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HCI (2) Human

This document discusses human information processing and its implications for computer interface design. It covers: 1) The human senses of vision, hearing, touch, and movement that provide input to the brain. 2) How humans perceive and process visual information like size, brightness, color, and how reading works. 3) The human memory systems of sensory, short-term, and long-term memory and challenges like memorizing passwords. 4) How humans reason, solve problems, acquire skills, and can make errors in information processing. 5) How emotion and individual differences influence human capabilities. The document provides examples of adapting these human factors in computer interface design.
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0% found this document useful (0 votes)
41 views32 pages

HCI (2) Human

This document discusses human information processing and its implications for computer interface design. It covers: 1) The human senses of vision, hearing, touch, and movement that provide input to the brain. 2) How humans perceive and process visual information like size, brightness, color, and how reading works. 3) The human memory systems of sensory, short-term, and long-term memory and challenges like memorizing passwords. 4) How humans reason, solve problems, acquire skills, and can make errors in information processing. 5) How emotion and individual differences influence human capabilities. The document provides examples of adapting these human factors in computer interface design.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Human

Hurriyatul Fitriyah [[email protected]]

Human – Computer Interaction Course


Computer System - Information Technology & Computer Science Program
1. Introduction
 This lecture focused on human information processing
that includes:
1. Perceiving
2. Memorising
3. Processing

Human  Human are limited to their capacity to process information.


This has important implication for design
Information
Processing
2. Human Perceptor
 Information is received via a number of human sensory channel:
1. Visual channel
2. Auditory channel
3. Haptic channel X
Human’s X
4 Input channels
for Computer Interface

Plus one additional input channel:


4. Movement
1. Visual Channel

 We see windows, buttons, numbers, alphabets, lights -colours,


menus, icons in our computer –machine
 We design our computer system by adapting the way the eye
perceive brightness, colour, size, depth and relative distance
1. Size, Depth & Relative Distance
• Human still can identify objects, even in
various size (law of constancy)

2. Brightness
Visual • Brigthness is subjective reaction to level of
lights
Perception • Brighness perception is subject to
luminance (the amount of light emiited by
an object)

3. Colour
• colour component: hue (wavelength of
light), intensity (brightness), saturation
(amount of whiteness)
• Cones photoreceptors has three type that
each is sensitive to different colour (blu,
green, red)
 Reading process stages:
1. Perceiving visual pattern on the word on the page
2. Decoding the pattern with reference to an internal representation
of language
3. Syntatic and semantic analysing and operate on phrases or
sentence

 During reading, eyes do saccades followed by fixations, also


Reading regressions (move backwards and forwards over text)
 Words are not recognised character by character, but by word
shape
 Experiment suggest standard font size for legible reading is 9 to 12
points
 Negative contrast (dark character on a light screen) provides
higher luminance, therefor increase acuity
 Design Example

What can we
learn and use
from visual
perception to
our computer
design?
??
 Sound (non-speech) is used as an addition to visual computer-
communication

1. Attention

2. Auditory Channel 2. Status information

3. Confirmation

4. Navigation

 Sound is also used for visual impaired communcation aid


 Touch screen is explored because people dislike to be troubled
with mouse (and it’s more way cool isn’t it?)
 Vibration, give feedback (information, alert) when user don’t
want to use visual and sound
 Haptic application in computer gaming

3. Haptic Channel

 Now we seek a technology that allow user to feel surface


(texture) and shape such for e-commerce application
 Speed and accuracy of movement is important in computer design
primarily to hit a target on a screen
 The time taken to hit a target = a + b log2 (distance/ size + 1),
where a & b is empirically determined constants
 Movement in gaming application:
4. Movement
To direct the input
3. Human Memory
 Information is stored in memory
1. Sensory memory
2. Short-term (working) memory
3. Long-term memory
 There are 3 sensory memory:
1. Iconic memory for visual stimuli
1. Sensory 2. Echoic memory for aural stimuli

memory 3. Haptic memory for touch stimuli


 It’s constantly overwritten by new information coming
 Example: moving fingers in front of eyes, seeing firework
 Working as ‘scratch-pad’ for temporary
recall
 Example: during multiplication like in
35x6

2. Short-term  Example of human STM adapted in


Memory computer design:
Early automatic teller machines (ATMs)
gave the customer money before
returning their bank card. On receiving
the money the customer would reach
closure and hence often forget to take
the card. Modern ATMs return the card
first!
 It’s our main memory, here we store factual information,
experimental knowledge, procedural rules of behaviour,
3. Long-term everything we know

Memory  2 type of long-term memory:


1. Episodic memory for events and experience
2. Semantic memory for facts, concept and acquired skill
 Imagine we have to memorise all important number and code,
such: postal code, phone number, password
 Now it has to be alphanumerical (plus symbol)
Security: arch  Now it has to be more than 6 numbers
enemy of  The worst of all: we have to keep them secret, in mind. It can’t be
memory written!
 Network engineers suggest us what they called a solution for this:
nonsense password but still meaningfull to user (eg. Initial of
names, number of significant dates)
3. Human Think
Reasoning and Problem Solving
 Information is prosessed and applied:
• Reasoning
• Problem solving
• Skill acquisition
• error
Reasoning is a means of inferring new information from what is
already known
1. Deductive: derive conclusion from given premise/s
 Example: It is FRIDAY then he WILL GO TO WORK

2. Inductive: generalising from case we have seen to infer


information about cases we have not seen
3.1. Reasoning  Example: we have seen several elephant have trunks, we conclude
that all elephant have trunks
 It’s unreliable, but usefull for constanlty learning new environment

3. Abductive: it reason from a fact to the action or state that


caused it
 Problem in interactive system: if an event always follow an action,
the user will infere that the event is caused by the action
 Problem solving is process of finding solution to an unfamiliar
task, using the knowledge we have
 There are 3 main theory how human solve problem
3.2. Problem 1. Gestalt theory: problem solving is a matter of reproducing
known response or trial and error
Solving 2. Problem soace theory: problem has initial state and a goal state
and people use the operator from the former to later
3. Analogy in problem solving: people use current knowledge as an
analogy to solve novel problem
 Three basic level of skills:
3.3. Skill 1. The real uses general-purpose rules which interpret facts about a
problem. This is slow and demanding on memory access
Acquisition 2. The learner develops rules spesific to the task
3. The rules are tuned to speed up performance
 Imagine you are learning to cook. Initially, you may have general
rule to tell you how long a dish needs to be in the oven

Example of
skill acquisition
 Gradually your knowledge becomes proceduralized and you have
specific rules for each case

proceduralization
 Finally, you may generalize from these rules to produce general-
purpose rules

Generalization
The difference
between  Example: chess play
Human &
Computer
 Some error are trivial, some maybe serious and requiring
subtansial effort to correct
 If a pattern of behaviour has become automatic and we change
some aspect of it, the familiar pattern may break throught and
3.4. Error becomes error
 Others is from incorrect understanding (mental models)
 The mental models might be a partia incorrect understanding, or
internally inconsistent
4. Human Emotion
 Emotion influences human capabilities
 It suggest that in situation of stress, people will be less able to
cope with complek problem solving or managing difficult
interface.
5. Individual Difference
 Users share common capabilities but are individuals with
differences, which should not be ignored
 Difference including sex, physical capabilities and intellectual
capabilities

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