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- I
- human - computer interaction is a discipline concerned with the
- -DESIGN
- -EVALUATION
- -IMPLEMENTATION
- of interactive computing systems for human use and with the study of major phenomena surrounding them.
- human :
- - information processing
- - language, communication
- ergonomics
- computer :
- - interface metaphors
- - dialogue techniques
- - I/O devices
- - Graphic design
- evaluation techniques -> design approaches <> prototypes -> implementation techniques and tools
- that's the development process
- form:
- even in 1989 there was a form infrastructure
- aplication : | ping telnet ftp smtp | trace route | dns snmp nfs |
- transport : | tcp | | udp |
- network : | ICMP | IP | IGMP |
- access to network : ARP - DATA CONNECTION - RARP
- environment
- Tim Berners-Lee - implemented interface to the hipertext (HTTP)
- We want the system to be
- - useful => effective: meets objectives and requirement
- - usable => efficient: easy, intuitive, secure
- - used => attractive: nice and rewarding
- david wargo - author of switch panel
- three mile island - 1 april 1979
- valve -> core to overheat -> emergency valve -> leakage of radioactive water vapor
- The main factor that turned this incidend into an accident was incorrect
- reaction of the operators
- in the first few minutes 100 to 200 alarmes sounded
- in practise we will do things in javaFX scene builder in netbeansx
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- II
- the human user = information processing unit (IPU)
- (morgan & newell 1983)
- cognitive psychology :
- - perceptive system
- - motor system
- - cognitive system
- Cognitive psychology
- Create for human usage :
- - aware of capacities and limitations
- - what is easy and difficult?
- - what is pleasant?
- - main user modus operandi.
- information input / output
- - visual, hearing, haptic, movement
- information stored in memory
- -sensorial, short and long term
- information processed and applied
- - reasoning, problem solving, skills, error
- the emotional dimension
- the uniques of each person
- input - through the sense
- vision
- involves two steps:
- - physical reception of a stimulus
- - interpretation and processing
- EYE - the reception of a stimulus (odbior bodzca)
- - light RECEIVED and transformed into electrical signals - odbierane i przetransformowane w sygnaly elektryczne
- - light EMITTED and REFLECTED by objects - swiatlo emitowane i odbijane od obiektow
- - the RETINA focus images upside down (siatkówka)
- - the retina contains two kind of photoreceptors:
- -Rods(bastonetes) - luminosity sensitivity (pręty - wrazliwe na jasnosc)
- -Cones - chromatic vision (syszki - chromatyczne widzenie)
- - the GANGLION cells detects PATTERNS (X in foeva) and MOVEMENT (Y peripheral).
- Rods(bastonetes) ~ 120 millions
- - in the retina extermities
- - peripheral vision
- Cones ~ 6 milions
- -there are three kind
- -concentrated in the foeva
- Ganglions
- -X-cells ~> patterns
- -Y-cells ~> movement
- signal interpretation
- size - measuring the visual angle: degrees, minutes, and arc seconds:
- - SAME SIZE objects at different distances have different visual angles
- - DIFFERENT SIZE objects, positioned at the right different distances
- will have the same visual angle, in the eye of the observer.
- correct assessment requires observer's world knowledge
- visual acuity
- - the abillity of a person to percive the thinest details
- Example : perceive lines with the 0,5 arc seconds in width
- - perceive lines spaced 30 arc seconds
- chromatic vision
- - the three components
- - hue - the spectral wavelength (average person: 150)
- - intensity - the color brightness
- - saturation - the amount of the whiteness in the color
- - perceive approximately 7 million colors
- - green ~ maximal acuity
- - blue ~ minimal acutiy (3% to 4% blue cones)
- - 8% men and 1% women have some kind of color perception deficiency - COLORBLIND
- ( GREEN <> RED ? )
- brightness
- - measures the light intesity
- - related with luminance, measured through a photometer
- - contrast: the ratio between two brightness levels
- - the pupil compensates for brightness variation
- - visual acuity increases with luminance
- color hue
- hues can refer to the set of "pure" colors within a color space
- visual processing
- - action of the brain on the significance of the visual signal input
- - what we see is an interpretation guided by our expectations
- - example the notion of constant size
- - our brain can infer complete images when there are "holes"
- - so, maybe . . your mind can be deceived
- optical illusions:
- - the law of size
- - the ponzo illusions
- - the muller lyer illusion
- graphic design:
- - we tend to increase horizontal lines and shorten the vertical ones
- - the perceived "optical center" is positioned slightly above the true center
- Text reading:
- - human eye makes rapid movementes (SACCADES) and pauses (FIXATIONS) - 94% time breaks
- - information is collected during the "fixations" and there are 3 to 5 per line of text
- - there are also REGRESSIONS in the eye movement
- - complex text = = more regressions
- - reading speed in adults 250 words / minute
- - reading from a computer is slower than from a book
- - dark letters on light background is easier to read - more luminance => greater acuity
- - font sizes: 9 = 12 if proportional spacing lines
- how do humans really read?
- - chinese ideogramas
- - there are about 42 000
- - only 3000 most used
- Human Hearing:
- - usually considered as secondary, but...
- - there is much more information entering than the one we naively consider
- - the pinna acts as a tunnel that channels the sound into the ear
- - we were able to estimate distances, due to delays in reception between the two ears
- hearing Provides rich envirement information:
- - distances, directions, etc.
- - physical apparatus
- - outer ear - protects inner and amplifies sound
- - middle ear - transmits sound waves as vibrations to inner ear
- - inner ear - chemical transmitters are released and cause impulses in auditory nerve
- - sound
- - pitch - frequency (Hz)
- - loudness - amplitude (dB)
- - timbre - type or quality ( barwa dzwieku )
- processing sound
- - human hearing range between 20Hz and 15kHz
- - dogs can hear ultrasounds
- - elephants communicate through infra-sounds
- - at low frequencies we can detect differences of 1.5 Hz
- - at higher frequencies, we lose sensitivity
- - the hearing range varies with age
- - the brain efficiently filter sounds - e. g. "the cocktail party"
- - there are also auditory illusions as well
- touch
- - also known as "haptic perception"
- - normally used as an unconscious feedback
- - the keypressed, when we write
- - sensing the mouse location (kinaesthetic)
- - vibration in electronic equipment
- -stimuli through skin receptors:
- - mecano-receptors (pressure)
- - termo receptors (heat)
- - nocio-receptores (pain or intense pressure)
- - heterogeneous sensitivity:
- - the sensitivity of the findertip is about 10 times the sensitivity of the forearm
- movement
- - the movement is composed of two essential characteristics:
- - speed
- - precision
- - speed ( reaction time) depends on two things ( e.g. accident):
- - processing time
- - movement time
- - time taken to respond to stimulus:
- reaction time + movement time
- - the reaction time - dependent on stimulus type:
- -visual ~200 ms
- -auditory ~150 ms combined stimulus =
- -pain ~700ms
- - movement time dependent on age, fitness, etc
- - increasing reaction time decreases accuracy in the unskilled operator but not
- in the skilled operator
- Fit's Law ( 1954 )
- Describes the time taken to hit a screen target:
- Mt = a + b log 2(d/s +1)
- a and b - empirically determined constants
- Mt is the movement time
- D is the distance to target
- S is the size of the target
- - Rule: targets as large as possible and distance as small as possible
- - The reaction time increases with aging but can be improved through training
- Audio 150ms
- Visual 200ms
- - Low reaction time leads to low accuracy
- - Hands do not have the movement exclusivity
- The Hick's Law(1952)
- Models the time required to select one option among several possibilities:
- T = b log2(n+1)
- n is the number of possibilites
- t is the time taken to choose an option
- b is an empirical constant
- rule: always present the adequate number of choinces
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- III
- Memory
- stores facts, procedures , actions
- three types of memory:
- - sensory
- - short-term/working memory (STM)
- - long-term memory (LTM)
- sensory -> attention -> short-term -> rehearsal -> long-term
- sensory :
- - buffers for stimuli received through senses
- - iconic memory: visual stimuli
- - echoic memory: aural stimuli
- - haptic memory: tactile stimuli
- sensory -> attention -> short-term memory
- attention is the action of focusing on a given item by filtering the remaining
- inputs received at that time.
- without this filtering we will rapidly become overwhelmed with information.
- short-time memory
- - works as a scratch-pad for temporary recall
- - when we read
- - in mental calculations
- - temporary data storage
- - rapid access 70 ms
- - rapid decay 200 ms
- - finite and very limited 7 + - chunks.
- On average, a person can remember 7+-2 items in his STM (Menus, Lists, Cmds)
- but : there are many things that can easily be remebered.
- Chunking is division into smaller meaningful pieces, increases memory usage efficiency.
- Chunking leads to Closure. A failure in closure leads the user to lose mental location,
- causing him to make MISTAKES. (e.g. ATM).
- Long-Term memory (LTM)
- -repository for all our knowledge
- - slow access time ~ 100ms
- - slow decay (if any)
- - immense storage capacity
- -two types
- - episodic - memorize sequence of events (like when we hear a narrative).
- - semantic - memorize fact structures, concepts, skills, ... -
- like a graph model (or like classes with atributes in OOP).
- Structure of semantic memory:
- - facilitates the retrieval of information.
- - represents the relationship between two information units
- - supports inference and generalization.
- Models of LTM:
- - semantic network
- - frames (type-subtype relationships, extension of a semantic network)
- - production rules (IF condition is verified, THEN action rules)
- Two theories about forgetting:
- -decay (very slowly / ebbinghaus mowi ze logarytmicznie )
- jot's law : if two memories are equally strong the oldest last longer)
- Interference
- - new information replaces old: retroactive interference
- - old may interfere with new: proactive inhibition (driving to our old house)
- - may not forget at all
- - affected by emotions
- Reasoning:
- - Deductive (if ... then) logic thinking
- - Inductive - generalize things seen from unseen
- - Abductive - event -> action (unreliable)
- Problem solving:
- - process of finding solution
- Theories:
- - Behaviourism (reproductively + trial and error cycle)
- - Gestalt (non behaviorists) - productive and reproductive
- Problem space theory - generates problem states using legal operators
- Analogy - knowledge of similar problem
- Skill acquisition - skilled by chunking (if then if and then) (np pieczenie ciasta)
- Types of error
- - slips ( right intention but failed to do it right. caused: poor physical skill, inattention
- similar aspect but different functionality).
- - mistakes (wrong intention, cause : incorrect understanding)
- People creates mental models to explain behavior and it can cause an error.
- EMOTIONS
- Implications for interface design:
- - stress increase the difficulty of problem solving
- - relaxed users will be more forgiving
- - aesthetically pleasing and rewarding interfaces will increase positive affect
- Individual Differences
- - Long term (gender, physical and intellectual abilities)
- - Short term (effect of stress or fatigue)
- - Changing (age)
- Interaction is what goes in and what goes out.
- Qerty is not optimal and people are just used to it and don't want a change.
- Alphabetic:
- - keys arranged in alpabetic order - not faster for anyone
- Dvorak - 15% faster, biased towards right hand, common letters under dominant fingers
- Shape Writer - based on fitt's law mt = a+b log2(d/s + 1)
- more efficient
- special keyboards:
- - for impaired users in general
- - for one hand usage
- - for reducing fatigue for RSI
- - laser projection keyboards
- - phone pad and t9 entry
- - numeric keypads
- - cursor keys
- -handwriting recognition
- - speech recognition (NLP)
- -touchpads
- -mouse
- -direct touch
- Multimodal Co-located Interaction - user exemplifies commands throught gestures
- system uses voice and image recognition
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- eyegaze
- resolution - number of pixels (width x height) uhd 3840 x 2160 pda 240x400
- ratio 4:3 for most screens / 16:9
- color depth:
- - how many different colors for each pixel?
- - 256 from pallete, 8 bits each for red / green / blue = millions of colors
- CRT - stream of electrons emitted from electron gun, focused and directed
- by magnetic fields, hit phosphor coated screen which glows
- - used in tvs and computer monitors
- LCD - liquid crystal displays.
- top plate transparent and polarized, bottom plate reflecting
- light passes through top plate and crystal, and reflects back to eye
- voltage applied to crystal changes polarization and chence color
- light reflected not emitted => less eye strain
- What is interaction?
- Communication
- User <=> System
- task language - core language
- Donald Norman's Model
- 1. user establishes the goal
- 2. formulates intention
- 3. specifies actions at interface
- 4. executes action
- 5. perceives system state
- 6. interprets sytem state
- 7. evaluates system state with respect to goal
- Some system are harder to use than others WHY>!>!>!>>!?!!?!?!?\
- Gulf of execution - user's formulation of actions =/= actions allowed by the system
- Gulf of evaluation - user's expectations of changed system state =/= actual presetnation of this state
- Human errors -> Slips and mistakes
- slips :
- understanding of the system
- correct formula of goal
- incorrect action
- fix : better interface
- mistakes
- bad goal
- fix : better understanding of the system
- Abowd and Beale Framework - interaction framework
- Extension of norman's model, their interaction framwerok has 4 parts
- User
- Input
- System
- Output
- *System Core -> Output -> User -> Input -> *
- presentation observation auticulation performance
- What is design. It's achiving goals within constraints
- Goals - purporse (who is it for, why do they want it)
- Constraints materials, platforms
- Trade-offs good vs. optimum
- Understand materials - understand people , understand computer and their interaction
- process of design
- What is wanted? -> analysis -> design -> implementation and deploy
- -> prototypes <-
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- Scenarios
- - stories for design (communicate with others, validate other models, understand dynamics)
- - linearity - time is linear - our lives are linear
- What would user want to do, how would they react to this?
- step by step walkthrough (SEE DO THINKING).
- also play and act (mock up device, pretend you are doing it.. internet connetcted swiss army knife)
- explore interaction - what happens when
- explore cognition - what are the users tihnking
- explore architecture - what is happening inside
- user scenarios to communicate with others, validate other models, express dynamics (screenshots, scenario)
- scenarios - one linear path though the system
- pros
- + life is linear and time is linear
- + easy to understand
- + concrete
- - no choice no branches no special conditions
- - miss the unintended
- so
- - use several scenarios
- - user other methods
- four levels of design
- - widget choice (menu, buttons, labels, etc.)
- - screen design ( find things, grouping )
- - application navigation design
- - environment
- 4 golden rules
- know where you are
- know what you can do
- know where you are going
- know where you've been or 've done
- sacrifice form for the sake of function !
- wider still
- - style issues: platform standards, consistency
- - functional issues: cut and paste
- - navigation issues ( links to others apps ... the web) embedded applications
- basic principles
- - ask
- -what is the user doing
- - think
- - what information required?
- - comparisons to make?
- - order of things?
- - design
- - form follows function
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