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CS 407 Human Computer Interface

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Recall --- information reproduced from memory. ... IF type is casserole AND ingredients are [beef,dumplings,carrots] THEN. cook for: 2 hours ... – PowerPoint PPT presentation

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Title: CS 407 Human Computer Interface


1
CS 407 Human Computer Interface
  • Class 05
  • Friday, September 03, 1999

2
Thought for the Day
  • Like Jell-O, concepts assume the mold of the
    words into which they are poured.
  • Charles Swindoll

3
Project Assignment
  • Pass out Project 1 Assignment

4
Syllabus Prereqs
  • Anyone need a syllabus?
  • Prerequisites You must have all the
    prerequisites for this course with a C or better,
    or you must drop the course!

5
Quick Review
6
Todays Topics
  • The Human in HCI
  • Input Channels
  • Touch
  • Memory
  • Thinking Skill Acquisition
  • Implications for HCI
  • Wednesday Chapter 2

7
Movement
  • Time taken to respond to stimulus
  • reaction time movement time
  • Movement time dependent on age, fitness etc.
  • Reaction time dependent on stimulus type
  • Visual 200ms
  • Auditory 150 ms
  • Pain 700ms
  • Increasing reaction time decreases accuracy in
    the unskilled operator, but not in the skilled
    operator.

8
Touch
  • Provides important feedback about environment.
  • May be key sense for someone who is visually
    impaired.
  • Stimulus received via receptors in the skin
  • Thermoreceptors --- heat and cold,
  • Nociceptors --- pain,
  • Mechanoreceptors --- pressure (some instant, some
    continuous).

9
Touch (2)
  • Some areas more sensitive than others.
  • Fingertips,
  • Foreams, back,
  • Kinethesis --- awareness of body position
    affecting comfort and performance.

10
Movement
  • Time taken to respond to stimulus reaction time
    movement time.
  • Movement time dependent on age, fitness etc.
    Reaction time dependent on stimulus type
             visual --- 200ms          auditory
    --- 150 ms          pain --- 700ms
  • Increasing reaction time decreases accuracy in
    the unskilled operator but not in the skilled
    operator.

11
Movement
  • Fitts' Law describes the time taken to hit a
    screen target
  • Mt a b log 2 (D/S 1)
  • where a and b are empirically determined
    constants, Mt is movement time, D is Distance and
    S is Size.
  • Guideline Targets in general should be large as
    possible and the distances as small as possible.

12
Memory
  • Three areas of memory
  • Sensory buffer.
  • Short-term memory (STM), also called Working
    memory.
  • Long-term memory.

13
Sensory Buffer
  • Cocktail party phenomenon
  • Size of sensory buffer?
  • Very large
  • Not just Memory ? some processing is going on
    there!
  • Different sensory memories for each input
    channel.
  • Information passes to STM by attention.

14
Shortterm memory (STM)
  • Scratchpad for temporary recall
  • rapid access --- 70ms
  • rapid decay --- 200ms
  • limited capacity --- 7 /- 2 digits or chunks of
    information
  • Recency effect recall of most recently seen
    things better than recall of earlier items.
  • Some evidence for several elements of STM a
    different STM for each channel.

15
Long-Term Memory (LTM)
  • Repository for all our knowledge
  • slow access --- 1/10 second
  • slow decay, if any
  • huge or unlimited capacity
  • Two types
  • episodic --- serial memory of events (stories)
  • semantic --- structured memory of facts,
    concepts, skills

16
LTM (2)
  • Information in semantic LTM derived from episodic
    LTM.
  • Semantic memory structure
  • provides access to information.
  • represents relationships between bits of
    information.
  • supports inference.

17
LTM processes
  • Storage of information
  • Information moves from STM to LTM by rehearsal.
  • Amount retained proportional to rehearsal time
    total time hypothesis.
  • Optimized by spreading learning over time
    distribution of practice effect.
  • Structure, meaning and familiarity make
    information easier to remember.

18
LTM processes (2)
  • Forgetting
  • decay -- information is lost gradually but very
    slowly.
  • interference --- new information replaces old
    retroactive interference.
  • old may interfere with new proactive inhibition
    --- so may not forget at all.
  • Memory is selective and affected by emotion ---
    can choose' to forget.

19
LTM processes (3)
  • Information retrieval
  • 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.

20
LTM Processes (4)
  • Reasoning
  • Deductive
  • Inductive
  • Abductive

21
Deductive Reasoning
  • Derive logically necessary conclusion from given
    premises.
  • Major P All men are mortal.
  • Minor P Socrates is a man.
  • Con Socrates is mortal.
  • The logical conclusion is not necessarily true
  • If it is raining then the ground is dry.
  • It is raining.
  • Therefore the ground is dry.
  • If truth and validity clash , human deduction
    poor.

22
Inductive Reasoning
  • Generalize from cases seen to all cases
  • E.g. All elephants we have seen have trunks,
    therefore all elephants have trunks.
  • Unreliable can only prove false, not true.
  • However, humans are not good at using negative
    evidence.

23
Inductive Watsons Cards
  • ClaimAll cards with a vowel on one side have an
    even number on the other.
  • How many cards must you turn over to check the
    claim?

B
1
2
A
24
Abductive Reasoning
  • Reasoning from event to cause.
  • Sam drives fast when drunk.
  • If we see Sam driving fast, we assume hes drunk.
  • Common!
  • Unreliable can lead to false explanations.

25
Problem Solving
  • Process of finding solution to unfamiliar task
    using knowledge.
  • Several theories.
  • Gestalt
  • Problem Space Theory
  • Analogy

26
Problem Solving Gestalt
  • Problem solving both productive and reproductive.
  • Productive problem solving draws on insight and
    restructuring of problem
  • Attractive but not enough evidence to explain
    insight' etc.
  • Move away from behavioralism and led to
    information processing theories.

27
Problem Solving Problem Space Theory
  • Problem space comprises problem states.
  • Problem solving involves generating states using
    legal operator.
  • Heuristics may be employed to select operators,
    e.g. meansends analysis.
  • Operates within human information processing
    system, e.g. STM limits, etc.
  • Largely applied to problem solving in well
    defined areas, e.g. puzzles rather than knowledge
    intensive areas.

28
Problem Solving Analogy
  • Novel problems are solved by using knowledge from
    a similar domain in new domain --- analogical
    mapping.
  • Analogical mapping may be difficult if domains
    are semantically different.
  • Example X-ray therapy and attacking a city.

29
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.

30
Skill Acquisition (2)
  • ACT model of skill acquisition (page 45)
  • Three levels of skill
  • General purpose rules to interpret facts about
    problem --- knowledge intensive.
  • Specific task rules are learned --- rely on known
    procedures.
  • Rules are finetuned --- skilled behavior.

31
Skill Acquisition (3)
  • Mechanisms for moving between these levels
  • Proceduralization --- from level 1 to level 2.
  • Generalization --- from level 2 to level 3.

32
Skill Acquisition Proceduralization
  • Level 1
  • IF cooktype, ingredients, time THEN
  • cook for time
  • cookcasserole, chicken,carrots,potatoes,
  • 2 hours
  • cookcasserole, beef, dumpling, carrots,
  • 2 hours
  • cookcake, flour, sugar,butter, egg, 45 mins

33
Skill Acquisition Proceduralization (2)
  • Level 2
  • IF type is casserole AND ingredients are
    chicken,carrots,potatoes
  • THEN
  • cook for 2 hours
  • IF type is cake AND ingredients are
    flour,sugar,butter,eggs
  • THEN
  • cook for 45 mins

34
Skill Acquisition Generalization
  • Level 2
  • IF type is casserole AND ingredients are
    chicken,carrots,potatoes
  • THEN
  • cook for 2 hours
  • IF type is casserole AND ingredients are
    beef,dumplings,carrots
  • THEN
  • cook for 2 hours

35
Skill Acquisition Generalization (2)
  • Level 3
  • IF type is casserole AND ingredients are
    ANYTHING
  • THEN
  • cook for 2 hours

36
Errors and Mental Models
  • Types of error
  • Slips change to aspect of skilled behavior can
    cause slip
  • Incorrect understanding humans create mental
    models to explain behavior. If wrong (different
    from actual system) errors can occur.

37
Individual Differences
  • Long term sex, physical and intellectual
    abilities
  • Short term effect of stress or fatigue
  • Changing age
  • Ask yourself Will a design decision exclude a
    section of the user population?

38
Summary Cognitive Psychology and Interactive
System Design
  • Some direct applications.
  • E.g. Blue acuity is poor, so blue should not be
    used for important detail.
  • However, application generally requires
  • understanding of context in psychology, and
  • understanding of the particular experimental
    conditions.

39
Summary Implications for HCI
  • A lot of knowledge has been distilled in
  • Guidelines --- see Chapters 4 and 5.
  • Cognitive models --- see Chapter 6.
  • Experimental and analytic evaluation techniques
    --- see Chapter 11. A lot of knowledge has been
    distilled in
  •          guidelines --- see Chapters 4 and 5
  •          cognitive models --- see Chapter 6
  • experimental and analytic evaluation techniques
    --- see Chapter 11
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