Foundations of Human Computer Interaction
Foundations of Human Computer Interaction
Foundations of Human Computer Interaction
Computer Interaction
THE HUMAN
- Vision
- The Eye
- Interpreting the Signal
- Information Input / Output
- Fitts Law
CHAPTER - Information Stored in Memory
CONTENTS - Information processed and applied
THE COMPUTER
- Input Devices
- Output Devices
-Text Entry Devices
- Display Devices
- Memory Devices
“THE HUMAN”
Information input/output: visual, auditory,
haptic, movement.
1. Physical reception/function of
stimulus. (causes an action or response)
2. Processing and interpretation of
stimulus.
THE EYE – Physical reception
Mechanism for receiving light and
transforming it into electrical energy.
1) Visual
2) Auditory
3) Haptic
4) Movement
VISUAL: Reading
• Visual patterns are perceived.
• Decoded using internal representation of
language.
• Interpreted using knowledge of syntax,
semantics, and pragmatics.
• Involves saccades and fixations.
• Syntax: the arrangement of words and phrases
to create well-formed sentences in a language.
• Semantics: concerned with meaning, such as
sense and implication.
• Pragmatics: focuses on conversational
implicature, which is a process in which the
speaker implies and a listener infers.
• Saccades: a rapid movement of the eye
between fixation points.
• Fixations: an unnaturally strong interest in
something or someone.
AUDITORY: Hearing
• Provides information about environment.
• Physical apparatus:
1.) Outer ear: protects inner and amplifies
or increases sound.
2.) Middle ear: transmits sound waves as
vibrations to inner ear.
3.) Inner ear: chemical transmitters are
released and cause impulses in auditory
nerve.
AUDITORY: Hearing
• Sound
Pitch: sound frequency.
Loudness: amplitude.
Timbre: type or quality.
• Humans can hear frequencies from 20Hz
up to 15KHz.
• Auditory system filter sounds and can
attend to sounds over background noise.
HAPTIC: Touch
• Provides important feedback about
environment.
• May be the key sense for someone who is
visually impaired.
• Stimulus perceived via receptors in the skin:
Thermoreceptors: heat and cold.
Nociceptors: pain.
Mechanoreceptors: pressure or tension.
MOVEMENT
• Time taken to respond to stimulus: reaction
time + movement time.
• Movement time is dependent on age,
fitness, etc.
• Reaction time is dependent on stimulus
type:
Visual: 200ms.
Auditory: 150ms.
Pain: 700ms.
Fitts’ Law
• Describes the time taken to hit a screen
target.
Mt = a + b log2 (D / S + 1)
• Where:
a&b - are empirically determined
constants.
Mt - is movement time.
D - is distance.
S - is size of target.
Examples of Fitt’s Law
INFORMATION STORED IN
MEMORY
1) Sensory
2) Short-term
3) Long-term
SENSORY MEMORY
• Also known as working memory.
• Buffers for stimuli received through
senses.
Iconic memory: visual stimuli.
Echoic memory: aural stimuli.
Haptic memory: tactile memory.
SHORT-TERM MEMORY
Machines Animals
Goat
FARM Sheep
Crops
Corn Wheat
MODELS OF LONG-TERM
MEMORY
1. Frames – information organized in data
structures. Slots in data structures
instantiated with values for instance of data.
2. Scripts – models of stereotypical
information required to interpret situation.
It has elements that can be instantiated with
values of context.
MODELS OF LONG-TERM
MEMORY
3. Production rules – representation of
procedural knowledge. Condition/Action
rules: