Prof. James A. Landay University of Washington Autumn 2004 Human Abilities: Vision & Cognition October 11, 2004.

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Prof. James A. Landay University of Washington Autumn 2004 Human Abilities: Vision & Cognition October 11, 2004

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation2 Interface Hall of Shame or Fame? From IBM’s RealCD –prompt –button

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation3 Interface Hall of Shame! From IBM’s RealCD –prompt –button Black on black??? –cool! –but you can’t see it –“click here” shouldn’t be necessary like a door that has a sign telling you to push

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation4 Misused Metaphors Direct translations –software telephony solution that requires the user to dial a number by clicking on a simulated keypad –software CD player that requires turning volume knob with the mouse –airline web site that simulates a ticket counter!

Prof. James A. Landay University of Washington Autumn 2004 Human Abilities: Vision & Cognition October 11, 2004

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation6 Outline Review Human visual system Guidelines for design Models of human performance (MHP) Memory Working on teams

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation7 Review Conceptual models –mental representation of how the object works & how interface controls effect it Design model should equal user model –mismatches lead to errors –know the user’s likely conceptual model Design guides –make things visible –map interface controls to user’s model –provide feedback Design Model User Model System Image

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation8 Why Study Color? 1)Color can be a powerful tool to improve user interfaces by communicating key information 2)Inappropriate use of color can severely reduce the performance of systems we build

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation9 Visible Spectrum

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation10 Human Visual System Light passes through lens Focussed on retina

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation11 Retina Retina covered with light-sensitive receptors ? –rods primarily for night vision & perceiving movement sensitive to broad spectrum of light can’t discriminate between colors sense intensity or shades of gray –cones used to sense color

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation12 Retina Center of retina has most of the cones  –allows for high acuity of objects focused at center Edge of retina is dominated by rods  –allows detecting motion of threats in periphery

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation13 Color Perception via Cones “Photopigments” used to sense color 3 types: blue, green, “red” (really yellow) –each sensitive to different band of spectrum –ratio of neural activity of the 3  color other colors are perceived by combining stimulation

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation14 Color Sensitivity from: Really yellow not as sensitive to blue lots of overlap

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation15 from Color Sensitivity Really yellow

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation16 Distribution of Photopigments Not distributed evenly – mainly reds (64%) & very few blues (4%)  ? –insensitivity to short wavelengths (blue) No blue cones in retina center (high acuity)  ? –“disappearance” of small blue objects you fixate on As we age lens yellows & absorbs shorter wavelengths  ? –sensitivity to blue is even more reduced Implication –don’t rely on blue for text or small objects!

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation17 Color Sensitivity & Image Detection Most sensitive to the center of the spectrum –blues & reds must be brighter than greens & yellows Brightness determined mainly by R+G Shapes detected by finding edges –we use brightness & color differences Implication –hard to deal w/ blue edges & shapes

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation18 Focus Different wavelengths of light focused at different distances behind eye’s lens –need for constant refocusing  ? causes fatigue –be careful about color combinations Pure (saturated) colors require more focusing then less pure (desaturated) –don’t use saturated colors in UIs unless you really need something to stand out (stop sign)

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation19 Color Deficiency (AKA “color blindness”) Trouble discriminating colors –besets about 9% of population Two main types –different photopigment response most common reduces capability to discern small color diffs –red-green deficiency is best known lack of either green or red photopigment  can’t discriminate colors dependent on R & G

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation20 Color Deficiency Example

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation21 Color Guidelines Avoid simultaneous display of highly saturated, spectrally extreme colors –e.g., no cyans/blues at the same time as reds, why? refocusing! –desaturated combinations are better  pastels

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation22 Using the Hue Circle Pick non-adjacent colors –opponent colors go well together (red & green) or (yellow & blue)

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation23 Color Guidelines (cont.) Size of detectable changes in color varies –hard to detect changes in reds, purples, & greens –easier to detect changes in yellows & blue-greens –older users need higher brightness levels Hard to focus on edges created by only color –use both brightness & color differences Avoid red & green in the periphery ( no RG cones ) Avoid pure blue for text, lines, & small shapes –also avoid adjacent colors that differ only in blue Avoid single-color distinctions –mixtures of colors should differ in 2 or 3 colors –helps color-deficient observers

One Minute Break

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation25 Why Model Human Performance? To test understanding To predict influence of new technology

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation26 The Model Human Processor Developed by Card, Moran, & Newell (’83) –based on empirical data Long-term Memory Working Memory Visual Image Store Auditory Image Store Perceptual Processor Cognitive Processor Motor Processor Eyes Ears Fingers, etc. sensory buffers

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation27 MHP Basics Sometimes serial, sometimes parallel –serial in action & parallel in recognition pressing key in response to light driving, reading signs, & hearing at once Parameters –processors have cycle time (T) ~ ms –memories have capacity, decay time, & type

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation28 What is missing from MHP? Haptic memory –for touch Moving from sensory memory to WM –attention filters stimuli & passes to WM Moving from WM to LTM –elaboration

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation29 Memory Working memory (short term) –small capacity (7 ± 2 “chunks”) vs. (617) DECIBMGMC vs. DEC IBM GMC –rapid access (~ 70ms) & decay (~200 ms) pass to LTM after a few seconds of continued storage Long-term memory –huge (if not “unlimited”) –slower access time (~100 ms) w/ little decay

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation30 MHP Principles of Operation Recognize-Act Cycle of the CP –on each cycle contents in WM initiate actions associatively linked to them in LTM –actions modify the contents of WM Discrimination Principle –retrieval is determined by candidates that exist in memory relative to retrieval cues –interference by strongly activated chunks

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation31 Principles of Operation (cont.) Fitts’ Law –moving hand is a series of microcorrections correction takes T p + T c + T m = 240 msec –time T pos to move the hand to target size S which is distance D away is given by: T pos = a + b log 2 (D/S + 1) –summary time to move the hand depends only on the relative precision required

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation32 Fitts’ Law Example Which will be faster on average? –pie menu (bigger targets & less distance) Today Sunday Monday Tuesday Wednesday Thursday Friday Saturday Pop-up Linear Menu Pop-up Pie Menu

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation33 Perception Stimuli that occur within one PP cycle fuse into a single concept –frame rate needed for movies to look real? time for 1 frame 10 frame/sec. Perceptual causality –two distinct stimuli can fuse if the first event appears to cause the other –events must occur in the same cycle

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation34 Perceptual Causality How soon must red ball move after cue ball collides with it? –must move in < Tp (100 msec)

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation35 Simple Experiment Volunteer Start saying colors you see in list of words –when slide comes up –as fast as you can Say “done” when finished Everyone else time it…

Paper Home Back Schedule Page Change

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation37 Simple Experiment Do it again Say “done” when finished

Yellow White Black Blue Red Green

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation39 Memory Interference –two strong cues in working memory –link to different chunks in long term memory Why learn about memory? –know what’s behind many HCI techniques –helps you understand what users will “get” –aging population of users

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation40 Stage Theory Working memory is small & temporary Maintenance rehearsal – rote repetition –not enough to learn information well Chunking / elaboration moves to LTM –remember by organizing & relating to already learned items decay, displacement decay? interference? Working Memory Sensory Image Store Long Term Memory decay chunking / elaboration maintenance rehearsal

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation41 Design UIs for Recognition over Recall Recall –info reproduced from memory –e.g., command name & semantics Recognition –presentation of info provides knowledge that info has been seen before –e.g., command in menu reminds you of semantics –easier because of cues to retrieval cue is anything related to item or situation where learned e.g., giving hints, icons, labels, menu names, etc.

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation42 One Minute Break

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation43 Teams vs. Groups Groups –strong leader –individual accountability –organizational purpose –individual work products –efficient meetings –measures performance by influence on others –delegates work Teams –shared leadership –individual & mutual accountability –specific team purpose –collective work products –open-ended meetings –measures performance from work products –does real work together Teams & good performance are inseparable –a team is more than the sum of its parts

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation44 Keys to Team Success Common commitment –requires a purpose in which team members believe “prove that all children can learn”, “revolutionizing X…” Specific performance goals –comes directly from the common purpose “increasing the scores of graduates form 40% to 95%” –helps maintain focus – start w/ something achievable A right mix of skills –technical/functional expertise (programming/design/writing) –problem-solving & decision-making skills –interpersonal skills Agreement –who will do particular jobs, when to meet & work, schedules

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation45 Team Action Items Meet & get used to each other Figure out strengths of team members Assign each person a role –responsible for seeing work is organized & done –not responsible for doing it themselves Names/roles listed on next assign. turned in Roles –design (visual/interaction) –software –user testing –group manager (coordinate - big picture) –documentation (writing)

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation46 Human Abilities Summary Color can be helpful, but pay attention to –how colors combine –limitations of human perception –people with color deficiency Model Human Processor –perceptual, motor, cognitive processors + memory –model allows us to make predictions e.g., perceive distinct events in same cycle as one Memory –three types: sensor, WM, & LTM –interference can make hard to access LTM –cues in WM can make it easier to access LTM

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation47 Next Time Low-fi Prototyping Read –Prototyping for Little Fingers (color picture)Prototyping for Little Fingerscolor picture –Ch. 2: The Human Information Processor, from The Psychology of Human-Computer Interaction By Stuart K. Card, Thomas P. Moran, & Allen Newell, 1983, pp

CSE490jl - Autumn 2004User Interface Design, Prototyping, and Evaluation48 Further Reading Vision and Cognition Books –The Psychology Of Human-Computer Interaction, by Card, Moran, & Newell, Erlbaum, 1983 –Human-Computer Interaction, by Dix, Finlay, Abowd, and Beale, –Perception, Irvin Rock, Articles –“Using Color Effectively (or Peacocks Can't Fly)” by Lawrence J. Najjar, IBM TR , January, 1990, TR.html“Using Color Effectively (or Peacocks Can't Fly)”