Title: Interaction
1Interaction
- James Slack
- CPSC 533C
- March 3, 2003
2Introduction
- Visualization give us interfaces for complex
computer-based systems - Interaction reduces cognitive load
- 3 classes of interlocking feedback loops
3The 3 Feedback Loops
- Visual-Manual Control
- View Refinement and Navigation
- Problem Solving
4Visual-Manual Control Loop
- Low level interaction
- Visual control of hand position
- Selection of objects on the screen
- Reaction times
5Choice Reaction Times
- How fast can you choose something?
- Visual signal 130 msec response time
- 700 msec if signals arent expected
- Reaction time proportional to logarithm of the
number of choices - Speed-accuracy trade-off
62D Positioning and Selection
- How fast can you select something (from a
display, including positioning)? - Selection time proportional to logarithm of
distance divided by target object width (Fitts
law) - Fitts law can account for other time details
associated with HCI, like lag
7Visual-Manual Feedback Loop
Human processing
Detect start signal
Judge distance to target
no
Effect hand movement
In target?
yes
Next task
Machine processing
Update display
Measure hand position
Colin Ware, Information Visualization, Chapter
10, page 338
8Skill Learning
- Power law of practice
- Applies to repeated tasks over time
- Experience is a large factor in learning
- Design interfaces should minimize learning new
tasks - People can tolerate small changes
9Vigilance
- Principle target detection, sparse targets
- Is this boring? Vigilance is hard
- Vigilance drops greatly over first hour
- Fatigue large negative influence
- Need to focus, no multitasking
- Irrelevant signals reduce vigilance
10Reminder
- Vigilance is hard
- Move visual signal into optimal spatial or
temporal range helps detection - Make signals different from noise
- Use of colour, motion, texture to make things
stand out
11View Refinement Navigation Loop
- Exploration of extended, detailed spaces
- Locomotion
- Viewpoint control
- Map orientation
- Focus, context, scale
- Rapid interaction with data
12Navigation Control Loop
Spatial data model
Cognitive logical and spatial model
Working memory
Visualization of task
Assess progress
Computer databases
Navigation control
Long-term memory
Colin Ware, Information Visualization, Chapter
10, page 343
13Locomotion
- Moving gives dimensionality to space
- Movement should correspond to real life
- Relative movement over time is more important
than smooth motion - Low frame rate (2 fps) ok, but lag is issue
14Spatial Navigation Metaphors
- Movement is usually constrained to avoid
confusion (affordances) - 4 main classes of movement metaphors
- World-in-hand
- Eyeball-in-hand
- Walking
- Flying
15World-in-hand
- Perception that the environment is moving,
observer is stationary - Good for discrete, relatively compact data
objects - Bad for long distances, extended terrains
- Used in computer game Black White
16(No Transcript)
17Eyeball-in-hand
- Camera (or eye) is manipulable
- Not the most effective method for viewpoint
control - Good ?
- Bad occlusion, hard to get some views, limited
by users hand positions
18Walking
- Walk around in virtual reality
- Movement in real world constrained (using
treadmills) - Good relevant to typical locomotion
- Bad restricted affordances
19Flying
- Navigation as if in an airplane
- Unconstrained movement
- More flexible, usable than other interfaces
- Good relevant to typical locomotion
- Bad given real flight controls, users were
confused (users had to learn a new skill)
20Reading Maps
- How to get from here to there (Siegel)
- Declare key landmarks
- Develop rules for connecting key landmarks,
things in between - Form cognitive spatial map for distances between
landmarks and relative position
21Landmark rules
- In virtual environments (Vinson),
- Should be enough landmarks visible at all times
- Landmarks should be visually distinct
- Landmarks should be seen at every scale
- Landmarks should be placed in areas of interest
22Map Orientation
- Track-up display orientation
- Up is always the correct way to go
- Right is always right
- North-up display orientation
- North is up, use a compass
- Right becomes left if you go down
- Common frame of reference?
23Visualizing with Maps
- Overview maps are important if the space is large
- User location and direction should be noted
- Key landmark images should be provided
- Instructions other than the map should be
provided for navigation
24Focus, Context, Scale
- Spatial Scale understanding how changes in scale
relate - Structural Scale levels of detail give us an
appropriate amount of information - Temporal Scale time compression and data samples
from many different time ranges
25Distortion
- Hide information that the user doesnt need to
see by focusing attention where its relevant - Fish eye, table lens, hyperbolic tree browser are
good examples of distortion
26Other Navigation Techniques
- Rapid zooming
- Elision techniques
- Hiding information until it is needed, give
appearance of data being far away, unimportant - Multiple Windows
- One context each, but each window is linked
27Rapid Interaction with Data
- Interaction should be fluid and dynamic
- Users have to relate cause and effect
- Users may want to customize how visualization
system displays their data - Brushing highlighting individual data elements
interactively (parallel coordinates)
28Problem-Solving Loop
- Using visual representations of data to solve
problems - Interactive cycle, use a conceptualization as aid
to finding solution
29Problem-Solving Loop
Visual-spatial model
Computer based model
Refine and test hypotheses through visualization
Working memory
Visualization of task
Cognitive logical verbal model
Computer databases
Navigation control
Long-term memory network
Colin Ware, Information Visualization, Chapter
10, page 366
30Human Memory
- 3 Types
- Iconic
- Working
- Long-term
31Iconic Memory
- Simple visual buffer holds retinal images
- Will quickly deteriorate if not read out
- The interface between computer display and human
processing system
32Working Memory
- Limited in capacity
- A cache of sorts for human processor
- Separate subsystems for different tasks
- A general purpose working memory?
33Long-term Memory
- Lifelong memory
- Includes episodic memory, motor skills,
perceptual skills - Estimated 109 bits (100 megabytes) stored over
35 year period - Ideas, thoughts get lost in concept network
- Misremembering events over time
34Chunks Concepts
- A chunk is a piece of information as a mental
representation - Chunks are either specific or general high-level
concepts are a result of experience - Concepts formed from hypothesis testing process,
starting from an initial idea
35Human Computer Similarities
- Both systems share common traits
- Registers / Iconic Memory
- Caches / Working Memory
- Main Memory or storage / Long-term memory
- How is this possible?
- Known to be efficient using computers
36Not Really the Same
- Digital information is much more detailed
- Digital information can be retained indefinitely
- Human visual memory tends to dissipate
- Human storage isnt thought of as atomic elements
but of chunks and concepts
37Concept Maps, Mind Maps
- Links between concepts form cognitive aid
- The SPIRE system (ThemeScapes)
- Trajectory maps an extrapolation of ideas
- Unified Modeling Language (UML)
- Too cryptic, hard to understand relationships
38Conclusion
- Similar structures exist in humans to interact,
navigate and problem solve - Feedback loops are common structures that
reinforce positive behavior - Visualization aids problem solving