Humans and Models - Personal Web Pages
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Transcript Humans and Models - Personal Web Pages
Human Abilities and
Models
Sensory and cognitive abilities and
models, models of human performance
Outline
Human capabilities and disabilities
Senses
Motor systems
Memory
Cognitive Processes
Selective attention, learning, problem solving,
language
Contextual models
Typical Person
Do we really have limited memory capacity?
Basic Human Capabilities
Do not change very rapidly
Not like Moore’s law!
Have limits, which are important to understand
Why do we care?
Better design!
Want to improve user performance
Universal design – designing for all people, including
those with disabilities
But… we’re all disabled
sometimes
Environment
Fatigue
Injury
Aging
Changing role of information technology
Usable Senses
The 5 senses (sight, sound, touch, taste and smell) are used by us
every day
each is important on its own
together, they provide a fuller interaction with the natural world
Computers rarely offer such a rich interaction
Can we use all the available senses?
ideally, yes
practically – no
We can use
• sight • sound • touch (sometimes)
We cannot (yet) use
• taste • smell
Vision Fundamentals
Retina has
6.5 M cones (color
vision), mostly at fovea
(1/3)˚
About 150,000 cones per
square millimeter
Fewer blue sensing
cones than red and
green at fovea
100 M rods (night vision),
spread over retina, none
at fovea
Adaptation
Switching between dark
and light causes fatigue
Vision implications (more to come in visual
design)
Color
Distinguishable hues
optical illusions
Acuity
Determines smallest size we can see
Less for blue and yellow than for red and
green
Color/Intensity Discrimination
The 9 hues most people can identify are:
Color
Red
Red-O range
Yellow-O range
Green-Yellow
Yellow-Green
Green
Blue-Green
Blue
Violet-Blue
Wavelength
629
596
582
571
538
510
491
481
460
Color Surround Effect
Our perception of a color is affected by the
surrounding color
Vision Difficulties
Color blindness
About 9 % of males are red-green colorblind!
See http://colorlab.wickline.org/colorblind/colorlab/
Low-vision
The vast majority of visually disabled people have
some sight
Blindness
Rely on other senses to receive information
Specialized hardware and software
Screen readers
Braille printers, etc.
Myopia and Hypermetropia
Myopia
(short-sighted)
Hypermetropia
(far-sighted)
Macular degeneration
Diabetic retinopathy
Cataracts
Tunnel vision
Accommodating Partial Sight
Large monitor, high resolution, glare
protection
Control of color and contrast
Control of font size everywhere
Keyboard orientation aids
Accommodating Blind Users
Screen Readers
Full-featured
Cursor-tracking, routing
Dialogue focus
View areas
Auditory or tactile output
http://www.freedomscientific.com/fs_products/software_jaws.asp
http://www.webaim.org/simulations/screenreader
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
(disk whirring)
Implications ?
Hearing uses
Redundant output
Email beep + icon, IM sound + popup
message, etc.
Output when screen not available
Multimedia systems
Hearing problems or deafness
An increasing problem?
Population
Phone interfaces
Various technologies used:
Communication aids
Automated software (speech to text, etc.)
Touch
Three main sensations handled
by different types of receptors:
Pressure (normal)
Intense pressure (heat/pain)
Temperature (hot/cold)
Where important?
Mouse, Other I/O, VR, surgery
Motor 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
See Handbooks for data
Work Station Ergonomics – to
Facilitate I/O
Large Range of Physical
Impairments
Complete lack of function
absence of a limb
paralysis – usually due to spinal injury, the
higher the damage the greater the degree of
paralysis
Lack of strength
Tremor/lack of accuracy
Slowness
Implications
Try to minimize movement and strain
Alternative input devices
Keyboard hardware and software
Speech input
Other input switches for more severe needs
Eye gaze, sip and puff, etc.
Acceleration techniques
Word completion, macros, etc.
The Mind
And now on to memory and cognition…
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)
Neglects effect of other people
Memory
Perceptual “buffers”
Brief impressions
Short-term (working) memory
Conscious thought, calculations
Long-term memory
Permanent, remember everything that ever
happened to us
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
Sensory Stores
Very brief, but accurate representation of what was
perceived
Physically encoded
Details decay quickly (70 - 1000 ms visual; 0.9 - 3.5 sec
auditory)
Limited capacity
Iconic – visual
7 - 17 letters; 70 - 1000 ms decay
Echoic – auditory
4 - 6 auditory; 0.9 - 3.5 sec auditory
Haptic - touch
Attention filters information into short term memory and
beyond for more processing
Short Term Memory
Symbolic, nonphysical acoustic or visual
coding
Decay 5-226 sec, rehearsal prevents decay
Another task prevents rehearsal –
interference
Use “chunks”: 7 +- 2 units of information
About Chunks
A chunk is a meaningful grouping of
information – allows assistance from LTM
4793619049 vs. 704 687 8376
NSAFBICIANASA vs. NSA FBI CIA NASA
My chunk may not be your chunk
User and task dependent
Long-Term Memory
Seemingly permanent & unlimited
Access is harder, slower
-> Activity helps (we have a cache)
Retrieval depends on network of associations
How information is perceived, understood and
encoded determines likelihood of retrieval
Effected by emotion, previous memory
File system full
LT Memory Structure
Episodic memory
Events & experiences in serial form
Helps us recall what occurred
Semantic memory
Structured record of facts, concepts & skills
Semantic network theory
Or theory of frames & scripts (like record structs)
Memory Characteristics
Things move from STM to LTM by rehearsal &
practice and by use in context
Do we ever lose memory? Or just lose the link?
What are effects of lack of use?
We forget things due to decay and interference
Similar gets in the way
Recognition over Recall
We recognize information easier than we can
recall information
Examples?
Implications?
Processes
Four main processes of cognitive system:
Selective Attention
Learning
Problem Solving
Language
Selective Attention
We can focus on one particular thing
Cocktail party chit-chat
Salient visual cues can facilitate selective
attention
Examples?
Learning
Two types:
Procedural – How to do something
Declarative – Facts about something
Involves
Understanding concepts & rules
Memorization
Acquiring motor skills
Automatization
Tennis
Driving to work
Even when don’t want to
Swimming, Bike riding, Typing, Writing
Learning
Facilitated
By structure & organization
By similar knowledge, as in consistency in UI design
By analogy
If presented in incremental units
Repetition
Hindered
By previous knowledge
Try moving from Mac to Windows
=> Consider user’s previous knowledge in your
interface design
Observations
Users focus on getting job done, not learning
to effectively use system
Users apply analogy even when it doesn’t
apply
Or extend it too far - which is a design problem
Dragging floppy disk icon to Mac’s trash can does
NOT erase the disk, it ejects disk!
Problem Solving
Storage in LTM, then application
Reasoning
Deductive - If A, then B
Inductive - Generalizing from previous
cases to learn about new ones
Abductive Reasons from a fact to the
action or state that caused it
Goal in UI design - facilitate problem solving!
How??
Observations
We are more heuristic than algorithmic
We try a few quick shots rather than plan
Resources simply not available
We often choose suboptimal strategies for
low priority problems
We learn better strategies with practice
People
Good
1.
2.
3.
xxx
yyy
zzz
Bad
1.
2.
3.
aaa
bbb
ccc
Fill in the columns what are people good at
and what are people
bad at?
People
Good
Infinite capacity LTM
LTM duration &
complexity
High-learning capability
Powerful attention
mechanism
Powerful pattern
recognition
Bad
Limited capacity STM
Limited duration STM
Unreliable access to
LTM
Error-prone processing
Slow processing
Models
Translating empirical evidence into theories and
models that influence design.
Performance measures
Quantitative
Time prediction
Working memory constraints
Competence measures
Focus on certain details, others obscured
More on predictive models in March
Context and Cognition
Human information processor models all
involve unaided individual
In reality, people work with other people and
other artifacts
Other models of human cognition
Situation action
Activity theory
Distributed cognition
How theories get used
Descriptive power – conceptual framework for
describing the world
Rhetorical power – name important
conceptual structures we can relate to the
world
Inferential power – help make inferences
(maybe about new change or design…)
Application – informing and guiding system
design
Distributed Cognition (DCog)
HCI Proponent: Ed Hutchins
Distributed collection of interacting people
and artifacts, and the communication and
coordination between them
Distributed Cognition
Cognitive System – the people, artifacts and
environments
Communicative pathways – the information
channels
Describes information flow in terms of
propagation across representational state
Information is transformed through different
media (computers, displays, paper, heads)
What’s involved
The distributed problem-solving that takes
place
The role of verbal and non-verbal behavior
The various coordinating mechanisms that
are used (e.g., rules, procedures)
The communication that takes place as the
collaborative activity progresses
How knowledge is shared and accessed
Activity Theory
Long history from cognitive science
HCI proponent: Bonnie Nardi
Explains human behavior in terms of our practical
activity with the world
Provides a framework that focuses analysis around
the concept of an ‘activity’ and helps to identify
tensions between the different elements of the
system
Two key models: one outlines what constitutes an
‘activity’; one models the mediating role of artifacts
Activity Theory
Unit of analysis is an activity
Components:
subject, object, actions, operations
Noun
Held by subject, Goal-directed
motivates activity processes
“object of game” “tasks”
How action
is carried out
Individual model
A.T. Principles
Key idea: Notion of mediation by artifacts
Our work is a computer-mediated activity
Starring role goes to activity
In “regular” HCI, stars are person and machine
Context is not “out there”. It is generated by
people in activities
Example: call center
DCog:
Examine how information is transformed as it
goes from caller, to employee, into the system
for information, back to employee and then
caller…
Activity Theory
Examine tensions between parts of the system
such as community, tools, rules, etc.
Situated Action
Noted proponent: Lucy Suchman
Much of the theory that underlies
ethnography
Structuring of an activity grows out of
immediacy of the situation
People engage in opportunistic, flexible ways
to solve problems
Situated Action
Studies situated activity or practice
Activity grows out of the particulars of a
situation
Improvisation is important
Basic unit of analysis is “the activity of
persons acting in a setting”
Example
Need 3/4 of 2/3 of cup of cottage cheese
Just has a simple measuring cup available
Person solves problem by
Measuring 2/3 cup
Pouring out into a circle
Divide into quadrants
Take away one
One time solution to one time problem
Other comments on S.A.
Emergent property of moment-by-moment
interactions
Improvisation
Detailed temporal accounts
De-emphasizes rigid plans and rational
problem solving
Comparing Models
The role of goals or intentions
S.A.: “retrospective reconstructions”
A.T. & D.C: central
Persistent structures
S.A.: emphasize emergent/ contingent/ improvisatory
over routine/predictable
A.T.: our activity assimilates experience of humanity
D.C.: much focus on transformation of artifacts over
time
Comparing Models
People and things
MHP: model each as a “machine”, study the
diad of H-C
S.A.: qualitatively different, but mostly reactive
A.T.: individual at center
D.C.: both are agents, study multi-agent
system
Some Commentary
Take the reading with a grain of salt.
How does this influence design?