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HUMAN ABILITIES CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATIONAL TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION) WEEK 7 – CLASS 13B © Joanna McGrenere Includes slides from Leila Aflatoony, Karon MacLean and Jessica Dawson 1

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Page 1: HUMAN ABILITIES - Home | UBC Blogsblogs.ubc.ca/cpsc544/files/2019/10/544-13b-HumanAbilities.pdf · • understand human abilities, perception and action subsystems. • understand

HUMAN ABILITIES

CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATIONAL TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION)

WEEK 7 – CLASS 13B

© Joanna McGrenereIncludes slides from Leila Aflatoony, Karon MacLean and Jessica Dawson 1

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HUMAN-CENTERED DESIGN

Beyond understanding the tasks (task-centered design), the type of users (persona-based design) that we want to support, as well as an appropriate conceptual model…

… we must understand human abilities in order to do detailed interface and interaction design.

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LEARNING GOALS• understand human abilities, perception and action

subsystems.

• understand models and theories of human performance and abilities.

• attention, divided attention, color, focus, motor, etc.

• be able to identify and apply knowledge of human abilities in designing interfaces for humans.

• understand vision systems, change blindness examples, and how related to interface design.

• explain Fitts’ law, how to revisit an interface considering this principle, and how else Fitts’ law can be used.

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Understand USERS:• who they are• their key tasks

• user and task descriptions

• design requirements

GO

ALS

MAT

ERIA

LS /

MET

HO

DS

PRO

DU

CTS

Understand DESIGN:• design space and risks • choose design approach

Examine existing:• user tasks &• objectives• contexts• interfaces

Make use of:• requirements• task analysis• real & virtualized users• technology options• company IP

low fidelity

prototyping

methods

• throw-away prototypes• design direction • risk analysis

Evaluate w/:• observation• interview/quest• participatory interaction

• task walk-throughs

REFINE Design:• by element• considering task• varied contexts

Make use of:• graphical design• interface guidelines• style guides• real & virtualizedusers

med/ high

fidelity prototyping

methods

• testable medium-fidelity prototypes

Evaluate w/:• usability testing –controlled, uncontrolled

• heuristic evaluation

CONFIRM & debug:• performance in

real use

• alpha/beta systems or

• complete specification

Field testing

User Interface Design Process: Evolving Iterations

K MACLEAN - DERIVED FROM VERSION BY SAUL GREENBERG (U CALGARY)

PREDESIGN

EARLYDESIGN

MIDDESIGN

LATEDESIGN

Evaluate w/:• observation – many kinds

• ethnography• interviews, questionnaires

• task analysis

Release!

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IS THIS A GOOD INTERFACE?

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HOW DO WE CHARACTERIZE HUMAN ABILITIES?Where do we start?With a model of the human.

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MODEL HUMAN PROCESSOR (MHP) :ONE MODEL FOR PERCEPTION à MEMORY àCOGNITION

“The Psychology of Human-Computer Interaction”, 1983 Card, Moran, & Newell

MotorProcessor

(action)

CognitiveProcessor

sensorybuffers

WORLD

Long-term Memory (LTM)

Working Memory (WM)Visual Image

StoreAuditory Image

StoreHaptic Image

Store

PerceptualProcessors

Attentionfilters what gets through…

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PERCEPTION & ACTION SUBSYSTEMSsubsystems may operate in parallel (theory):

input (perception):• visual subsystem for what we see (most studied)• acoustic subsystem for what we hear• haptic subsystem for what we feel

output (action):• vocal (articulatory) subsystem for what we speak• motor subsystem for how we move• brain waves! think to interact (brain-computer interfaces)

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ANALOGIES TO A COMPUTER SYSTEM

can be a helpful way to think about it:

perception, audition, motor control = system I/O • each has associated memory (“cache”)• limits on input speed (“sample rate”) and throughput capacity

cognition = CPU• includes multi-level main memory• multithreading ? we don’t really understand how this works in

people

use analogy with caution:some systems do NOT work this way.

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TAKEAWAYS FOR THIS LECTUREWhen designing for humans, you need to factor in knowledge of their abilities.There are many models and theories of human performance / ability, we will touch on only a few today.This lecture brings together content from 4 different lectures in CPSC 344 and 444. Each of those lectures only scratches the surface, so this one is even more abridged.

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ATTENTIONIs a filter on perceptual input.

It’s one important mechanism for information moving between types of memory (image store -> working memory -> long term member)

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ONE EXAMPLE OF PERCEPTUAL LIMITATIONS

The following is intended to illustrate just how bad our senses really are

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EXAMPLE: CHANGE BLINDNESS

in upcoming images,• image will blink or flicker

• image changes with each blink

raise your hand as soon as you identify change

images from O’Regan, Rensink & Clark 1999 (Ron Rensink of this dept)

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AIRPLANE

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DINERS

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AIRPLANE WITHOUT BLINK:

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DINERS WITHOUT BLINK:

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seems like it:

camera: keep steady, adjust focal lens lengtheye: focal point always moving, yet we perceive

the world as being sharp and in focus

but how does it really work?

camera: film is exposed all at once by light from scene

eye: electrical signals travel to brain, which gradually + selectively updates a mental image of a scene

à camera is a poor metaphor for vision!

VISION SYSTEM: LIKE A CAMERA?

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HOW DOES THIS RELATE TO INTERFACE DESIGN?

What are some everyday situations where ‘change blindness’ occur?

For those situations, how might you help by changing the design?

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DIVIDED ATTENTION

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COLOR

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color can substantially improve user interfaces…

but inappropriate use can severely reduce usability

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HUMAN VISUAL SYSTEM

light passes through lensfocused on retina

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RETINAcenter of retina (fovea) has most of the cones

• allows for high acuity of objects focused at center

edge of retina (periphery) is dominated by rods • allows detecting motion in periphery

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TRICHROMACY THEORY

cone receptors used to sense color3 types: Short, Medium, Long (really more yellow)

• each sensitive to different band of spectrum • balance of activity

between 3 types to achieve all coloursin visible spectrum

from Ware (2013). Information Visualization, Perception for design25

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FOCUSwavelengths of light focus at different distances behind eye’s lens

à need for constant refocusing (causes fatigue)

Most people see the redcloser than the BLUEbut some see theopposite effect

reproduced from Ware (2013). Information Visualization, Perception for design27

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BUT TRICHROMACYTHEORY INSUFFICIENT…

Blue text on a dark background to be avoided. We have few short-wavelength sensitive cones in the retina and they are not very sensitive. Older users need brighter colors.

Blue text on a dark background to be avoided. We have few short-wavelength sensitive cones in the retina and they are not very sensitive.

reproduced from Ware (2013). Information Visualization, Perception for design

Blue text on a dark background to be avoided. We have few short-wavelength sensitive cones in the retina and they are not very sensitive. Older users need brighter colors.

Showing small yellow text on a white background is a bad idea. Pure yellow excites both our M and L cones, making yellow the brightest of colours.Need a lot of luminance contrast

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COLOR CHANNELS:OPPONENT PROCESS THEORY

Input from cones processed into three distinct channels immediately after receptors

From Ware (2008). Visual Thinking for Design. p68 29

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LUMINANCE “CHANNEL”carries ~2/3 more details than either of the chromatic channels

therefore chromatic channels alone not suitable for fine details, small fonts, etc.

implications: luminance contrast critical for fine details

harder to focus on edges created by color alone

• best to use both luminance & color differences

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COLOR GUIDELINES (EX.)recommended colors for encoding categories of information (e.g., on a map):

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COLOR GUIDELINES (EX.)generally want to avoid single-color distinctions and encodings (color blindness)

• e.g. é ê better than n n

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COLOR GUIDELINE (EX.)Don’t rely on color (changes) in the periphery to “grab attention”

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COLOR GUIDELINES (EX.)large areas: low saturationsmall areas: high saturation (strong contrast with background)

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• Red objects are processed pre-attentively (10 ms or less per item) – they “pop out” – we attend to them first.

• Attention and color are related!

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MOTOR

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PREDICT PERFORMANCE / JUSTIFY DESIGN

Which ‘Format’ menu bar option is likely to be the faster target to hit on average?

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PREDICT PERFORMANCE / JUSTIFY DESIGN

Compare the ‘swipe left to close’ interaction over ‘select the x to close’ interaction. Which do you think is better?

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FITTS’ LAWPAUL FITTS, 1954

D

W

task difficulty for selecting a target (such as a menu item or icon) is proportional to the distance(D) to the target and inversely proportional to the

width (W) of the target

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REVISIT…

Top ‘Format’ menu bar is best, because it effectively has infinite width.

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REVISIT…

What is the target in each case?Swipe is best, because the full page is the target. 41

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FITTS’ LAWPAUL FITTS, 1954

D

W

Index of Performance (IP ) = ID/MT (bits/s)sometimes called bandwidth or throughput

task difficulty is analogous to information:à execution time is interpreted as

human rate of processing information

MT = a+blog2 (DW+1)

Index of Difficulty (ID [bits] )Movement Time

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HOW ELSE CAN WE USE FITTS’ LAW?

Device Study IP (bits/s)Hand Fitts (1954) 10.6Mouse Card, English, & Burr (1978) 10.4Joystick Card, English, & Burr (1978) 5.0Trackball Epps (1986) 2.9Touchpad Epps (1986) 1.6Eyetracker Ware & Mikaelian (1987) 13.7

Table Reference:

MacKenzie, I. Fitts’ Law as a research and design tool in human computer

interaction. Human Computer Interaction, 1992, Vol. 7, pp. 91-139

So what can we do with this information?

50 years of data

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OTHER ASPECTS OF MOTOR…

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MUSCLE MEMORY –EXAMPLE: DELIBERATELY INTERFERING WITH SPATIOMOTOR LEARNING

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TACTILE FINDABILITY: “TOUCH” KEYBOARDS

physical keys

“soft” keys have other benefits

tactus “bubble” keyboard: best of both?

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BACK TO THIS INTERFACE…

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• Absence of visual chunking (gestalt theory), didn’t cover today

• Visual differentiation of icons is poor• Poor balance of work space and tool space

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KEY TAKEAWAYSWhen doing your graduate research, ask yourself what aspect of human ability impact your design?If you are designing a…• usable security system that involves passwords -> human

memory• biomedical tele-surgery device -> haptics and motor• e-book reader for elderly people -> vision, motor,

cognition changes across the lifespan• …

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KEY TAKEAWAYS (CONT’D)We have barely scratched the surface today.To do graduate level design research, you will likely need to be deeply familiar with human-ability theory / laws in at least one area.Consider for starters:CPSC 554Y: Multimodal Interaction, Dr. Dongwook Yoon (CS)

PSYC 579: Perception: Visual Display Design, Dr. Ron Rensink(Psych/CS)

CPSC 547: Information Visualization, Dr. Tamara Munzner (CS)

CPSC 543: Physical Interface Design & Evaluation, Dr. Karon MacLean (CS)

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ON DECK…• Tues – Ideate Milestone due + presentations (as before)

• Thurs – start prototyping

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