Lecture 3 Sensory System & Cognitive
Lecture 3 Sensory System & Cognitive
Lecture 3 Sensory System & Cognitive
2
The Multidisciplinary of HCI
• Computer Science: Technical backbone for interactive system design.
• Human Factors Engineering (HFE): Ergonomics to ensure safety,
efficiency, and comfort.
• Cognitive Science: Insight into human thought processes for
interface design.
• Psychology: Emotional and psychological understanding of user
interactions.
• Information Science: Effective information access and processing
within interfaces.
• Design & User Experience (UX): Aesthetics and usability to create
intuitive interfaces.
• Anthropology & Sociology: Cultural and social dynamics in
technology use.
General Principles of HCI Design
• Info Input/Output:
• Visual: Sight-based perception.
• Auditory: Hearing-based reception.
• Haptic: Information through touch.
• Movement: Gestures as inputs/outputs.
• Memory Systems:
• Sensory: Immediate, brief information hold.
• Short-term: Active memory for current thoughts.
• Long-term: Extensive knowledge/experience storage.
• Thinking and Processing:
• Reasoning: Logic to interpret and decide.
• Problem Solving: Tackling and overcoming tasks.
• Error: Interaction mishaps.
• Emotional Impact: Influence of emotions on cognition and interaction.
• Individuality: Design for diverse abilities, states, and age-related changes.
The Stroop Test
It demonstrates how our ingrained habit of reading can interfere with our
ability to quickly process and respond to visual color cues.
The Stroop Test
Read out loud the color of these words, NOT the word itself
The Stroop Test
• Go with the Flow: Make things work the way people expect, so
they don't have to think too hard.
• Keep it Simple: Don’t confuse people with too many choices or
clashing instructions.
• Stop Mistakes Before They Happen: Place things where
people won't click the wrong button by accident.
• Highlight What's Important: Make the most important stuff
catch the eye first.
• Stay the Course: Use familiar signs and buttons so people don't
have to learn everything new each time.
Vision
2.Processing and Interpretation of Stimulus: After our eyes do their job, it's up to our brains
to make sense of what we're seeing. This is the part where design plays a massive role
because how information is presented can make the difference between a user-friendly
interface and one that's confusing.
Both stages are essential for creating an effective HCI design. Good design caters to the
physical aspects of seeing, like ensuring there's enough light and contrast, and also to the
cognitive aspects, like organizing information in a way that's easy for the brain to interpret.
The Eye - physical
reception
- Visual angle and acuity: Our brain uses them to measure object size and depth.
• Visual Angle: This is the angle that an object appears to occupy in your field of view, which varies with
both the actual size of the object and its distance from you. The closer an object is, or the larger it is, the
larger the visual angle.
• Visual Acuity: This refers to the sharpness or clarity of vision, which is the ability of the eye to see fine
details. The higher the visual acuity, the smaller the visual angle can be while still perceiving details
accurately.
- Overlapping cues: If one object covers another, it seems closer.
- Relative size: Smaller objects are perceived as further away.
- Perspective: Converging lines (like a road's edges) indicate depth.
These cues are used in UI design to:
-Big Elements: Important features like buttons are made large so users can easily find and interact with them.
-Clear View: Designs are crafted for maximum clarity, allowing users to notice every detail effortlessly.
-Top Layer: The most crucial information or elements are placed at the forefront, similar to the top sheet in a stack of
papers.
-Tiny Equals Less Important: Smaller items on the screen are typically less critical, signaling to users that they are
secondary.
Interpreting the signal (cont)
HCI Design Implications: When designing interfaces, it is essential to take into account these
aspects of visual perception. For instance:
• We must ensure that there is sufficient contrast between text and background, regardless of
the user's screen brightness.
• We should be cautious when using blue for small, detailed elements.
Reading
Reading is multi-stage: The cognitive process of reading is not merely about recognizing letters and words but
involves a complex interaction of visual perception and linguistic understanding.
- - There is the quick simultaneous movement of both eyes called saccades (eye jumps) between two or more phases
of pausing and taking in information fixations (eye pauses).
- Negative contrast may aid reading on screens. (light text on dark background)
HCI design: text layout, font choice, contrast, and line length are key for readability.
Example: In a digital library interface, books are displayed with titles in a large, sans-serif font for clear recognition,
while descriptions use a smaller size to differentiate importance. Quick eye movements (saccades) are anticipated
with well-spaced line items, facilitating a seamless browsing experience. Fixations are optimized with high-contrast
text against a dark background to reduce tension and improve focus during selection.
Hearing
• 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
In HCI, a navigation app uses sound to guide users: high pitch for a right turn, low
pitch for the left, increasing volume as you approach a turn, and distinct tones for
different alerts like reminders or warnings.
Touch
Mt = a + b log2(D/S + 1)
Mt is movement time
a and b are empirically determined constants
a is the time it takes to initiate the movement
b is the rate at which movement time
increases with the index of difficulty log2(D/S
+ 1)
D is Distance to the target
S is the Size of the target
In HCI, sensory buffers like iconic, echoic, and haptic memory are essential for:
- Iconic memory: Designing visuals that are instantly understandable and leave a lasting
impression, aiding in navigation and task completion.
- Echoic memory: Creating auditory cues that users can recognize and respond to even
after a short delay, essential for alerts and instructions.
- Haptic memory: Informing the design of tactile interactions, ensuring users can
associate specific physical feedback with their actions, crucial for touch-based devices.
Sensory memories
The immediate initial recording of info
Long-term memory
Our permanent storage where information
is stored and encoded
Short-term memory (STM)
STM functions like a temporary holding place or "scratch-pad" for information that
you are actively using or processing at the moment. It's not meant for long-term
storage but rather for handling information that is currently in use.
212348278493202
Two types
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
LTM - Storage of information
• rehearsal
• information moves from STM to LTM
interference
• new information replaces old: retroactive
interference
• old may interfere with new: proactive inhibition
recognition
• information gives knowledge that it has
been seen before
• less complex than recall - information is
cue
Thinking
Reasoning:
This is the process of forming conclusions, judgments, or inferences
from facts or premises. lists three types of reasoning:
Deduction: This is reasoning from one or more statements
(premises) to reach a logically certain conclusion. It is often
summarized as "if A, then B".
Induction: This is reasoning from detailed facts to general
principles. Unlike deduction, the conclusions reached are not
necessarily certain, but probable.
Abduction: This is a form of reasoning that starts with an
observation and then seeks the simplest and most likely
explanation. This reasoning is often used in hypothesis
formation.
Problem Solving:
This refers to the process of finding solutions to difficult or
complex issues. It's a mental process that involves discovering,
analyzing, and solving problems. The ultimate goal of problem-
solving is to overcome obstacles and find a solution that best
resolves the issue.
Deductive Reasoning
• Deduction:
• derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• 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!
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
How many cards do you need to turn over to find out?
…. and which cards?
Abductive reasoning
• Unreliable:
• can lead to false explanations
Problem solving
Process of finding solution to unfamiliar task using knowledge.
1. Trial and Error: Trying multiple solutions until finding one that works.
2. Algorithmic Approach: Following a step-by-step, guaranteed solution path.
3. Heuristics: Applying a practical approach or rule of thumb to reduce complex
problem spaces.
4. Divide and Conquer: Breaking down a large problem into smaller, more
manageable parts.
5. Backtracking: Reversing steps to find a new solution path when encountering a
dead-end.
6. Brainstorming: Generating a wide range of ideas and solutions before refining
the selection.
7. Hypothesis Testing: Formulating hypotheses and testing them systematically to
see if they solve the problem.
8. Analogical Thinking: Using similarities with previously solved problems to solve
new ones.
Problem solving
In HCI, several strategies can be considered to facilitate human
problem-solving:
• slips
• right intention, but failed to do it right
• causes: poor physical skill, inattention, etc.
• change to an aspect of skilled behavior can cause slip
Example: You mean to hit the 'like' button on a social media post
but accidentally press 'share' because the buttons are close together.
• mistakes
• wrong intention
• cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from the actual system) errors can occur
- Types:
- Effects on Design:
“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
Ask yourself:
will the design decision exclude a section of
user population?