Unit I Human
Unit I Human
Unit I Human
the human
• 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
• Emotion influences human capabilities
• Each person is different
Vision
• Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females colour blind
Interpreting the signal (cont)
• The visual system compensates for:
– movement
– changes in luminance.
Mt = a + b log2(D/S + 1)
Sensory memories
Long-term memory
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• Two types
– episodic – serial memory of events
– semantic – structured memory of facts,concepts,
skills
• Type–subtype relationships.
DOG COLLIE
Fixed Fixed
legs: 4 breed of: DOG
type: sheepdog
Default
diet: carniverous Default
sound: bark size: 65 cm
Variable Variable
size: colour
colour
Models of LTM - Scripts
• Model of stereotypical information required to interpret situation.
• Script has elements that can be instantiated with values for context.
• Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is growling
THEN run away
LTM - Storage of information
• rehearsal
– information moves from STM to LTM
• interference
– new information replaces old: retroactive
interference
– old may interfere with new: proactive inhibition
• recognition
– information gives knowledge that it has been
seen before.
– less complex than recall - information is cue.
Thinking
• Reasoning
deduction, induction, abduction
• Problem solving
Deductive Reasoning
• Deduction:
– derive logically necessary conclusion from given
premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Unreliable:
– can only prove false not true
… but useful!
7 E 4 K
If a card has a vowel on one side it has an even number on the other
Is this true?
• Unreliable:
– can lead to false explanations
Problem solving
• Process of finding solution to unfamiliar task using knowledge.
• Several theories.
• Gestalt
– problem solving both productive and reproductive
• Skill acquisition
– skilled activity characterized by chunking
• lot of information is chunked to optimize STM
– conceptual rather than superficial grouping of problems
– information is structured more effectively
Errors and mental models
Types of error
• slips
– right intention, but failed to do it right
– causes: poor physical skill, inattention etc.
– change to aspect of skilled behaviour can
cause slip
• mistakes
– wrong intention
– cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
Emotion
• Various theories of how emotion works(3):
– James-Lange: emotion is our interpretation of a
physiological response to a stimuli.
Ask yourself:
will design decision exclude section of user
population?
Psychology and the Design of Interactive System
• Some direct applications
– e.g. blue acuity is poor
blue should not be used for important detail