Lecture # 2 - Human
Lecture # 2 - Human
THE HUMAN
Foundations
• information Input and Output (I/O): This involves how we interact with
information. We do this through seeing (visual), hearing (auditory),
touch (haptic), and physical actions (movement).
• Memory Storage: Information we receive is stored in different ways:
sensory (temporary), short-term (limited capacity), and long-term
(lasting).
• Information Use: We use information for various purposes like thinking
(reasoning), finding solutions (problem-solving), acquiring skills, and
making occasional errors.
• Emotions Matter: Our emotions influence our abilities and decisions.
• Individual Differences: Everyone is unique in how they process and react
to information due to personal characteristics and experiences.
The Human
• Vison
• Hearing Touch
• Movement
• Memory
Why humans need to understand HCI
Sensory memories
Long-term memory
• Buffers for Senses: Our brain has special storage for things we sense.
• Iconic Memory: For what we see.
• Echoic Memory: For what we hear.
• Haptic Memory: For what we touch.
• Examples:
• Sparkler Trail: Like when sparklers leave a bright trail in your vision at
fireworks shows. It's a bit like a photo that fades slowly.
• Stereo Sound: Echoic memory is like a quick replay for sounds you just heard.
But it's always getting replaced by new sounds.
• So, think of these memory buffers like quick snapshots for your
senses, but they don't last very long because new information keeps
coming in.
Short-term memory (STM)
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• Two types
• episodic – serial memory of events
• semantic – structured memory of facts, concepts, skills
Explicit Memory
Motor Skills
Perceptual
Semantic learning Other types
Episodic
Memory Memory
Classical
? Conditioning
Affected by Amnesia
Some Definitions of Memory
Acquire Establish a
information via ‘permanent
perceptual system record’ Reactivate the
permanent
record
Object Representation, based
on activation of perceptual &
motor areas
Stimulus
In Context:
‘today’
action ‘at home’
shape
location
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carnivorous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
Models of LTM - Scripts
Script has elements that can be instantiated with values for context
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
LTM - Storage of information
• Recall is when you bring back information from your memory. You
can use cues like categories or mental pictures to help you
remember.
• Recognition: Knowing You've Seen It Before
• Recognition is easier than recall. It's when you know you've seen or
heard something before. It's like your memory gives you a hint or a
clue that you've come across this information before.
Thinking
Reasoning
deduction, induction, abduction
Problem solving
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
the E and the 4.
• However, this uses only positive evidence. In fact, to
test the truth of the statement we need to check
negative evidence: if we can find a card which has an
If a card has a vowel on one side it has an even number on the other
odd number on one side and a vowel on the other we
have disproved the statement. We must therefore check
Is this true?
E and 7.
• (It doesHownotmany
matter
cardswhat
do you is ontothe
need turnother
over toside of the other
find out?
cards: the statement does not say that all even numbers
…. and which cards?
have vowels, just that all vowels have even numbers.)
Abductive reasoning
• Unreliable:
• can lead to false explanations
Problem Solving
Types of error
• slips
• right intention, but failed to do it right
• causes: poor physical skill, inattention etc.
• change to aspect of skilled behaviour can cause slip
• mistakes
• wrong intention
• cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotion
• Affect is how our body reacts to stuff we experience. It's like our
body's way of responding to what's happening.
• It can change how we deal with situations:
• Positive Affect: When we feel good, it can help us come up with creative
solutions to problems.
• Negative Affect: When we feel bad, it can make us think more narrowly or
find even simple tasks hard.
• Here's a cool quote from Donald Norman: "Feeling good can make
tough tasks easier, and feeling bad can make easy tasks harder."
Emotion (cont.)
• Provide Scripts
• For Visiting car work shop
• Restaurant visit with friends
• Buying a laptop