knowledge to bear
Inductive Reasoning
 Induction:
 generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
 Unreliable:
 can only prove false not true
… but useful!
 Humans not good at using negative evidence
e.g. Wason's cards.
Wason's cards
Is this true?
How many cards do you need to turn over to find out?
…. and which cards?
If a card has a vowel on one side it has an even number on the other
7 E 4 K
Abductive reasoning
 reasoning from event to cause
e.g. Sam drives fast when drunk.
If I see Sam driving fast, assume drunk.
 Unreliable:
 can lead to false explanations
Problem solving
 Process of finding solution to unfamiliar task using
knowledge.
 Several theories.
 Gestalt
 problem solving both productive and reproductive
 productive draws on insight and restructuring of problem
 attractive but not enough evidence to explain `insight' etc.
 move away from behaviourism and led towards information processing
theories
Problem solving (cont.)
Problem space theory
 problem space comprises problem states
 problem solving involves generating states using legal operators
 heuristics may be employed to select operators
e.g. means-ends analysis
 operates within human information processing system
e.g. STM limits etc.
 largely applied to problem solving in well-defined areas
e.g. puzzles rather than knowledge intensive areas
Problem solving (cont.)
 Analogy
 analogical mapping:
 novel problems in new domain?
 use knowledge of similar problem from similar domain
 analogical mapping difficult if domains are semantically different
 Skill acquisition
 skilled activity characterized by chunking
 lot of information is chunked to optimize STM
 conceptual rather than superficial grouping of problems
 information is structured more effectively
Errors and mental models
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
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotion
 Various theories of how emotion works
 James-Lange: emotion is our interpretation of a physiological
response to a stimuli
 Cannon: emotion is a psychological response to a stimuli
 Schacter-Singer: emotion is the result of our evaluation of our
physiological responses, in the light of the whole situation we
are in
 Emotion clearly involves both cognitive and physical
responses to stimuli
Emotion (cont.)
 The biological response to physical stimuli is called
affect
 Affect influences how we respond to situations
 positive → creative problem solving
 negative → narrow thinking
“Negative affect can make it harder to do even
easy tasks; positive affect can make it easier to
do difficult tasks”
(Donald Norman)
Emotion (cont.)
 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
– sex, physical and intellectual abilities
 short term
– effect of stress or fatigue
 changing
– age
Ask yourself:
will design decision exclude section of user population?
Psychology and the Design of
Interactive System
 Some direct applications
 e.g. blue acuity is poor
⇒ blue should not be used for important detail
 However, correct application generally requires understanding of
context in psychology, and an understanding of particular
experimental conditions
 A lot of knowledge has been distilled in
 guidelines (chap 7)
 cognitive models (chap 12)
 experimental and analytic evaluation techniques (chap 9)

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Hci lecture 01_00

  • 1. Human Computer Interaction Dr. Sajjad Ahmed Nadeem Department of Computer Science & IT University of Azad Jammu & Kashmir Muzaffarabad Fall-2012
  • 2. Text Books/ Reading Material  Alan Dix, Janet Finlay, Gregory D. Abowd and Russell Beale. Human-Computer Interaction (3rd edition). Prentice Hall, 2004.  Lecture Slides.  Every thing discussed in class is part of the course material.
  • 3. Tentative Marks Distribution 150 60 15 75 midterm Q+A Terminal Min Max Number of Quizzes 2 …….. Number of Assignments 2 ……... Number of Lab Assignments 3 ……...
  • 4. What is HCI? (1)  The study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.  “Human-computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI definition of HCI).
  • 5. What is HCI? (2)  “the study of the interaction between people, computers and tasks” (Johnson)  “a very difficult business. It combines two awkward disciplines: psychology (Cognitive psychology) and computer science” (Thimbleby)  Cognitive psychology is a subdiscipline of psychology exploring internal mental processes.  It is the study of how people perceive, remember, think, speak, and solve problems
  • 6. Why is HCI Important?  HCI can assist in building products/systems that are  Useful, accomplish what’s required  Usable, do it easily and naturally  Used, make people want to use them  Increasing participation  Ensuring interfaces and systems are accessible.  International Directives and Standards (EC Directive 90/270/EEC; ISO 9241) place requirements on systems in terms of usability  Safety and Security  Remember robots…..
  • 7. Software Aspects (1)  GUI  Performance  Alternatives
  • 8. Software Aspects (3) Affordance Describes the perceived and actual properties of an object. Constraints
  • 9. The Human [1]  Information i/o …  visual, auditory, haptic, movement  Information stored in memory  sensory, short-term, long-term  Information processed and applied  reasoning, problem solving, skill, error  Emotion influences human capabilities  Each person is different
  • 10. The Human [2]  In 1983, Card, Moran and Newell described the Model Human Processor, comprising three subsystems:  the perceptual system, handling sensory stimulus from the outside world,  the motor system, which controls actions,  the cognitive system, which provides the processing needed to connect the two.  The model also includes a number of principles of operation which dictate the behavior of the systems under certain conditions.
  • 11. Cognitive Psychology  a subdiscipline of psychology exploring internal mental processes.  is the study of how people perceive, remember, think, speak, and solve problems.  is the branch of psychology that studies mental processes including how people think, perceive, remember and learn.
  • 12. INPUT–OUTPUT CHANNELS  A person’s interaction with the outside world occurs through information being received and sent: input and output.  There are five major senses:  Sight  Hearing  Touch  Taste  Smell.
  • 13. Vision Two stages in vision physical reception of stimulus processing and interpretation of stimulus
  • 14. Vision  The cornea and lens at the front of the eye focus the light into a sharp image on the back of the eye, the retina.  The retina is light sensitive and contains two types of photoreceptor: rods and cones.
  • 15. The Eye - physical reception  mechanism for receiving light and transforming it into electrical energy  light reflects from objects  images are focused upside-down on retina  retina contains rods for low light vision and cones for colour vision  ganglion cells (brain!) detect pattern and movement
  • 16. Interpreting the signal (1)  Size and depth  visual angle indicates how much of view object occupies (relates to size and distance from eye)  visual acuity is ability to perceive detail (limited)  familiar objects perceived as constant size (in spite of changes in visual angle when far away)  cues like overlapping help perception of size and depth
  • 17. Interpreting the signal (2)  Brightness  subjective reaction to levels of light  affected by luminance of object  measured by just noticeable difference  visual acuity increases with luminance as does flicker  Colour  made up of hue, intensity, saturation  cones sensitive to colour wavelengths  blue acuity is lowest  8% males and 1% females colour blind
  • 18. Interpreting the signal (3)  The visual system compensates for:  movement  changes in luminance.  Context is used to resolve ambiguity  Optical illusions sometimes occur due to over compensation
  • 19. Optical Illusions the Ponzo illusion the Muller Lyer illusion
  • 20. Reading  Several stages:  visual pattern perceived  decoded using internal representation of language  interpreted using knowledge of syntax, semantics, pragmatics  Reading involves saccades and fixations  Perception occurs during fixations  Word shape is important to recognition  Negative contrast improves reading from computer screen
  • 21. Hearing  Provides information about environment: distances, directions, objects etc.  Physical apparatus:  outer ear – protects inner and amplifies sound  middle ear – transmits sound waves as vibrations to inner ear  inner ear – chemical transmitters are released and cause impulses in auditory nerve  Sound  pitch – sound frequency  loudness – amplitude  timbre – type or quality
  • 22. Hearing (cont)  Humans can hear frequencies from 20Hz to 15kHz  less accurate distinguishing high frequencies than low.  Auditory system filters sounds  can attend to sounds over background noise.
  • 23. Touch  Provides important feedback about environment.  May be key sense for someone who is visually impaired.  Stimulus received via receptors in the skin:  thermoreceptors – heat and cold  nociceptors – pain  mechanoreceptors – pressure (some instant, some continuous)  Some areas more sensitive than others e.g. fingers.  Kinethesis - awareness of body position  affects comfort and performance.
  • 24. Movement  Time taken to respond to stimulus: reaction time + movement time  Movement time dependent on age, fitness etc.  Reaction time - dependent on stimulus type:  visual ~ 200ms  auditory ~ 150 ms  pain ~ 700ms  Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator.
  • 25. Movement (cont)  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 ⇒ targets as large as possible distances as small as possible
  • 26. Memory There are three types of memory function: Sensory memories Short-term memory or working memory Long-term memory
  • 27. sensory memory  Buffers for stimuli received through senses  iconic memory: visual stimuli  echoic memory: aural stimuli  haptic memory: tactile stimuli  Examples  “sparkler” trail  stereo sound  Continuously overwritten
  • 28. Short-term memory (STM)  Scratch-pad for temporary recall  rapid access ~ 70ms  rapid decay ~ 200ms  limited capacity - 7± 2 chunks
  • 30. Long-term memory (LTM)  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 semantic LTM derived from episodic LTM
  • 31. Long-term memory (cont.)  Semantic memory structure  provides access to information  represents relationships between bits of information  supports inference  Model: semantic network  inheritance – child nodes inherit properties of parent nodes  relationships between bits of information explicit  supports inference through inheritance
  • 32. LTM - semantic network
  • 33. Models of LTM - Frames  Information organized in data structures  Slots in structure instantiated with values for instance of data  Type–subtype relationships DOG Fixed legs: 4 Default diet: carniverous sound: bark Variable size: colour COLLIE Fixed breed of: DOG type: sheepdog Default size: 65 cm Variable colour
  • 34. Models of LTM - Scripts  Model of stereotypical information required to interpret situation  Script has elements that can be instantiated with values for context Script for a visit to the vet Entry conditions: dog ill vet open owner has money Result: dog better owner poorer vet richer Props: examination table medicine instruments Roles: vet examines diagnoses treats owner brings dog in pays takes dog out Scenes: arriving at reception waiting in room examination paying Tracks: dog needs medicine dog needs operation
  • 35. Models of LTM - Production rules 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
  • 36. LTM - Storage of information  rehearsal  information moves from STM to LTM  total time hypothesis  amount retained proportional to rehearsal time  distribution of practice effect  optimized by spreading learning over time  structure, meaning and familiarity  information easier to remember
  • 37. LTM - Forgetting decay  information is lost gradually but very slowly interference  new information replaces old: retroactive interference  old may interfere with new: proactive inhibition so may not forget at all memory is selective … … affected by emotion – can subconsciously `choose' to forget
  • 38. LTM - retrieval recall  information reproduced from memory can be assisted by cues, e.g. categories, imagery recognition  information gives knowledge that it has been seen before  less complex than recall - information is cue
  • 39. Thinking  Reasoning deduction, induction, abduction  Problem solving
  • 40. Deductive Reasoning  Deduction:  derive logically necessary conclusion from given premises. e.g. If it is Friday then she will go to work It is Friday Therefore she will go to work.  Logical conclusion not necessarily true: e.g. If it is raining then the ground is dry It is raining Therefore the ground is dry
  • 41. Deduction (cont.)  When truth and logical validity clash … e.g. Some people are babies Some babies cry Inference - Some people cry Correct?  People bring world knowledge to bear
  • 42. Inductive Reasoning  Induction:  generalize from cases seen to cases unseen e.g. all elephants we have seen have trunks therefore all elephants have trunks.  Unreliable:  can only prove false not true … but useful!  Humans not good at using negative evidence e.g. Wason's cards.
  • 43. Wason's cards Is this true? How many cards do you need to turn over to find out? …. and which cards? If a card has a vowel on one side it has an even number on the other 7 E 4 K
  • 44. Abductive reasoning  reasoning from event to cause e.g. Sam drives fast when drunk. If I see Sam driving fast, assume drunk.  Unreliable:  can lead to false explanations
  • 45. Problem solving  Process of finding solution to unfamiliar task using knowledge.  Several theories.  Gestalt  problem solving both productive and reproductive  productive draws on insight and restructuring of problem  attractive but not enough evidence to explain `insight' etc.  move away from behaviourism and led towards information processing theories
  • 46. Problem solving (cont.) Problem space theory  problem space comprises problem states  problem solving involves generating states using legal operators  heuristics may be employed to select operators e.g. means-ends analysis  operates within human information processing system e.g. STM limits etc.  largely applied to problem solving in well-defined areas e.g. puzzles rather than knowledge intensive areas
  • 47. Problem solving (cont.)  Analogy  analogical mapping:  novel problems in new domain?  use knowledge of similar problem from similar domain  analogical mapping difficult if domains are semantically different  Skill acquisition  skilled activity characterized by chunking  lot of information is chunked to optimize STM  conceptual rather than superficial grouping of problems  information is structured more effectively
  • 48. Errors and mental models 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 humans create mental models to explain behaviour. if wrong (different from actual system) errors can occur
  • 49. Emotion  Various theories of how emotion works  James-Lange: emotion is our interpretation of a physiological response to a stimuli  Cannon: emotion is a psychological response to a stimuli  Schacter-Singer: emotion is the result of our evaluation of our physiological responses, in the light of the whole situation we are in  Emotion clearly involves both cognitive and physical responses to stimuli
  • 50. Emotion (cont.)  The biological response to physical stimuli is called affect  Affect influences how we respond to situations  positive → creative problem solving  negative → narrow thinking “Negative affect can make it harder to do even easy tasks; positive affect can make it easier to do difficult tasks” (Donald Norman)
  • 51. Emotion (cont.)  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
  • 52. Individual differences  long term – sex, physical and intellectual abilities  short term – effect of stress or fatigue  changing – age Ask yourself: will design decision exclude section of user population?
  • 53. Psychology and the Design of Interactive System  Some direct applications  e.g. blue acuity is poor ⇒ blue should not be used for important detail  However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions  A lot of knowledge has been distilled in  guidelines (chap 7)  cognitive models (chap 12)  experimental and analytic evaluation techniques (chap 9)