Lecture 3
Lecture 3
Lecture 3
Input-output channels
User interacts with the world
Effectors
Limbs (arms, legs), fingers, eyes, head and vocal system
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Input-output channels
Human input / output (Example)
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Vision
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Vision
Primary source of information
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The Eye - physical reception
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The Eye - physical reception
Two receptors in retina
Rods
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The Eye - physical reception
Cones
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Home work:
2- Types of colorblindness?
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Interpreting the visual signal
Familiar objects perceived as constant size
In spite of changes in visual angle (when far away)
Law of size constancy!
-Known object appears to be of same size, no matter how far it is from us
Thus our perception of size relies on factors other than visual
angle
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Interpreting the visual signal
Our expectations affect the way an
image is perceived
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Optical Illusions
•The way things are and the way we perceive them
•Take care of distances, color schemes and the contextual objects
is
f size
o le
t i on reliab
e rcepletely
rp p
Ou t com
no
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Vision: Design Focus
How helpful in interface design?
•If you want a user to see an error message at the bottom of the screen
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Reading
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Reading
Several stages:
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Reading
Reading involves “saccades” and “fixations”
Saccades:
The fast movements of both eyes in the same direction
Fixations:
Stable movement of the eye (maintaining the visual gaze at
single location)
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Reading
Example:
Read aloud and quickly !
system
v is ual tions !
Our xpecta
e
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Reading
Words can be recognized as quickly as characters
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Reading
What if we remove the word shape clues (e.g. capitalizing
words)
“ NEGATIVE CONTRAST IMPROVES READING FROM COMPUTER SCREEN ”
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Reading
Reading Test
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Reading
How helpful in interface design?
4. Reading from computer screen is slower than from a book (Home work)
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Reading
• Minimum Design
- Use 80/20 rule, design for the top 20 percent features
-Choose aesthetic colors and layout
- Provide high noise-to-signal ratio between the chrome of the UI and
data
• Simplicity
-Keep design simple and clear
-Focus on the main task and avoid user distraction
-Keep functionality and simplicity
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Reading
• Accessibility
-Make easier to use and access by multiple devices, like old computers
and assistive devices
-Make usable by everyone: disabled, senior citizens, and people with low
literacy level
• Consistency
- Use similar layouts and terminology within the application
-Employ familiar interaction and navigation
-Keep the UI consistent within the context
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Reading
Feedback
-Provide immediate feedback
- Update user with current status for background actions
Forgiveness
-Allow for error prevention and allow undo
-Limit user error by enabling on required commands
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Reading
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Reading
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Reading
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Reading
• Benefit
• Users can transfer knowledge/learning to a new program
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Hearing
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Hearing
Provides information about environment:
Objects
cars, birds, machinery, neighbour, …
Distances
Directions etc.
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Hearing
Humans can hear frequencies from 20Hz to 20kHz
Less accurate in distinguishing high frequencies than low
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Hearing
In interface design:
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Hearing
In interface design:
Status information
Continuous state of a system (e.g. In hospitals)
Confirmation of an operation
Deleting a file
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Hearing
Giving immediate feedback that an action has taken
place (buttons on ATMs, telephones, etc., that "beep"
or "click" as they are pressed);
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Hearing
In interfaces where visual information cannot be
presented (e.g. mobile or handheld devices with small
or no screens).
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Touch
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Touch / Haptic perception
Provides important feedback about
environment
Hot coffee
Cold water
... as warning
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Touch / Haptic perception
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Touch / Haptic perception
Stimulus received via receptors in the skin:
Nociceptors – pain
Mechanoreceptors – pressure
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Touch / Haptic perception
Kinesthesis - awareness of body position and limbs
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Touch / Haptic perception
In Virtual Reality (VR)
Games
In Touch screens
Touch tables …
E-commerce
The experience of shopping online !
Buying clothes / food etc...
Users need to feel surfaces and shapes
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Fitts’ Law
The time taken to hit (select) a screen target:
Mt = a + b log2(D/S + 1)
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Fitts’ Law
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