June 2004User Interface Design, Prototyping, and Evaluation1 Outline Human visual system Guidelines for design Models of human performance (MHP) Memory.

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Presentation transcript:

June 2004User Interface Design, Prototyping, and Evaluation1 Outline Human visual system Guidelines for design Models of human performance (MHP) Memory

June 2004User Interface Design, Prototyping, and Evaluation2 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

June 2004User Interface Design, Prototyping, and Evaluation3 Visible Spectrum

June 2004User Interface Design, Prototyping, and Evaluation4 Human Visual System Light passes through lens Focussed on retina

June 2004User Interface Design, Prototyping, and Evaluation5 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

June 2004User Interface Design, Prototyping, and Evaluation6 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

June 2004User Interface Design, Prototyping, and Evaluation7 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

June 2004User Interface Design, Prototyping, and Evaluation8 Color Sensitivity from: Really yellow not as sensitive to blue lots of overlap

June 2004User Interface Design, Prototyping, and Evaluation9 from Color Sensitivity Really yellow

June 2004User Interface Design, Prototyping, and Evaluation10 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!

June 2004User Interface Design, Prototyping, and Evaluation11 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

June 2004User Interface Design, Prototyping, and Evaluation12 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)

June 2004User Interface Design, Prototyping, and Evaluation13 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

June 2004User Interface Design, Prototyping, and Evaluation14 Test

June 2004User Interface Design, Prototyping, and Evaluation15

June 2004User Interface Design, Prototyping, and Evaluation16

June 2004User Interface Design, Prototyping, and Evaluation17

June 2004User Interface Design, Prototyping, and Evaluation18 Color Deficiency Example

June 2004User Interface Design, Prototyping, and Evaluation19 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

June 2004User Interface Design, Prototyping, and Evaluation20 Using the Hue Circle Pick non-adjacent colors –opponent colors go well together (red & green) or (yellow & blue)

June 2004User Interface Design, Prototyping, and Evaluation21 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

June 2004User Interface Design, Prototyping, and Evaluation22 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

June 2004User Interface Design, Prototyping, and Evaluation23 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

June 2004User Interface Design, Prototyping, and Evaluation24 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

June 2004User Interface Design, Prototyping, and Evaluation25 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

June 2004User Interface Design, Prototyping, and Evaluation26 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

June 2004User Interface Design, Prototyping, and Evaluation27 Principles of Operation (cont.) Fitts’ Law –moving hand is a series of microcorrections –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

June 2004User Interface Design, Prototyping, and Evaluation28 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

June 2004User Interface Design, Prototyping, and Evaluation29 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

June 2004User Interface Design, Prototyping, and Evaluation30 Perceptual Causality How soon must red ball move after cue ball collides with it? –must move in < Tp (100 msec)

June 2004User Interface Design, Prototyping, and Evaluation31 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

June 2004User Interface Design, Prototyping, and Evaluation33 Simple Experiment Do it again Say “done” when finished

Blue Red Black White Green Yellow

June 2004User Interface Design, Prototyping, and Evaluation35 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

June 2004User Interface Design, Prototyping, and Evaluation36 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

June 2004User Interface Design, Prototyping, and Evaluation37 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.

June 2004User Interface Design, Prototyping, and Evaluation38 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

June 2004User Interface Design, Prototyping, and Evaluation39 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)”