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Lecture 3

human computer interaction

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0% found this document useful (0 votes)
41 views43 pages

Lecture 3

human computer interaction

Uploaded by

batchshalchobees
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 43

Human Computer Interaction (HCI)

Input-output channels
 User interacts with the world

 Receives information and sends information


 Using senses

 Sight, hearing, touch, taste and smell

 Sight, hearing & touch have important role in HCI

 Effectors
 Limbs (arms, legs), fingers, eyes, head and vocal system

2
Input-output channels
 Human input / output (Example)

 User interacting with a PC using mouse and keyboard


 Manipulating objects (icons, windows, etc.)

 Receive information through vision mostly


 Receive information through ears too (e.g. beep)

 Provide input to PC through effectors

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Vision

4
Vision
 Primary source of information

 Two stages in vision

 Physical reception of stimulus (event)

 Processing and interpretation of stimulus

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The Eye - physical reception

 Light reflects from objects

 Eyes provide a mechanism for receiving light and

 Transforming it into electrical energy

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The Eye - physical reception
Two receptors in retina

Rods

Edges of the eye

More densely packed at the


outer parts of our visual field

For low (dim) light vision

Detect changes in movement

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The Eye - physical reception

 Cones

 Densely packed towards the center


of our visual field

 Different types of cones for different


wavelengths

 Help in colour vision

 Help in reading and distinguishing

8
Home work:

1- What is color blindness?

2- Types of colorblindness?

3- How colorblinds distinguish colors?

4- What are the interface design rules for colorblinds?

9
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

Cues like overlapping help perception of size and depth


 Partially covered objects appear in the background and thus
further away

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Interpreting the visual signal
 Our expectations affect the way an
image is perceived

 Context/expectations are used to


resolve ambiguity

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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

The Ponzo illusion The Muller Lyer illusion


(distance) (edges)

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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

• It had better be flashing !

• Because rods are sensitive to changes

• Hence we see movements well at the edges of our vision

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Reading

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Reading
 Several stages:

 Visual pattern of the word is perceived

 Encoded with reference to internal representation of knowledge

 Interpreted using knowledge of syntax and semantics

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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)

 Perception occurs during fixations

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Reading

Example:
Read aloud and quickly !

The quick brown


fox jumps over the
the lazy dog comp
en s ates

system
v is ual tions !
Our xpecta
e
17 our
Reading
 Words can be recognized as quickly as characters

 Word shape is important to recognition


Familiar words are recognized using word shape

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Reading
 What if we remove the word shape clues (e.g. capitalizing
words)
 “ NEGATIVE CONTRAST IMPROVES READING FROM COMPUTER SCREEN ”

 “ Negative contrast improves reading from computer screen ”

Reading is slower in which case?

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Reading
Reading Test

aocdcrnig to rseecrah at Cmabrigde Uinervtisy, it dseno't


mttaer in waht oderr the lterets in a wrod are, the olny
irpoamtnt tihng is taht the frsit and lsat ltteer be in the rhgit
pclae. The rset can be a taotl mses and you can sitll raed it
whoutit a pboerlm. Tihs is bucseae the huamn mnid deos not
raed ervey ltteer by istlef, but the wrod as a wlohe.

Can you read without difficulty?

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Reading
How helpful in interface design?

1. Standard font size of 9 to 12 points are equally legible, given


proportional spacing between lines

2. Line lengths of 2.3 and 5.2 inches are equally legible

3. Dark characters on light screen: increases acuity, increases legibility

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

• Similar behavior of UI at different places

• Put buttons on similar places in multiple windows


• OK, Cancel, ...

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Reading

• Use consistent color scheme


• Colors of title bars, windows, .... (think of a theme)

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Reading

• Use consistent color scheme


• Colors of title bars, windows, .... (think of a theme)

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Reading

• MS Word users can easily use Excel, PowerPoint, ...

• 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

 Auditory system filters sounds


 Can attend to sounds over background noise
 For example, the “cocktail party phenomenon”
 Name called in the party

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Hearing
 In interface design:

 Warning sounds / Notifications

 To convey information about the system state

 User attention to a critical situation


 Virus found / software updates (in Avast)…

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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

 Supporting navigations with different sound effects

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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);

Supporting users for whom the visual interfaces are


not an option (e.g., those with visual impairments)

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Hearing
In interfaces where visual information cannot be
presented (e.g. mobile or handheld devices with small
or no screens).

Supporting users whose visual senses are already


heavily used for other parts of their task (e.g., aircraft
pilots)

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Touch

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Touch / Haptic perception
 Provides important feedback about
environment

 Hot coffee

 Cold water

 Pressing a button to turn on fan …

... as warning

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Touch / Haptic perception

 What if we cant “feel” …

 The shape of the glass while picking it?

 Feet on the ground ?

 “ Speed and accuracy of action is reduced! ”

 Key sense for visually impaired

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Touch / Haptic perception
 Stimulus received via receptors in the skin:

 Thermoreceptors – heat and cold

 Nociceptors – pain

 Mechanoreceptors – pressure

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Touch / Haptic perception
 Kinesthesis - awareness of body position and limbs

 Affects comfort and performance e.g. touch typist

 Awareness of relative position of fingers on keyboard

 Tactile feedback from keyboard

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Touch / Haptic perception
 In Virtual Reality (VR)
 Games

 In Touch screens
 Touch tables …

 In Tangible User Interfaces (TUIs)

 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)

Where: Mt is time taken to move a pointing device to a target

a: start/stop time of the device


b: speed of the device

D is Distance from starting point to the center of the target

S is Size of target (width of the target)

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Fitts’ Law

 This affects the type of the target we design

 Targets as large as possible

 Distances as small as possible

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