Hci-Unit 1
Hci-Unit 1
UNIT 1
FOUNDATIONS OF
HCI
2 CS6008 SYLLABUS
• Human Input
• Through Senses
• Human Output
• Through Effectors
4 INPUT VIA SENSES
• Vision
• Hearing
• Touch
• Taste
• Smell
5 OUTPUT VIA EFFECTORS
(RESPONDERS)
• Limbs
• Fingers
• Eyes
• Head
• Vocal system
6 INTERACTION WITH PC USING
INPUT-OUTPUT CHANNELS
• Using a GUI-based computer
• Rods
• Cones
RODS
11
• Situated towards the edges of retina
• Dominate peripheral vision
• Sensitive to light
• Allow us to see under low level
of illumination
• Situated in Fovea
• Small area on retina where image is
fixated
• Three types
• Each sensitive to a different wavelength
13 BLIND SPOT
• Types
• X-cells
• concentrated in fovea
• detection of patterns
• Y-cells
• widely distributed in retina
• early detection of movement
• can not detect change in patterns
15 VISUAL PERCEPTION
• Size
• Depth
• Brightness
• Color
16 NOTIONS OF SIZE AND
DISTANCE
• You are standing on a hill
• Farmhouse on hillside
• Affected by both
• Size of object
• Distance from eye
18 PERCEIVING SIZE AND DEPTH
• Visual angle
• Indicates how much of the field of view is taken by the object
• Measured in degree or minutes of arc
19 VISUAL ANGLE AND
PERCEPTION
• Visual Acuity
• Visual Acuity is the ability of a person to perceive fine detail
• Objects with visual angles smaller than 0.5 seconds of an arc are not visible.
• Spaces between lines visible at 30s-1min of arc visible
• Familiarity
• Certain size helps to judge the distance accordingly
21 EXAMPLE
•A B C D E F .HI J K
22 PERCEIVING BRIGHTNESS
• Brightness
• subjective reaction to levels of light
• affected by luminance of object
• Luminance
• Depends on
• Amount of light falling on object
• Reflective properties of object
• Measured by photometer
• Contrast
• Function of the luminance of an object and the luminance of its background
23 PERCEIVING BRIGHTNESS
• 3 components
• Hue
• Determined by the spectral wavelength
• Blue (short)
• Green (medium)
• Red (long)
• 150 hues determined by eye
• Intensity
• Brightness of color
• Saturation
• Amount of whiteness in the color
• Color blindness
• Cannot differentiate between green and red
• 8% males
• 1% females
26 HUMAN VISUAL PERCEPTION
concave
convex
• Lines
• Horizontal: Magnified
• Vertical: Reduced
• Solution: To display square, increase height
Mt = a + b log2(D/S + 1)
• Examples
• “sparkler” trail
• stereo sound
• Continuously overwritten
43 SHORT-TERM MEMORY (STM)
212348278493202
• Two types
• episodic – serial memory of events
• semantic – structured memory of facts,concepts, skills
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
49 MODELS OF LTM - SCRIPTS
Script has elements that can be instantiated with values for context
Script for a visit to the vet
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
51 LTM - STORAGE OF
INFORMATION
• rehearsal
• information moves from STM to LTM
decay
• information is lost gradually but very slowly
interference
• new information replaces old: retroactive interference
• old may interfere with new: proactive inhibition
recall
• information reproduced from memory can be assisted
by cues, e.g. categories, imagery
recognition
• information gives knowledge that it has been seen
before
• less complex than recall - information is cue
54
THINKING
REASONING
DEDUCTION, INDUCTION,
ABDUCTION
PROBLEM SOLVING
55 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.
Correct?
• 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?
• Unreliable:
• can lead to false explanations
60 PROBLEM SOLVING
• Several theories.
• Gestalt
• problem solving both productive and reproductive
• productive draws on insight and restructuring of problem
• attractive but not enough evidence to explain `insight' etc.
• move away from behaviourism and led towards information
processing theories
61 PROBLEM SOLVING (CONT.)
• Analogy
• analogical mapping:
• novel problems in new domain?
• use knowledge of similar problem from similar domain
• analogical mapping difficult if domains are semantically different
• Skill acquisition
• skilled activity characterized by chunking
• lot of information is chunked to optimize STM
• conceptual rather than superficial grouping of problems
• information is structured more effectively
63 ERRORS AND MENTAL MODELS
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
64 EMOTION
“Negative affect can make it harder to do even easy tasks; positive affect can make it
easier to do difficult tasks”
(Donald Norman)
66 EMOTION (CONT.)
• long term
– sex, physical and intellectual abilities
• short term
– effect of stress or fatigue
• changing
– age
Ask yourself:
will design decision exclude section of user population?
68 PSYCHOLOGY AND THE DESIGN
OF INTERACTIVE SYSTEM
• Some direct applications
• e.g. blue acuity is poor
blue should not be used for important detail
THE COMPUTER
70 THE COMPUTER
a computer system is made up of various elements
window 2
• variations
• desktop
• laptop
• PDA
12-37pm
the devices dictate the styles of interaction that the system supports
If we use different devices, then the interface will support a different style of
interaction
73 HOW MANY …
• PC • PDA
• TV, VCR, DVD, HiFi,
• phone, camera
cable/satellite TV
• smart card, card with
• microwave, cooker, washing
magnetic strip?
machine
• central heating • electronic car key
• security system • USB memory
sensors
and devices
everywhere
77
HANDWRITING, SPEECH
78 KEYBOARDS
• Standardised layout
but …
• non-alphanumeric keys are placed differently
• accented symbols needed for different scripts
• minor differences between UK and USA keyboards
1 2 3 4 5 6 7 8 9 0
Q W E R T Y U I O P
A S D F G H J K L
Z X C V B N M , .
SPACE
81 ALTERNATIVE KEYBOARD
LAYOUTS
Alphabetic
• keys arranged in alphabetic order
• not faster for trained typists
• not faster for beginners either!
Dvorak
• common letters under dominant fingers
• biased towards right hand
• common combinations of letters alternate between hands
• 10-15% improvement in speed and reduction in fatigue
• But - large social base of QWERTY typists produce market pressures not to
change
82 SPECIAL KEYBOARDS
• T9 predictive entry
• type as if single key for each letter
• use dictionary to ‘guess’ the right word
• hello = 43556 …
• but 26 -> menu ‘am’ or ‘an’
85 HANDWRITING RECOGNITION
• Text can be input into the computer, using a pen and a digesting
tablet
• natural interaction
• Technical problems:
• capturing all useful information - stroke path, pressure, etc. in a natural
manner
• segmenting joined up writing into individual letters
• interpreting individual letters
• coping with different styles of handwriting
• Improving rapidly
• Problems with
• external noise interfering
• imprecision of pronunciation
• large vocabularies
• different speakers
87 NUMERIC KEYPADS
4 5 6 4 5 6
ATM like phone
7 8 9 1 2 3
0 # 0 . =
*
telephone calculator
88
• Two characteristics
• planar movement
• buttons
(usually from 1 to 3 buttons on top, used for making a selection,
indicating an option, or to initiate drawing etc.)
90 THE MOUSE (CTD)
• Mechanical
• Ball on underside of mouse turns as mouse is moved
• Rotates orthogonal potentiometers
• Can be used on almost any flat surface
• Optical
• light emitting diode on underside of mouse
• may use special grid-like pad or just on desk
• less susceptible to dust and dirt
• detects fluctuating alterations in reflected light intensity to calculate
relative motion in (x, z) plane
92 EVEN BY FOOT …
Thumbwheels …
• for accurate CAD – two dials for X-Y cursor position
• for fast scrolling – single dial on mouse
JOYSTICK AND KEYBOARD NIPPLE
95
Joystick
• indirect
pressure of stick = velocity of movement
• buttons for selection
on top or on front like a trigger
• often used for computer games
aircraft controls and 3D navigation
Keyboard nipple
• for laptop computers
• miniature joystick in the middle of the keyboard
96 TOUCH-SENSITIVE SCREEN
• Advantages:
• fast, and requires no specialised pointer
• good for menu selection
• suitable for use in hostile environment: clean and safe from damage.
• Disadvantages:
• finger can mark screen
• imprecise (finger is a fairly blunt instrument!)
• difficult to select small regions or perform accurate drawing
• lifting arm can be tiring
STYLUS AND LIGHT PEN
97
Stylus
• small pen-like pointer to draw directly on screen
Light Pen
• now rarely used
BOTH …
• very direct and obvious to use
98 DIGITIZING TABLET
• very accurate
- used for digitizing maps
EYEGAZE
99
• control interface by eye gaze direction
• e.g. look at a menu item to select it
DISPLAY DEVICES
104
• Resolution … used (inconsistently) for
• number of pixels on screen (width x height)
• e.g. SVGA 1024 x 768, PDA perhaps 240x400
• Aspect ratio
• ration between width and height
• Colour depth:
• how many different colours for each pixel?
Anti-aliasing
• softens edges by using shades of line colour
• also used for text
106 CATHODE RAY TUBE
electron gun
focussing and
deflection
107 HEALTH HAZARDS OF CRT !
• Electrostatic field - leaks out through tube to user. Intensity dependant on distance and
humidity. Can cause rashes.
• How it works …
• Top plate transparent and polarised, bottom plate reflecting.
• Light passes through top plate and crystal, and reflects back to eye.
• Voltage applied to crystal changes polarisation and hence colour
• N.B. light reflected not emitted => less eye strain
SPECIAL DISPLAYS
110
• display only
• for information relevant to location
• or interactive
• use stylus, touch sensitive screem
handwritten
office owner
notes left
reads notes
using stylus
using web interface
114 DIGITAL PAPER
appearance
• what?
• thin flexible sheets
• updated electronically cross
section
• but retain display
• how?
• small spheres turned
• or channels with coloured liquid
and contrasting spheres
• rapidly developing area
115
yaw
roll
pitch
118 3D DISPLAYS
• desktop VR
• ordinary screen, mouse or keyboard control
• perspective and motion give 3D effect
• seeing in 3D
• use stereoscopic vision
• VR helmets
• screen plus shuttered specs, etc.
• time delay
• move head … lag … display moves
• conflict: head movement vs. eyes
• depth perception
• headset gives different stereo distance
• but all focused in same plane
• conflict: eye angle vs. focus
• conflicting cues => sickness
• helps motivate improvements in technology
121 SIMULATORS AND VR CAVES
PHYSICAL CONTROLS
• analogue representations:
• dials, gauges, lights, etc.
• digital displays:
• small LCD screens, LED lights, etc.
• head-up displays
• found in aircraft cockpits
• show most important controls
… depending on context
124 SOUNDS
easy-clean
smooth buttons
multi-function
control
large buttons
clear dials
tiny buttons
128 ENVIRONMENT AND BIO-
SENSING
• sensors all around us
• car courtesy light – small switch on door
• ultrasound detectors – security, washbasins
• RFID security tags in shops
• temperature, weight, location
SCANNING, OCR
130 PRINTING
• line of pins that can strike the ribbon, dotting the paper.
• laser printer
• like photocopier: dots of electrostatic charge deposited on drum, which picks up toner
(black powder form of ink) rolled onto paper which is then fixed with heat
• typically 600 dpi or better.
132 PRINTING IN THE WORKPLACE
• shop tills
• dot matrix
• same print head used for several paper rolls
• may also print cheques
• thermal printers
• special heat-sensitive paper
• paper heated by pins makes a dot
• poor quality, but simple & low maintenance
• used in some fax machines
133 FONTS
Courier font
Helvetica font
Palatino font
Times Roman font
• §´µº¿Â Ä¿~ (special symbol)
e.g. Courier
• variable-pitched – some characters wider
e.g. Helvetica
• serif – with splayed ends (such as)
• lowercase
• easy to read shape of words
• UPPERCASE
• better for individual letters and non-words
e.g. flight numbers: BA793 vs. ba793
• serif fonts
• WYSIWYG
• what you see is what you get
• aim of word processing, etc.
• but …
• screen: 72 dpi, landscape image
• print: 600+ dpi, portrait
Used in
• page format
• columns, pictures, headers and footers
PAPER-BASED INTERACTION
141
• paper usually regarded as output only
• Xerox PaperWorks
• glyphs – small patterns of /\\//\\\
• used to identify forms etc.
• used with scanner and fax to control applications
• more recently
• papers micro printed - like wattermarks
• identify which sheet and where you are
• special ‘pen’ can read locations
• know where they are writing
142
MEMORY
SHORT TERM AND LONG TERM
FORMATS, ACCESS
143 SHORT-TERM MEMORY - RAM
• magnetic disks
• floppy disks store around 1.4 Mbytes
• hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s
• optical disks
• use lasers to read and sometimes write
• more robust that magnetic media
• CD-ROM
- same technology as home audio, ~ 600 Gbytes
• DVD - for AV applications, or very large files
145 BLURRING BOUNDARIES
• PDAs
• often use RAM for their main memory
• Flash-Memory
• used in PDAs, cameras etc.
• silicon based but persistent
• plug-in USB devices for data transfer
146 SPEED AND CAPACITY
• Problem:
• running lots of programs + each program large
• not enough RAM
• But … swopping
• program on disk needs to run again
• copied from disk to RAM
• slows t h i n g s d o w n
148 COMPRESSION
• Images:
• many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
• plus different compression techniques
(to reduce their storage requirements)
• Audio/Video
• again lots of formats :
(QuickTime, MPEG, WAV, etc.)
• compression even more important
• also ‘streaming’ formats for network delivery
151 METHODS OF ACCESS
NETWORKED COMPUTING
FINITE PROCESSING SPEED
153
• Designers tend to assume fast processors, and make interfaces more and more
complicated
• But problems occur, because processing cannot keep up with all the tasks it needs to do
• icon wars - user clicks on icon, nothing happens, clicks on another, then system
responds and windows fly everywhere
• Also problems if system is too fast - e.g. help screens may scroll through text much too
rapidly to be read
154 MOORE’S LAW
/e3/online/moores-law/
155 THE MYTH OF THE INFINITELY
FAST MACHINE
• Emulate in deisgn
156 LIMITATIONS ON INTERACTIVE
PERFORMANCE
Computation bound
• Computation takes ages, causing frustration for the user
Graphics bound
• Common bottleneck: updating displays requires a lot of effort - sometimes helped by
adding a graphics co-processor optimised to take on the burden
Network capacity
• Many computers networked - shared resources and files, access to printers etc. - but
interactive performance can be reduced by slow network speed
157 NETWORKED COMPUTING
Issues
• network delays – slow feedback
• unpredictability
THE INTERNET
158
• history …
• IP – Internet Protocol
• reliable channel (like phone call) between programs on machines
THE INTERACTION
160 THE INTERACTION
• interaction models
• translations between user and system
• ergonomics
• physical characteristics of interaction
• interaction styles
• the nature of user/system dialog
• context
• social, organizational, motivational
161 WHAT IS INTERACTION?
communication
user system
MODELS OF INTERACTION
TERMS OF INTERACTION
NORMAN MODEL
INTERACTION FRAMEWORK
163 SOME TERMS OF INTERACTION
Note …
• traditional interaction …
• use of terms differs a lot especially task/goal !!!
164 DONALD NORMAN’S MODEL
• Seven stages
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
EXECUTION/EVALUATION LOOP
166
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
EXECUTION/EVALUATION LOOP
167
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
EXECUTION/EVALUATION LOOP
168
goal
execution evaluation
system
• user establishes the goal
• formulates intention
• specifies actions at interface
• executes action
• perceives system state
• interprets system state
• evaluates system state with respect to goal
169 USING NORMAN’S MODEL
Gulf of Execution
user’s formulation of actions
≠ actions allowed by the system
Gulf of Evaluation
user’s expectation of changed system state
≠ actual presentation of this state
170 HUMAN ERROR - SLIPS AND
MISTAKES
slip
understand system and goal
correct formulation of action
incorrect action
mistake
may not even have right goal!
Fixing things?
slip – better interface design
mistake – better understanding of system
171 ABOWD AND BEALE
FRAMEWORK
extension of Norman…
their interaction framework has 4 parts
O
output
• user
• input
S U
• system
core task
• output
I
input
each has its own unique language
interaction translation between languages
ERGONOMICS
PHYSICAL ASPECTS OF INTERFACES
INDUSTRIAL INTERFACES
174 ERGONOMICS
Context matters!
office industrial
type of data textual numeric
rate of change slow fast
environment clean dirty
• industrial interface:
• traditional … dials and knobs
• now … screens and keypads
• glass interface
+ cheaper, more flexible,
multiple representations, Vessel B Temp
precise values
0 100 200
• not physically located,
loss of context,
complex interfaces
113
• may need both
multiple representations
of same information
178 INDIRECT MANIPULATION
• issues .. immediate
feedbac
• feedback k
instruments
• delays
179
INTERACTION STYLES
DIALOGUE … COMPUTER AND USER
• Options visible
• less recall - easier to use
• Selection by:
• numbers, letters, arrow keys, mouse
• Familiar to user
• speech recognition or typed natural language
• Problems
• vague
• ambiguous
• hard to do well!
• Solutions
• try to understand a subset
• pick on key words
184 QUERY INTERFACES
• Question/answer interfaces
• user led through interaction via series of questions
• suitable for novice users but restricted functionality
• often used in information systems
Windows
Icons
Menus
Pointers
• used in ..
• multimedia
• web browsers
• hypertext
• minimal typing
189 THREE DIMENSIONAL
INTERFACES
• virtual reality
• ‘ordinary’ window systems
• highlighting flat buttons …
• visual affordance
• indiscriminate use
just confusing! click me!
• 3D workspaces
… or sculptured
• use for extra virtual space
• light and occlusion give depth
• distance effects
190
+++
BUTTONS, TOOLBARS,
PALETTES, DIALOG BOXES
• scrollbars
• allow the user to move the contents of the window up and down or
from side to side
• title bars
• describe the name of the window
192 ICONS
• important component
• WIMP style relies on pointing and selecting things
Fi l e Edi t Opt i o ns Fo nt
Ty p e wr i t e r
Sc re e n
Times
• Cascading menus
• hierarchical menu structure
• menu selection opens new menu
• and so in ad infinitum
• Keyboard accelerators
• key combinations - same effect as menu item
• two kinds
• active when menu open – usually first letter
• active when menu closed – usually Ctrl + letter
usually different !!!
197 MENUS DESIGN ISSUES
• Special kinds
• radio buttons
– set of mutually exclusive choices
• check boxes
– set of non-exclusive choices
199 TOOLBARS
• often customizable:
• choose which toolbars to see
• choose what options are on it
200 PALETTES AND TEAR-OFF
MENUS
• Problem
menu not there when you want it
• Solution
palettes – little windows of actions
• shown/hidden via menu option
e.g. available shapes in drawing package
e.g: when saving a file, a dialogue box is displayed to allow the user
to specify the filename and location. Once the file is saved, the box
disappears.
202
INTERACTIVITY
EASY TO FOCUS ON LOOK
• rapidly improving …
… but still inaccurate
• WIMP exceptions …
pre-emptive parts of the interface
(user) no
(user) yes
………
207 CONTEXT
• other people
• desire to impress, competition, fear of failure
• motivation
• fear, allegiance, ambition, self-satisfaction
• inadequate systems
• cause frustration and lack of motivation
208
EXPERIENCE, ENGAGEMENT
AND FUN
DESIGNING EXPERIENCE
PHYSICAL ENGAGEMENT
MANAGING VALUE
209 EXPERIENCE?
• psychology of experience
• flow (Csikszentimihalyi)
• balance between anxiety and boredom
• education
• zone of proximal development
• things you can just do with help
• wider ...
• literary analysis, film studies, drama
210 DESIGNING EXPERIENCE
• real crackers
• cheap and cheerful!
• bad joke, plastic toy, paper hat
• pull and bang
211 DESIGNING EXPERIENCE
• virtual crackers
• cheap and cheerful
• bad joke, web toy, cut-out mask
• click and bang
212 DESIGNING EXPERIENCE
• virtual crackers
• cheap and cheerful
• bad joke, web toy, cut-out mask
• click and bang
HOW CRACKERS WORK
213
fill in web form
closed
cracker page
open
watches recipient clicks
message
progress cracker opens ...
very slowly
open
cracker page
sender joke
links
web toy
mask
214 THE CRACKERS EXPERIENCE
• many constraints:
• ergonomic – minimum button size
• physical – high-voltage switches are big
• legal and safety – high cooker controls
• context and environment – easy to clean
• aesthetic – must look good
• economic – … and not cost too much!
216 DESIGN TRADE-OFFS
within categories:
e.g. safety – cooker controls
front panel – safer for adult
rear panel – safer for child
between categories
e.g. ergonomics vs. physical – MiniDisc remote
ergonomics – controls need to be bigger
physical – no room!
solution – multifunction controls & reduced functionality
217 FLUIDITY
• yes/no buttons
• well sort of
• ‘joystick’
• one-shot buttons
• joystick
• some sliders
controls:
logical relationship
~ spatial grouping
222 COMPLIANT INTERACTION
BUT NOTE
• exceptions (e.g. habit)
• value NOT necessarily personal gain or money
224 WEIGHING UP VALUE
value
• helps me get my work done
• fun
• good for others
cost
• download time
• money £, $, €
• learning effort
225 DISCOUNTED FUTURE
• enculturation
• explain corporate values
• establish support (e.g share options)
• emergence
• design process so that
individuals value organisational value
228 GENERAL LESSON …