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The Human Introduction, Modeling, Vision

Human Computer Interaction, 2nd Ed. Dix, Finlay, Abowd, and Beale Chapter 1

Introduction
About HCI and humans Interaction captured in figure below with system, task, user
So far, have talked about interface design of system
Guidelines, principles, evaluation, etc.

Now will look at user


Will consider model of human Models capture elements of whatever is being modeled that are relevant to some endeavor
E.g., cognitive engineering

System

Task
and its representation (possibly manipulable)

feedback

User

Introduction
On describing humans
To understate, a question of long standing
One of the big questions

Has and can be done in various ways and at different levels of analysis
Moral, spiritual, ., psychological, physiological, chemical Reductionist

Psychology focuses on the individual Many orientations through psychologys short history
Note: Clinical/personality orientations, e.g., Freud, Jung, have their own utility in explanation, but are rarely subject to scientific investigation Structural, turn of 20th century, relations among elements Gestalt, 1930s and on, general, especially of perception, still useful Behaviorist, all S->R, which is fine for some things, but fall short for explanation of mental phenomena Information processing/Cognitive, current orientation
Influences from Shannons ideas on information, shortcomings of behaviorism, successes in codifying information in computing Human information processor

Modeling Humans
Any theory or model is an abstraction For HCI, goals are primarily in Computer and Interaction
Utility of human model lies in how well it helps with interfaces

Card, Moran, and Newell (1983) Model Human Processor


Classic example of cognitive architecture with focus on humans interacting with computers Perceptual system, motor system, cognitive system Each has own processor and memory Principles of operation dictate system behavior under certain conditions A very simple model

Dix et. al use similar information processing division of elements in chapter

Overview
Dix et al. model:
Information i/o visual, auditory, haptic, movement Information stored in memory sensory, short-term, long-term Information processed and applied reasoning, problem solving, skill, error

Idea tonight
Give broad overview of elements of human Show that for some elements of user interface design, detailed knowledge is at least useful and perhaps critical

For design - sensory, perceptual, and cognitive guidelines and principles

Some Terminology
Sensation Perception Cognition

Transduction of energy, etc. by sensory receptors


Light to neural impulses by retinal cells

Forming a mental image or awareness and representation


To see a window

Latin
cognitio knowledge

Top down and bottom up

Higher level mental representations and procedures Process of thought

Demo

Demo

Model Human Processor + Attention


A useful big picture - Card et al. 83 plus attention
Senses/input p f(attention, processing) p motor/output Notion of processors
Purely an engineering abstraction

Detail next slide


And in lectures!

Model Human Processor + Attention


Sensory store
Rapid decay buffer to hold sensory input for later processing

Perceptual processor
Recognizes symbols, phonemes Aided by LTM

Cognitive processor
Uses recognized symbols Makes comparisons and decisions Problem solving Interacts with LTM and WM

Motor processor
Input from cog. proc. for action Instructs muscles Feedback
Results of muscles by senses

Attention
Allocation of resources

Model Human Processor - Original


Card et al. 83 An architecture with parameters for cognitive engineering
Will see visual image store, etc. tonight

Memory properties
Decay time: how long memory lasts Size: number of things stored Encoding: type of things stored

Model Human Processor - Original

Dix: Information Input and Output


Again, human considered as information processor Input channels are the five senses
With some more important than others Vision primarily

Output channels are human effectors


E.g., limbs, fingers, head, vocal system

Vision
Vision and visual perception studied across a range of disciplines Points tonight meant to highlight usefulness for HCI in knowing about vision For vision consider (Dix):
Physical reception of stimulus Processing and interpretation of stimulus

The Eye - Physical Reception


Mechanism for receiving light and transforming it into nerve transmissions
A transducer: light -> nerves

Light reflects from objects


Some strikes retina Images are focused upside-down on retina

Ganglion cells (brain!) detect pattern and movement As camera has


equivalent of lens, aperture (pupil) and film (retina)

Note that image is upside down on retina!


perception

Environment: Visible Light


Generally, the bodys sensory system is the way it is because it had survival value
Led to success
survival and reproduction

Focus on human vision (because of computer), but all share basic notions Humans have receptors for (a small part of) the electromagnetic spectrum
Have receptors sensitive to (fire when excited by) energy 400700nm Snakes see infrared, some insects ultraviolet
i.e., have receptors that fire

What would life be like if humans could see other parts of electromagnetic spectrum???

Human Eye: Retinal Receptors

Two types of (photo) receptors on retina: rods and cones


Rods look like, well, rods Will later look at color blindness when cones fail

Rods:
spread all over the retinal surface (75 - 150 million) low resolution, no color vision, but very sensitive to low light (scotopic or dim-light vision)

Cones:
dense array around central portion of retina - fovea centralis (6 - 7 million) high-resolution, color vision, but require brighter light (photopic or bright-light vision)

Human Eye: Lens

Eye has compound lens:


cornea (power) and lens (adjust focal length)
f = focal length of lens d = distance to object r = distance to image that is formed

Flexibility of lens changes with age, approaching 0 at 60 years

Human Eye: Depth of Field and Focus

Depth of focus will see interesting affect


Distance over which objects are in focus without change in focus
Note: Different colors have different depths of focus chromatic aberration

Varies with size of pupil Range of focus:


Distance
50 cm 1m 2m 3m

Near
43 cm 75 cm 1.2m 1.5m

Far
60 cm 1.5 m 6.0m Infinity

Depth of focus
17 cm 75 cm 1.8 m Large

Rarely do computer systems model

Human Eye: Depth of Field - Example

Photographic Images:
Depth of field longer with small aperture (f stop) Range of focus:
Distance
50 cm 1m 2m 3m

Near
43 cm 75 cm 1.2m 1.5m

Far
60 cm 1.5 m 6.0m Infinity

Depth of focus
17 cm 75 cm 1.8 m Large

Human Eye: Chromatic Aberration

Human Eye: Chromatic Aberration


Different wavelengths of light focus at different distances within eye
Short-wavelength blue light refracted more than long-wavelength red light Focusing on a red patch, an adjacent blue patch will be significantly out of focus

Strong illusory depth effects Human eye has no correction for chromatic aberration!
Inadvisable: fine blue patterns in visualizations! Visual effects in soap bubbles, crystal sculptures, etc.

Using Physiology for Design


Chromatic Aberration

Different wavelengths focus differently


Highly separated wavelengths (red & blue) cant be focused simultaneously

Guideline: Dont use red-on-blue text


It looks fuzzy and hurts to read

FYI: Human Eye: Receptors


Lens focuses image on mosaic of photoreceptor cells lining retina From 1 100 receptors feed into 1 ganglion cell Fovea
Small area in center of retina densely packed with cones Vision sharpest o o - 2 of arc
Receptor mosaic in fovea

Interpreting the Visual Signal


Size and depth
Visual angle indicates how much of view object occupies
(relates to size and distance from eye)

Visual acuity is ability to perceive detail (limited)


familiar objects perceived as constant size
(in spite of changes in visual angle when far away)

cues like overlapping help perception of size and depth

Brightness
Human system not map directly to physical

Color
Different sensory elements responsible for perception of color Implications for color use, e.g., color blindness

Human Eye: Visual Angle

Visual angle - angle subtended by object at eye of viewer


In degrees, minutes, seconds of arc Thumbnail at arms length subtends ~1o of visual angle o 1cm (2/5) object at 57 cm (20), monitor distance, ~1 of visual angle

FYI: Human Eye: Acuities - Grating Acuity


Acuities
Measurements of abilities to see detail Provide ultimate limits of information densities can perceive

Resolve to about 1 min. of arc


Roughly corresponds to with receptor spacing in fovea E.g., to see 2 lines as distinct blank space between should lie on receptor So, should be able to perceive lines separated by twice receptor spacing

Grating Acuity - 1-2 minutes of arc


- Ability to distinguish a pattern of bright and dark bars from a uniform gray background

Superacuities
Resolution above what expected by receptor density due to integration of signals

FYI: Acuities: Point, Letter, Stereo, Vernier


Point acuity
1 minute of arc Ability to resolve two distinct point targets

Letter acuity
5 minute of arc Ability to resolve letters Snellen eye chart
20/20 means a 5-minute letter target can be seen 90% of time

Stereo acuity
10 seconds of arc Ability to resolve objects in depth Measured as difference between 2 angles (a and b) for a just-detectable difference

Vernier acuity
10 seconds of arc Ability to see if two lines are collinear

FYI: Acuity Distribution and Visual Field


Again, receptors densely packed at fovea Binocular overlap
Region of visual field viewed by both eyes Only here, stereopsis

Visual acuity non-uniformly distributed over visual field


E.g., Can resolve only about 1/5 o detail at 10

Next slide (tries) demonstrate equi-resolvability of characters as a function of distance from fovea
r = f(dist. fovea) (stare at center and see smaller characters at center as well or better than those at periphery)

Human Eye: Resolution

FYI: Brightness, Luminance, Lightness


Brightness
subjective reaction to levels of light affected by luminance of object measured by just noticeable difference Ecologically, need to be able to manipulate objects in environment

Information about quantity of light, of relatively little use


Rather, what need to know about its use

Human visual system evolved to extract surface properties


Loose information about quantity and quality of light E.g., experience colored objects, not color light
Color constancy

Similarly, overall reflectance of a surface


Lightness constancy

FYI: Luminance, Brightness, Lightness


Luminance
Amount of light (energy) coming from region of space,
Measured as units energy / unit area E.g., foot-candles / square ft, candelas / square m Physical

Brightness
Perceived amount of light coming from a source Here, will refer to things perceived as self-luminous

Lightness
Perceived reflectance of a surface E.g., white surface is light, black surface is dark

Again,
Physical - Luminance
Number of photons coming from a region of space

Perceptual - Brightness
Amount of light coming from a glowing source

Lightness
Reflectance of a surface, paint shade

FYI: Luminance
Amount of light (energy) hitting the eye To take into account human observer:
Weighted by the sensitivity of the photoreceptors to each wavelength
Spectral sensitivity function:
700

L ! VP EPHP
400

E.g., humans about 100 times less sensitive to light at 450nm than at 510nm Note, use of blue for detail, e.g., text, not seem good
Compounded by chromatic aberration in which blue focuses at different point

Later, will examine difference cone sensitivities

FYI: Brightness
Perceived amount of light coming from a glowing (self-luminous) object
E.g., instruments

Perceived brightness very non-linear function of the amount of light


Shine a light of some intensity on a surface, and ask an observer, How bright? Intensity = How bright is the point? 1 1 4 2 16 4

Stevens power law


Perceived sensation, S, is proportional to the stimulus intensity, I, raised to a power, n n S=I n Here, Brightness = Luminance With n = 0.333 for patches of light, 0.5 for points Applies only to lights in relative isolation in dark, so application more complicated Loudness (dB), smell, taste, heaviness, force, friction, touch, etc.

Applies to many other perceptual channels

Enables high sensitivity at low levels without saturation at high levels Just-noticeable difference depends on value

Dix: Interpreting the Signal - Color


Color
made up of hue, intensity, saturation cones sensitive to colour wavelengths blue acuity is lowest ~8% males and ~1% females color blind

Trichromacy Theory
Recall, that there are 2 types of retinal receptors:
Rods, low light, monochrome
So overstimulated at all but low levels contribute little So only consider cones for color vision

Cones, high light, color Not evenly distributed on retina

Distribution of receptors across the retina, left eye shown; the cones are concentrated in the fovea, which is ringed by a dense concentration of rods
http://www.handprint.com/HP/WCL/color1.html#oppmodel

Trichromacy Theory
Cones (3 types) differentially sensitive to wavelengths
trichromacy
Each type cone has different peak sensitivity:
S: 450 nm blue M: 540 nm green L: 580 nm red More later

No accident 3 colors in monitor Cone sensitivity functions

Color space:
An arrangement of colors in a 3-dimensional space
Monitor: R,G,B Primary paint colors: R,Y,B Printer: cyan, magenta, yellow

There are many, each designed for different purposes Will consider several Can match all colors perceived with 3 colors
Does not matter that spectral composition of that patch of light may be completely different
Different gamut, more later

But, chickens have 12

Cone response space, defined by response of each of the three cone types. Becomes 2d with color deficiency

FYI: Color Space Ex.: RGB Color Cube

Again, can specify color with 3


Will see other way

RGB Color Cube


Neutral Gradient Line Edge of Saturated Hues ppt example
http://graphics.csail.mit.edu/classes/6.837/F01/Lecture02/ http://www.photo.net/photo/edscott/vis00020.htm

Cone Sensitivity Functions


Cone receptors least sensitive to (least output for) to blue

Relative sensitivity curves for the three types of cones, log vertical scale, cone spectral curves from Vos & Walraven, 1974

Relative sensitivity curves for the three types of cones, the Vos & Walraven curves on a normal vertical scale

Color Blindness
~9% male, and ~1% females have some form of color vision deficiency! Most common:
Lack of long wave length sensitive receptors (red, protanopia)
See figure at right bottome

Lack of mid wave length receptors (green, deuteranopia)


Results in inability to distinguish red and green E.g., cherries in 1st figure hard to see

Trichromatic vs. dichromatic vision

Color Blindness Examples


Normal:
trichromatic

No red, green, blue:


dichromatic

Using Physiology for Design


Fovea has few blue (S - short wavelength) cones
Cant resolve small blue features (unless they have high contrast with background)

Lens and aqueous humor turn yellow with age


Blue wavelengths are filtered out

Lens weakens with age


Blue is harder to focus

Guideline: dont use blue against dark backgrounds where small details matter (like text!)

FYI: Perceived Color


Color perceived relative to context
Are the Xs in the figure below the same color?

Easy implications for use in maps

Contrast illusion
An illusion is an extreme case
Somewhat surprising because it leads to error

Appears to be different color X!

FYI: Perceived Color


With color of x touching

FYI: Afterimage
Occurs due to bleaching of photopigments
(demo next slide)

Implications for misperceiving (especially contiguous colors and black and white)
I thought I saw

To illustrate:
Stare at + sign on left
May see colors around circle

Move gaze to right See yellow and desaturated red

Afterimage Example

Dix: Interpreting the signal (cont)


The visual system compensates for:
movement changes in luminance.

Context is used to resolve ambiguity Optical illusions sometimes occur due to over compensation

FYI: Simultaneous Brightness Contrast

Gray patch on a dark background looks lighter than the same patch on a light background
Predicted by DOG model of concentric opponent receptive fields

FYI: Mach Bands


Ernst Mach

At point where uniform area meets a luminance ramp, bright band is perceived
Said another way, appear where abrupt change in first derivative of brightness profile Simulated by DOG model Particularly a problem for uniformly shaded polygons in computer graphics
Hence, various methods of smoothing are applied

Psychology and Design of Interactive Systems


Some direct applications
e.g. blue acuity is poor blue should not be used for important detail

However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions A lot of knowledge has been distilled in
guidelines cognitive models experimental and analytic evaluation techniques

End ?

Optical Illusions

the Ponzo illusion

the Mueller-Lyer illusion

Optical Illusions

Preattentive Processing and Illusions


What is wrong with this triangle?
Impossible (or at least difficult) to build

Cues for perception misleading


Must rely on conscious (rational) processes intelligence to figure it out, Conscious/rational processes much slower

The Other Senses


But not smell and taste
Long latency, practical challenges

Hearing Touch Kinesthetic Movement


Fitts law

Hearing
Provides information about environment:
distances, directions, objects etc.

Physical apparatus:
outer ear middle ear inner ear protects inner and amplifies sound transmits sound waves as
vibrations to inner ear chemical transmitters are released and cause impulses in auditory nerve

Sound
pitch loudness timbre sound frequency amplitude type or quality

Hearing (cont)
Humans can hear frequencies from 20Hz to 15kHz
less accurate distinguishing high frequencies than low.

Auditory system filters sounds


can attend to sounds over background noise. for example, the cocktail party phenomenon.

Touch
Provides important feedback about environment May be key sense for someone who is visually impaired Stimulus received via receptors in the skin
thermoreceptors nociceptors mechanoreceptors heat and cold pain pressure
(some instant, some continuous)

Some areas more sensitive than others, e.g., fingers Kinethesis - awareness of body position
affects comfort and performance.

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 auditory pain ~ 200ms ~ 150 ms ~ 700ms

Increasing reaction time decreases accuracy in the unskilled operator but not in the skilled operator.

Movement Fitts Law


Fitts' Law, 1954
Fundamental law of human sensory-motor system Practical application in interface design Describes the time taken to hit a screen target Time, Mt, to move hand to a target of size, S, at distance, D, away

Mt = a + b log2(D/S + 1)
where: a and b are empirically determined constants Mt is movement time D is Distance S is Size of target

index of difficulty: log2(D/S + 1)


Same performance at greater distance with greater size

targets as large as possible, distances as small as possible

Fitts Law Example Implication


Hierarchical menus are hard to hit
Especially when it takes two actions

Psychology and Design of Interactive Systems


Some direct applications
e.g. blue acuity is poor blue should not be used for important detail

However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions A lot of knowledge has been distilled in
guidelines cognitive models experimental and analytic evaluation techniques

End

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