Chapter 2
Chapter 2
Chapter 2
Human in HCI
The human
the Muller Lyer illusion:-two lines of the same length appear to be of different lengths.
the Ponzo illusion:-identical lines appears distorted due to the pair of converging lines
that follow them.
Questions
• In which part of retina does best color vision?
– Why?
• Read about color blindness ? And how it happens?
Long-term memory
COLLIE
DOG
Fixed
Fixed legs: 4 breed of: DOG
type: sheepdog
Default diet: carnivorous
sound: bark Default
size: 65 cm
Variable
size:…. Variable
Color: color
IF dog is growling
THEN run away
Assignment
• Pick one real world object and design its semantic network
based on your concept, skill and experience.
– Support the semantic network with:
• Frames ,scripts and production rules
And you are expected to present in class.
LTM - Storage of information
( LTM -Related activity)
Rehearsal
– information moves from STM to LTM
Total time hypothesis
– amount retained proportional to rehearsal time
– recall of individual words depends primarily on the
total viewing 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
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.
• Unreliable:
– can only prove false not true
… but useful!
• Humans not good at using negative evidence
e.g. Wason's cards.
Wason's cards
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
• 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
• Behaviorists researchers
They argued that problem solving was a reproductive
process
Organisms faced with a problem applied behavior that had
been successful on a previous occasion
Successful behavior was itself believed to have been
arrived at through a process of trial-and-error
• The Gestalt approach
Argued that problem solving was a productive process.
In particular, in the process of thinking about a problem
individuals sometimes "restructured" their representation of
the problem, leading to a flash of insight that enabled them
to reach a solution.
Problem space theory cognitive approach
• People solve problems by searching in a problem space
• The problem space consists of the initial (current) state,
the goal state, and all possible states in between
• The actions that people take in order to move from one
state to another are known as operators.
Consider the eight puzzle.
Errors and mental models
Types of error
• slips
– right intention, but failed to do it right
– causes: poor physical skill, in attention 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)
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
– cognitive models
– experimental and analytic evaluation techniques
Summery
• So far we have looked briefly at the way in which humans
receive, process and store information, solve problems and
acquire skill
• But how can we apply what we have learned to designing
interactive systems?
• Human psychology vs interface design?
• What are mental models, and why are they important in
interface design?
• What can a system designer do to minimize the memory
load of the user?