Human Abilities 1 Basic Human Capabilities Why do we have to learn this stuff? • Do not change very rapidly – Not like Moore’s 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 2 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 3 Sight, hearing, touch important for the design of current Interfaces Smell, taste, other ??? Abilities and limitations constrain design space 4 Sight, hearing, touch important for the design of current Interfaces Smell, taste, balance, pain, temperature, kinesthetic Abilities and limitations constrain design space 5 • 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 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) http://www.michaelbach.de/ot/ 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 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 CS / PSYCH 4750 Key concepts • Absolute threshold – Lowest detectable signal • Signal detection – Ability to “tune in” or “tune out” signal • Just noticeable difference (jnd) Color, from 400 to 700 mm • 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) 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 COGNITION Cognitive Processes • • • • • • Attention Perception and recognition Memory Learning Reading, speaking and listening Problem-solving, planning, reasoning and decision-making 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) 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 Block Diagram LONG-TERM MEMORY R = Semantic D = Infinite S = Infinite SHORT-TERM (WORKING) MEMORY VISUAL IMAGE STORE R = Visual D = 200 [70-1000] ms S = 17 [7-17] letters AUDITORY IMAGE STORE R = Acoustic D = 1.5 [0.9-3.5] s S = 5 [4.4-6.2] letters R= Acoustic or Visual D (one chunk) = 73 [73-226] s D (3 chunks) = 7 [5-34] s S = 7 [5-9] chunks PERCEPTUAL PROCESSOR COGNITIVE PROCESSOR MOTOR PROCESSOR C = 100 [5-200] ms C = 70 [27-170] ms C = 70 [30-100] MS R = Representation D = Decay Time S = Size C = Cycle Time Eye movement (Saccade) = 230 [70-700] ms 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 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 What about long-term memory? Long-Term Memory • Seemingly permanent & unlimited File system full • Access is harder, slower -> Activity helps (we have a cache) • Retrieval depends on network of associations 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 it’s like a network • Another uses frames & scripts Different models/theories for decision-making/reasoning • 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 Conceptual & Mental Models Conceptua l Model Designer Mental model of mental model Test hypotheses Instantiated in System System model/image Mental Model User Invokes existing knowledge and/or Affordances guide action Everyday reasoning & mental models How does the hot water tap work? How does your AC/Heater work? Mental models • User’s 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 Conceptual Models Designer’s 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 people’s experiences with browsing other media, e.g., magazines, radio, TV, libraries 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 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