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The Human Introduction, Modeling, Vision Human Computer Interaction, 2 nd Ed. Dix, Finlay, Abowd, and Beale Chapter 1

11 4a Human Intro-Sensory Dix1

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The Human

Introduction, Modeling, Vision

Human Computer Interaction, 2 nd Ed.

Dix, Finlay, Abowd, and BealeChapter 1

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Introduction

� About HCI and humans «

� Interaction captured in figurebelow with ³system, task,user´ ± So far, have talked about

³interface design´ of system� Guidelines, principles,

evaluation, etc.

� Now will look at user 

 ± Will consider ³model´ of human

 ± Models capture elements of whatever is being modeledthat are relevant to someendeavor 

� E.g., ³cognitive engineering´Task

System

User ³feedback´and its representation

(possibly manipulable)

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Introduction

� On describing humans ± To understate, a question of long standing «

� One of the big questions «

 ± Has and can be done in various ways and at different levels of analysis� Moral, spiritual, «., psychological, « physiological, « chemical

� Reductionist

� Psychology focuses on the individual

� Many orientations through psychology¶s short history ± Note: Clinical/personality orientations, e.g., Freud, Jung, have their own utility in

explanation, but are rarely subject to scientific investigation

 ± Structural, turn of 20th

century, relations among elements ± Gestalt, 1930¶s and on, general, especially of perception, still useful

 ± Behaviorist, all S->R, which is fine for some things, but fall short for explanationof mental phenomena

 ± Information processing/Cognitive, current orientation� Influences from Shannon¶s ideas on information, shortcomings of behaviorism,

successes in codifying information in computing

� ³Human information processor´

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Modeling Humans

� Any theory or model is an abstraction

� For HCI, goals are primarily in ³Computer´ and ³Interaction´ ± Utility of human model lies in how well it helps with interfaces

� Card, Moran, and Newell (1983) M odel Human Processor  ± ³Classic´ example of cognitive architecture with focus on humans interacting with

computers

 ± Perceptual system, motor system, cognitive system

 ± Each has own processor and memory

 ± Principles of operation dictate system behavior under 

certain conditions

 ± A very simple model

� Dix et. al use similar information processing

division of elements in chapter 

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Overview

� Dix et al. model: ± 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 

� Idea tonight  ± Give broad overview of elements of human

 ± Show that for some elements of user interface design, detailed knowledge is atleast useful and perhaps critical

� For design - sensory, perceptual, and cognitive guidelines andprinciples

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Some Terminology

� Transduction of 

energy, etc. by

sensory receptors ± Light to neural

impulses by retinalcells

Sensation Perception Cognition

� Latin ±� cognitio ± knowledge

� ³Higher level´ mental

representations and

procedures

� Process of thought

� Forming a ³mental

image´ or 

awareness and

representation� To ³see a window´

� Top down andbottom up

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Demo

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Demo

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Model Human Processor + Attention

� A ³useful big picture - Card et al. ¶83 plus attention ± Senses/inputp f(attention, processing)p motor/output

 ± Notion of ³processors´� Purely an engineering abstraction

� Detail next slide ± And in lectures!

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Model Human Processor - Original

� Card et al. ¶83

� An architecturewithparameters for cognitiveengineering «

 ± Will see visual image store, etc.tonight

� Memory properties ± Decay time: how long memory lasts

 ± Size: number of things stored

 ± Encoding: type of things stored

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Model Human Processor - Original

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Dix: Information Input and Output

� Again, human consideredas information processor 

� Input channels are thefive senses ± With some more important

than others

 ± Vision primarily

� Output channels arehuman effectors ± E.g., limbs, fingers, head,

vocal system

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Vision

� Vision and visual perception studied across arange of disciplines

� Points tonight meant to highlight usefulness for HCI in knowing about vision

� For vision consider (Dix): ± Physical reception of stimulus

 ± Processing and interpretation of stimulus

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The Eye - Physical Reception

� Mechanism for receiving light andtransforming it into nervetransmissions

 ± A transducer: light -> nerves

� Light reflects from objects ± Some strikes retina

 ± Images are focused upside-down onretina

� Ganglion cells (brain!) detect patternand movement

� As camera has ± equivalent of lens, aperture (pupil)

 ± and film (retina)

� Note that image is upside down onretina!

 ± « perception

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Environment: Visible Light

� Generally, the body¶s sensorysystem is the way it is because ithad survival value ± Led to success

� survival and reproduction

� Focus on human vision (because of computer), but all share basicnotions

� Humans have receptors for (asmall part of) theelectromagnetic spectrum

 ± Have receptors sensitive to (firewhen excited by) energy 400-700nm

 ± Snakes ³see´ infrared, someinsects ultraviolet

� i.e., have receptors that fire

 ± What would life be like if humanscould see other parts of 

electromagnetic spectrum???

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Human Eye: Retinal Receptors

� Two types of (photo) receptors on retina: rods and cones ± Rods look like, well, rods «

 ± Will later look at color blindness « when cones fail

� Rods: ± spread all over the retinal surface (75 - 150 million)

 ± low resolution, no color vision, but very sensitive to low light (scotopic or dim-light vision)

� Cones: ± dense array around central portion of retina - fovea centralis (6 - 7 million)

 ± high-resolution, color vision, but require brighter light ( photopic or bright-light vision)

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Human Eye: Lens

� Eye has compound lens:

 ± cornea (power) and lens (adjust focal length)f = focal length of lens

d = distance to object

r = distance to image that is formed

 ± Flexibility of lens changes with age, approaching 0 at 60 years

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Human Eye: Depth of Field and Focus

� Depth of focus ±will see interesting affect «

 ± Distance over which objects are in focus without change in focus

� Note: Different colors have different depths of focus ± chromatic aberration

 ± Varies with size of pupil ± Range of focus:

Distance Near Far Depth of focus50 cm 43 cm 60 cm 17 cm

1 m 75 cm 1.5 m 75 cm

2 m 1.2m 6.0m 1.8 m

3 m 1.5m Infinity Large

 ± Rarely do computer systems model

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Human Eye: Depth of Field - Example

� Photographic Images:

 ± Depth of field longer with small aperture(f stop)

 ± Range of focus:

Distance Near Far Depth of focus50 cm 43 cm 60 cm 17 cm

1 m 75 cm 1.5 m 75 cm

2 m 1.2m 6.0m 1.8 m

3 m 1.5m Infinity Large

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Human Eye: Chromatic Aberration

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Human Eye: Chromatic Aberration

� Different wavelengths of light focus

at different distances within eye

 ± Short-wavelength blue light refracted

more than long-wavelength red light

 ± Focusing on a red patch, an adjacent

blue patch will be significantly out of focus

� Strong illusory depth effects

�H

uman eye has no correction for chromatic aberration!

 ± Inadvisable: fine blue patterns in

visualizations!

 ± Visual effects in soap bubbles, crystal

sculptures, etc.

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Using Physiology for Design

� Chromatic Aberration

� Different wavelengths focus differently

 ± Highly separated wavelengths (red & blue) can¶t be focused simultaneously

� Guideline: Don¶t use red-on-blue text

 ± It looks fuzzy and hurts to read

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FYI: Human Eye: Receptors

� Lens focuses image onmosaic of photoreceptor cells lining retina

� From 1 ± 100 receptorsfeed into 1 ganglion cell

� Fovea

 ± Small area in center of retina densely packed withcones

 ± Vision sharpest

 ± ½o

- 2o

of arc

Receptor mosaic in fovea

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Interpreting the Visual Signal

� Size and depth

 ± V isual angle indicates how much of view object occupies(relates to size and distance from eye)

� V isual 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

� Brightness

 ± Human system not map directly to physical

� C olor 

 ± Different sensory elements responsible for perception of color 

 ± Implications for color use, e.g., color blindness

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Human Eye: Visual Angle

� Visual angle - angle subtended by object at eye of viewer 

 ± In degrees, minutes, seconds of arc

 ± Thumbnail at arm¶s length subtends ~1o

of visual angle

 ± 1cm (2/5´) object at 57 cm (20´), monitor distance, ~1o

of visual angle

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FYI:

Human Eye: Acuities - Grating Acuity

� Acuities ± Measurements of abilities to

see detail

 ± Provide ultimate limits of information densities canperceive

� Resolve to about 1 min. of arc ± Roughly corresponds to with

receptor spacing in fovea

 ± E.g., to see 2 lines as distinctblank space between should lie onreceptor 

 ± So, should be able to perceive

lines separated by twice receptor spacing

� Superacuities ± Resolution above what expected

by receptor density due tointegration of signals

GratingAcuity- 1-2 minutes of arc

- Ability to distinguish a

pattern of bright and dark

bars from a uniform gray

background

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FYI:

 Acuities: Point, Letter, Stereo, Vernier 

� Point acuity ± 1 minute of arc

 ± Ability to resolve two distinct pointtargets

� Letter acuity

 ± 5 minute of arc ± Ability to resolve letters

 ± Snellen eye chart� 20/20 means a 5-minute letter target

can be seen 90% of time

� Stereo acuity

 ± 10 seconds of arc ± Ability to resolve objects in depth

 ± Measured as difference between 2angles (a and b) for a just-detectabledifference

� Vernier acuity

 ± 10 seconds of arc ± Ability to see if two lines are collinear 

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FYI:

 Acuity Distribution and Visual Field� Again, receptors densely

packed at fovea

� Binocular overlap ± Region of visual field viewed by

both eyes

 ± Only here, stereopsis

� Visual acuity non-uniformlydistributed over visual field ± E.g., Can resolve only about 1/5

detail at 10o

� Next slide (tries) demonstrate³equi-resolvability´ of charactersas a function of distance fromfovea ± r = f(dist. fovea)

 ± (stare at center and see smaller characters at center as well or better than those at periphery)

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Human Eye: Resolution

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FYI:

Brightness, Luminance, Lightness� Brightness

 ± subjective reaction to levels of light

 ± affected by luminance of object

 ± measured by just noticeable difference

 ± Ecologically, need to be able to manipulate objects in environment

� Information about quantity of light, of relatively little use

 ± Rather, what need to know about its use

� Human visual system evolved to extract surface properties

 ± Loose information about quantity and quality of light ± E.g., experience colored objects, not color light

� Color constancy

 ± Similarly, overall reflectance of a surface

� Lightness constancy

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FYI:

Luminance, Brightness, Lightness

� Luminance ± Amount of light (energy) coming from region of space,

� Measured as units energy / unit area

� E.g., foot-candles / square ft, candelas / square m

� Physical

� Brightness

 ± Perceived amount of light coming from a source ± Here, will refer to things perceived as self-luminous

� Lightness ± Perceived reflectance of a surface

 ± E.g., white surface is light, black surface is dark

� Again, ± Physical - Luminance

 ± Number of photons coming from a region of space

 ± Perceptual - Brightness ± Amount of light coming from a glowing source

� Lightness ± Reflectance of a surface, paint shade

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FYI:

Brightness� Perceived amount of light coming from a glowing (self-luminous) object

 ± E.g., instruments

� Perceived brightness very non-linear function of the amount of light ± Shine a light of some intensity on a surface, and ask an observer, ³How bright?´

Intensity = How bright is the point?´

1 1

4 2

16 4

� Stevens power law ± Perceived sensation, S, is proportional to the stimulus intensity, I, raised to a power, n

 ± S = I n

 ± Here, Brightness = Luminancen

 ± With n = 0.333 for patches of light, 0.5 for points ± Applies only to lights in relative isolation in dark, so application more complicated

� Applies to many other perceptual channels ± Loudness (dB), smell, taste, heaviness, force, friction, touch, etc.

� Enables high sensitivity at low levels without saturation at high levels

� Just-noticeable difference depends on value

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Dix: Interpreting the Signal - Color 

� Color   ± made up of hue, intensity, saturation

 ± cones sensitive to colour wavelengths ± blue acuity is lowest

 ± ~8% males and ~1% females color blind

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Trichromacy Theory

� Recall, that there are 2 types

of retinal receptors:

 ± Rods, low light, monochrome

� So overstimulated at all but low

levels contribute little

� So only consider cones for color 

vision

 ± Cones, high light, color 

 ± Not evenly distributed on retina

Distribution of receptors across the retina, left eyeshown; the cones are concentrated in the fovea,

which is ringed by a dense concentration of rods

http://www.handprint.com/HP/WCL/color1.html#oppmodel

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Trichromacy Theory

� Cones (3 types) differentially sensitive towavelengths ± ³trichromacy´

� Each type cone has different peak sensitivity: ± S: 450 nm ³blue´

 ± M: 540 nm ³green ± L: 580 nm ³red´

 ± More later  

 ± No accident 3 colors in monitor 

� Color space: ± An arrangement of colors in a 3-dimensional

space� Monitor: R,G,B� Primary paint colors: R,Y,B� Printer: cyan, magenta, yellow

 ± There are many, each designed for differentpurposes

 ± Will consider several

 ± Can match all colors perceived with 3 colors� Does not matter that spectral composition of that

patch of light may be completely different

 ± But, chickens have 12 « ± Different gamut, more later 

Cone sensitivity functions

Cone response space, defined by

response of each of the three cone

types. Becomes 2d with color deficiency

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FYI:

Color Space Ex.: RGB Color Cube

� Again, can specify color with 3 ± Will see other way

� RGB Color Cube ± Neutral Gradient Line

 ± Edge of Saturated Hues

 ± ppt example

http://graphics.csail.mit.edu/classes/6.837/F01/Lecture02/

http://www.photo.net/photo/edscott/vis00020.htm

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Cone Sensitivity Functions

� Cone receptors least sensitive to(least output for) to blue

Relative sensitivity curves for the three types of 

cones, log vertical scale, cone spectral curves from

Vos & Walraven, 1974

Relative sensitivity curves for the three

types of cones, the Vos & Walraven

curves on a normal vertical scale

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Color Blindness

� ~9% male, and ~1% females havesome form of color visiondeficiency!

� Most common:

 ± Lack of long wave length sensitivereceptors (red, protanopia)� See figure at right bottome

 ± Lack of mid wave length receptors(green, deuteranopia)

� Results in inability to distinguish redand green

� E.g., cherries in 1st

figure hard to see

� Trichromatic vs. dichromaticvision

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FYI: Perceived Color 

� Color perceived relative to context ± Are the ³X´s in the figure below the same color?

 ± Easy implications for use in maps

� Contrast illusion

 ± An illusion is an extreme case

� Somewhat ³surprising´ because it leads to error 

 ± Appears to be different color X!

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FYI: Perceived Color 

� With color of x touching «

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FYI: Afterimage

� Occurs due to bleaching of photopigments

 ± (demo next slide)

� Implications for misperceiving(especially contiguous colors ±and black and white)

 ± ³I thought I saw «´

� To illustrate:

 ± Stare at + sign on left� May see colors around circle

 ± Move gaze to right

 ± See yellow and desaturatedred

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 Afterimage Example

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Dix: Interpreting the signal (cont)

� The visual system compensates for:

 ± movement

 ± changes in luminance.

� Context is used to resolve ambiguity

� Optical illusions sometimes occur due to

over compensation

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FYI: Simultaneous Brightness Contrast

� Gray patch on a dark background looks lighter than the same patchon a light background ± Predicted by DOG model of concentric opponent receptive fields

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FYI: Mach Bands

� At pointwhere uniform area meets a luminance ramp, brightband is perceived ± Said another way, appear where abrupt change in first derivative of 

brightness profile

 ± Simulated by DOG model

 ± Particularly a problem for uniformly shaded polygons in computer graphics� Hence, various methods of smoothing are applied

Ernst Mach

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Psychology and Design of 

Interactive Systems� Some direct applications

 ± e.g. blue acuity is poor  blue should not be used for important detail

� However, correct application generally requiresunderstanding of context in psychology, and anunderstanding of particular experimental conditions

� A lot of knowledge has been distilled in ± guidelines

 ± cognitive models

 ± experimental and analytic evaluation techniques

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End ?

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Optical Illusions

the Ponzo illusion the Mueller-Lyer illusion

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Optical Illusions

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Preattentive Processing and Illusions

� What is wrong with this

triangle?

 ± Impossible (or at least

difficult) to build

� Cues for perception

misleading

 ± Must rely on conscious

(rational) processesintelligence to figure it out,

 ± Conscious/rational

processes much slower 

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The Other Senses «

� But not smell and taste ± Long latency, practical challenges

� Hearing

� Touch

� Kinesthetic ± Movement ± Fitt¶s law

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Hearing

� Provides information about environment:distances, directions, objects etc.

� Physical apparatus:

 ± outer ear ± protects inner and amplifies sound ± middle ear ± transmits sound waves asvibrations to inner ear 

 ± inner ear ± chemical transmitters are releasedand cause impulses in auditory nerve

� Sound ± pitch ± sound frequency

  ± loudness ±amplitude

 ± timbre ± type or quality

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Hearing (cont)

� Humans can hear frequencies from 20Hz to15kHz ± less accurate distinguishing high frequencies than

low.

� Auditory system filters sounds ± can attend to sounds over background noise.

 ± for example, the cocktail party phenomenon.

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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.

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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 theunskilled operator but not in the skilled operator.

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Movement ± Fitt¶s Law

� Fitts' Law, 1954 ±Fundamental law of human sensory-motor system

 ±Practical application in interface design

 ±Describes the time taken to hit a screen target

 ±Time, Mt, to move hand to a target of size, S, at distance, D, away

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

 ± ³index of difficulty´: log2(D/S + 1)� Same performance at greater distance with greater size

targets as large as possible, distances as small as possible

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Fitt¶s Law ± Example Implication

� Hierarchical menus are hard to hit ± Especially when it takes two actions «

P h l d D i f

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Psychology and Design of 

Interactive Systems� Some direct applications

 ± e.g. blue acuity is poor  blue should not be used for important detail

� However, correct application generally requiresunderstanding of context in psychology, and anunderstanding of particular experimental conditions

� A lot of knowledge has been distilled in ± guidelines

 ± cognitive models

 ± experimental and analytic evaluation techniques

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End