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Introduction
Human-Computer InteractionSENG 306
the course (description)Description of the Course
Understanding the concepts of an effective interaction with the computerAim of the Course
1. Defining the basic concepts of human computer interaction.
2. Understanding the cognitive abilities of human.
3. Understanding the technical capabilities of the computer and the interaction methods.
4. Constructing the concepts for a better interaction using the terms mentioned above.
5. Creating interfaces.
6. Analysing the existing models and methods.Gains
In this course it is intended to understand the basic principles of human computer interaction and construct effective and efficient interfaces intended for the cognitive abilities of human. Students participating this course will learn the cognitive facilities of human and how to use these abilities for a better interaction with the computer.
Educational Methodology Implemented In This CourseBasic concepts of human computer interaction; Cognitive abilities of human; Characteristics of a computer and how to answer the rich cognitive channels of human with these characteristics; Designing an effective interaction; Critical approach to existing models and theories; Socio-organizational and culturel issues and aspects
the course (resources)Text Book
“Human-Computer Interaction, 3rd Edition”; Alan Dix, Janet Finlay, Gregory D. Abowd, Russell Beale, Prentice Hall, 2004, ISBN: 0-13-046109-1
Reading List
Sources announced during the course and course notes
Suggested Additional Material
Dov Te’eni, Jane Carey, Phing Zhang, “Human Computer Interaction: Developing Effective Organizational Information Systems”, Wiley & Sons, 2006, ISBN: 978-0471677659
Douglas Whitman, “Cognition, 1st Ed. ”; Wiley & Sons, 2010, ISBN: 978-0471715665
Margaret W. Matlin, “Cognitive Psychology, International Student Version, 7th Ed.”, Wiley & Sons, ISBN: 978-0470409473
the course (outline)Course Outline
1.Week: Foundations of human computer interaction; Human and its cognitive characteristics
2.Week: Human and its cognitive characteristics (cont.); Characteristics of computers and interaction
3.Week: Characteristics of computers and interaction (cont.); Paradigms
4.Week: Interaction design basics
5.Week: Human computer interaction in software process
6.Week: MidTerm
7.Week: Implementation support and evaluation techniques
8.Week: Universal design
9.Week: User support
10.Week: Cognitive models
11.Week: Socio-organizational issues and requirements
12.Week: Communication and collaboration models
13.Week: Task analysis; Dialog notations and design
14.Week: System models and rich interaction
15.Week: FINAL EXAM
the course (evaluation)
Evaluation Procedures and Criteria
Number of (Total) Percentage
Weekly Exam None
Monthly Exam None
Midterm 1 10
Homework None
Term Paper None
Project 1 50
Presentation None
Implementation/Lab. Studies None
Others None
Final Exam 1 40
assessment Final Grades will be determined according to
the Yaşar University Associate Degree, Bachelor Degree and Graduate Degree Education and Examination Regulation
7
Responsibilities of the Students
Obtaining the text book(s) Coming to the course with a good preparation Following the rules set by the responsibles
for the course and the implementation/lab. studies
Participating actively HONESTY !!!
Plagiarism Plagiarism will not be tolerated Projects without references: a penalty of 20% Submitting your own work that has been earlier
submitted to satisfy the requirements of another course is (self)-plagiarism (also called double dipping)
Copying a journal article or a section of a book and submitting it as your own is plagiarism
Plagiarism Using significant ideas from someone else,
but putting them in to your own words and not acknowledging the source of the ideas is plagiarism
Copying an essay, code, work etc. from another student and submitting it as your own is plagiarism
And PLAGIARISM is THEFT So don’t steal (Nobody likes thieves)
chapter 0
introduction
some definitions
• User: an individual user, a group of users, or a sequence of users in an organization, each dealing with some part of the task or process
• Computer: any technology ranging from desktop computer to large scale computer systems, or embedded systems and process control systems
• Interaction: communication between user and computer (direct or indirect)
Human-Computer Interaction (HCI)?
• Multi-disciplinary subject, should ideally include knowledge from psychology, cognitive science, ergonomics, sociology, computer science, etc.
• A successful product should be:– useful: accomplish what is required– usable: do it easily and naturally, without
danger of error, etc.– used: make people want to use it, be
attractive, engaging, fun, etc.
HCI (definition and importance)
• HCI: is the set of processes and resources that users employ to interact with computers
• Building the human computer interface requires 50-70% of systems development effort
• To users, the interface is the system• A study by Nielsen (2003) indicates that
if corporations spend 10% of their development budget on usability, they can improve usability by 135%
• Another study found that 51% of major websites violate the most basic design guidelines.
• These studies and more demonstrate that there is a need for a more systematic treatment of HCI in the development process and more HCI experts are needed.
The Importance of HCI
When HCI fails, the system fails
• Organizations of HCI are growing rapidly
• There are more new journals dedicated to HCI than any other information systems sub-discipline
The Importance of HCI
Interdisciplinary nature and scope of HCI
SoftwareEngineering
CognitivePsychology
OrganizationalPsychology
Sociology
Communications
ArtTheatre
Human Factors
ComputerEngineering
SocialPsychology
CognitiveScience
ManagementPhilosophy
AffectiveComputing
Physical capabilities Methodology Hardware
Aesthetics Intelligent interfaces
Drama User modeling
Dialog Collaboration Cost-benefit
SoftwareEngineering
CognitivePsychology
OrganizationalPsychology
Sociology
Communications
ArtTheatre
Human Factors
ComputerEngineering
SocialPsychology
CognitiveScience
ManagementPhilosophy
AffectiveComputing
Physical capabilities Methodology Hardware
Aesthetics Intelligent interfaces
Drama User modeling
Dialog Collaboration Cost-benefit
Why study HCI?
• To help make IS users more productive,• To help IS professionals develop more
usable and successful systems,• To enhance organizational effectiveness, • To provide researchers with cohesive
and cumulative knowledge for theory building, and,
• To apply this theoretical knowledge to enhance real information systems.
chapter 1
the human
the human
• 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
Model Human Processor
• 1983: Card, Moran, Newell• Simplified view of human processing
involved in interacting with computer systems
• Three subsystems (sometimes also known as processors):– Perceptual system– Motor system– Cognitive system
Model Human Processor
• 1983: Card, Moran, Newell• Simplified view of human processing
involved in interacting with computer systems
• Three subsystems (sometimes also known as processors):– Perceptual system– Motor system– Cognitive system
Model Human Processor
• (Three) Two types of memory:– (Sensory memories: Iconic, Echoic, Haptic)– Working memory (also known as short-term
memory, STM)– Long-term memory (LTM)
• Following figure presents a simplified model of Human Information Processing which includes processors and memories that interact in order to process information.
A Simplified View of Human Information Processing (HIP)
A simplified model of Human Information Processing (HIP), including memories and processor.
MemoryProcessors
Working Memory
Perception Motor
Verbal
Cognition
Attention
Memory
Working Memory
Perception
Spatial
data
Long term Memory
MemoryProcessors
Working Memory
Perception Motor
Verbal
Cognition
Attention
Memory
Working Memory
Perception
Spatial
data
Long term Memory
A Simplified View of Human Information Processing (HIP)• Performance: the speed and accuracy
of the information-processing task.• Automatic behavior: behavior
characterized by cognitive processes that are fast and cognitively undemanding.
• Controlled behavior: behavior characterized by cognitive processes that are relatively slow and cognitively demanding.
A Simplified View of Human Information Processing (HIP)• Processing of Images: processing characterized
as spatial, graphic, and holistic.• Processing of verbal information: processing
characterized as sequential, linguistic, and procedural.
• Memory Aids– Heuristics: rules of thumb that depend heavily on
the content and context of the task.– Metaphor: a cognitive process in which an
experience is related to an already familiar concept.
– Mental model: a representation of the conceptual structure of a device or a system.
Major Senses
• Sight• Hearing• Touch• Taste• Smell• First three important for HCI
People remember
10% of what they read
20% of what they hear
30% of what they see
50% of what they hear and see
80% of what they hear, see and say
90% of what they hear, see, say and touch
Vision
Two stages in vision
• physical reception of stimulus
• processing and interpretation of stimulus
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
The Eye (Anatomy)
The Eye (Anatomy)1:posterior chamber 2:ora serrata 3:ciliary muscle 4:ciliary zonules 5:canal of Schlemm 6:pupil 7:anterior chamber 8:cornea 9:iris 10:lens cortex 11:lens nucleus 12:ciliary process 13:conjunctiva 14:inferior oblique muscle 15:inferior rectus muscle
16:medial rectus muscle 17:retinal arteries and veins 18:optic disc 19:dura mater 20:central retinal artery 21:central retinal vein 22:optic nerve 23:vorticose vein 24:bulbar sheath 25:macula 26:fovea 27:sclera 28:choroid 29:superior rectus muscle 30:retina
Interpreting the signal
• 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 (cont)
• 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 (cont)
• 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. – for example, the cocktail party phenomenon.
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 ~ 200 ms– auditory ~ 150 ms– pain ~ 700 ms
• 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 timeD is Distance S is Size of target
targets as large as possibledistances as small as possible
Memory
There are three types of memory function:
Sensory memories
Short-term memory or working memory
Long-term memory
Selection of stimuli governed by level of arousal.
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
Model of STM (Baddeley)
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 illvet openowner has money
Result: dog betterowner poorervet richer
Props: examination tablemedicineinstruments
Roles: vet examines diagnoses treatsowner brings dog in pays takes dog out
Scenes: arriving at receptionwaiting in roomexaminationpaying
Tracks: dog needs medicinedog needs operation
Models of LTM - Production rules
Representation of procedural knowledge.
Condition/action rules if condition is matchedthen use rule to determine action.
IF dog is wagging tailTHEN pat dog
IF dog is growlingTHEN 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
Reasoningdeduction, 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 FridayTherefore she will go to work.
• Logical conclusion not necessarily true:e.g. If it is raining then the ground is dry
It is rainingTherefore the ground is dry
Deduction (cont.)
• When truth and logical validity clash …e.g. Some people are babies
Some babies cryInference - 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)