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LECTURE 3 PATTERNS, PERCEPTION September 11 th , 2014 human computer interaction 2014, fjv 1

Transcript of th LECTURE 3 PATTERNS, PERCEPTIONliacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-L03.pdf · •...

Page 1: th LECTURE 3 PATTERNS, PERCEPTIONliacs.leidenuniv.nl/~verbeekfj/courses/hci/hci2014-L03.pdf · • Cognetics–Locus of Attention • Affordance – what sort of operations and manipulations

LECTURE 3

PATTERNS, PERCEPTION

September 11th , 2014

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Recapitulation Lecture 2

• Model Human Processor, STM and LTM

• Closure, User Attitude and Anxiety

• Control

• Emotion & Affect

Key concepts HCI so far:

Usability

Cognetics

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KEY CONCEPTS IN HCI

September 11th 2014

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Key Concepts of HCI

• Usability

• Cognetics – Locus of Attention

• Affordance

– what sort of operations and manipulations can be done to an object

– crucial is the Perceived Affordance

• Visibility (Transparency)

– mapping between controls and effects should be sensible and meaningful

– feedback

• Task orientation – Fit, Analysis

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Affordance

• James Gibson is best known in HCI design as the man who gave us the concept of affordance.

• An affordance is a resource or support that the environment offers an animal; the animal in turn must possess the capabilities to perceive it and to use it.

• An affordance refers to physical properties of the environmental constraints and to a person’s (or other animal) bodily dimensions and capacities.

• An affordance exists, whether it is perceived or used or not.

• It may be detected and used without explicit awareness of doing so.

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Definition of Affordance for HCI (D.Norman, 1992)

• “A technical term that refers to the properties of objects - what sorts of operations and manipulations

can be done to a particular object.”

– In “Psychology of Everyday Things” (POET)

– Also “Design of Everyday Things”

– Originally from Psychologist JJ Gibson

• Important for Interaction: Perceived Affordance

• (GUI) – Graphical Interactions

“What a person thinks can be done with an object.”human computer interaction 2014, fjv

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Affordance

• psychological term

• for physical objects

– shape and size suggest actions

• pick up, twist, throw

– also cultural – buttons ‘afford’ pushing

• for screen objects

– button–like object ‘affords’ mouse click

– physical-like objects suggest use

• culture of computer use

– icons ‘afford’ clicking

– or even double clicking … not like real buttons!

mug handle

‘affords’grasping

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Example

Metal plate Handle Handle

How does the door afford to be opened …

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Exercise

• What are the affordances of icons on a computer screen?

• What are the affordances of icons on an iPad?

• How many affordances can you think of for a sheet of paper? and music paper?

• How would you rate the visibility of the Cut/Paste function in most software?

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Embodied Cognition

• Embodied Cognition– Meaning & Action

• Perceived Affordance– Allows interaction

– Relates meaning with action

– About conventions related to the object

• Action– Passes effect through the system

• We use technology – It is part of our world

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Embodied Cognition

• We act “through” technology

– Computation is a medium

– Users create & communicate meaning

– Users manage coupling

– Embodied technologies PARTICIPATE in the world

the represent

– Embodied Interaction turns action into meaning

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Usability of URL

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Q: What is the current population size of the US ?

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Average heat-map eye-tracking

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Specific user categories

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• A,D Search dominant (57% of users)

• B Navigation dominant

• C Tool dominant

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Distraction from focus …

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• 14% looked at right position

• Majority did not find correct answer.

• Distraction, some parts of the URL

looked like an add.

• Can further analyze the users

• !! Simple Usability Question

• Look at direction of each/exploration

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UI Design

• There are principles of perception that apply

too each of the senses

• Ignoring principles of perception can create

dysfunctional information displays

• Knowledge of principles of perception helps to

design effective information displays

• Knowledge of Locus of Attention and

Attention Variation are important to interface

design

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LECTURE 3

PATTERNS, PERCEPTION

September 11th , 2014

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What do you read …

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• Information processing to Meaningful items from Context

• Prior Knowledge helps processing ambiguous information

• Not: “tae cht”, But: “the cat”

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Semantic network → Relations

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Reasoning (1)

• Deductive reasoning

– Derive logically necessary conclusion from given premises.

• If it is Monday then she will go to class It is Monday. Therefore she will go to class

– Conflict in logic• If it is raining then the ground is dry

It is raining. Therefore the ground is dry

– Prior knowledge is addressed to solve conflicts

• Abductive reasoning

– reasoning from event to cause• Students drink beer when preparing a test

If I see Students drinking, I assume them preparing.

• Unreliable:

– can lead to false explanations

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Reasoning (2)

• Inductive reasoning

– Starts from an Induction

– Generalize from cases seen to cases unseen

all elephants we have seen have trunks

therefore all elephants have trunks.

• Unreliable, … but useful!

– can only prove false not true

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Learning strategies

• Behaviorism

– Measurement of outcome of learning process

– Not considering the mental process

– Behavior modified by reinforcement responses

• Gestalt

– Past experience affects individual perception

– Stimuli grouped in own perception patterns

– Processes leave a trace in the brain (encoding)

– Group information to make it more meaningful

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PERCEPTION

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Overview Gestalt

• Gestalt = Pattern/Form/Shape

• Gestalt helps ordering a scene – Pragnanz

– Proximity

– Similarity

– Closure (different from previous use of term)

– Good continuation

– Common fate

– Familiarity

• Gestalt is a bottum-up approach (stimulus-perception)

• Principles are being used in Symbol design– Icons

– Easterby, 1970

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Image - Pattern

• Figure

– That what is the important subject

– Foreground

• Ground

– That what is the environment of the subject

– Background

• We actively separate Figure from Ground

– Selecting what is important

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Pragnanz

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• Patterns are seen as simply as possible

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Proximity

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• Nearby objects tend to be grouped together

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Similarity

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• Similar items tend to be grouped together

• Tendency to group elements of same shape or

color as belonging together

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Closure

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• Nearly closed contours tend to be closed

• Missing parts are filled in …

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Continuity

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• Neighbors are grouped when they can be

connected

• Simplifying a stimulus

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Constructivists ~ Ecologists

We are active in our perception:

• Constructivists approach for vision– Perception involves intervention of representation and

memory

– Actively embellish (process) and elaborate retinal images (stimuli)

– Related to Gestalt (1935):interpretation result from having innate laws of organization

• Ecological approach for vision– Active exploration of objects in environment (Gibson)

– Use of 5 senses

– Notion of affordances; easy/difficult to interact with object

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Using Gestalt in GUI: proximity

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Not usedUsed

Used

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Using Gestalt in GUI: Similarity

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Organization of files in a folder (GUI).

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Gestalt in Design: Pragnanz

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• Prominent role of the figure with respect to figure-ground

• Logo makers use this effect.

• See examples of 3 logos.

• Figure and ground can not be observed at the same time.

• Interpretation!!!

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Gestalt in Design: Closure

• We see more than actually is presented.

• We produce a closure to known artifacts

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Website Design - Gestalt

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Proximity

Continuity

Similarity

Proximity

Common Fate

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SENSES

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Crux of Human Vision

Facts:

• We like to see “whole” rather than “part”

• There is prior knowledge (LTM)

• There is interpretation ~ cognition

• Gestalt uses the fact that that the sum is more than the separate parts

These facts are unconsciously used in GUI design

Make yourselves aware!

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What do you see…

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Human Vision – Visual System

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What meets the eye!

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Photo-sensors: the Retina

• From eye to retina to visual cortex: electrical pulses

• Cones

– 6-7 *106 per eye

– One cone-cell connected to one nerve

– Photopic vision (bright-light vision)

• Rods

– 75-150 *106 per eye

– Several rods connected to one nerve

– Scotopic vision (dim-light vision)

• Distribution of sensors is important for vision

• Distribution is radial symmetric around Fovea

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Cones and Rods

42From Atlas of Histology, University of Illinois

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Aspects of Human Vision

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Distribution of Rods and Cones in the Human Retina

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Visual Field

Visual Field:

• (a) Sharp vision

• (b) Un-sharp vision

• (c) Only movement seen

Retinal Image:

• Reflected in fovea area

• Eye muscles help project in

fovea area

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Visual Field

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Color Perception in Human

• Fovea centralis

• Very detailed colour vision

• 1 degree of visual field

• Colour sensitivity of 3 types of cones

• A - mostly red,

• B - mostly green,

• C - mostly blue

• Eye most sensitive to green/yellow

• Eye least sensitive to blue

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Cone Sensitivity to Light

• 3 Types of Cones & Light of equal Intensity

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Violet Blue Green Yellow Orange Red

Sensitivity

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Color Perception in Human

• Complex perceptual system

• Cone response e.g.

• 17:44:39 is blue,

• 61:39:0 is yellow,

• 50:45:5 is white

• Defective colour vision

• 8% males, 0.5% females

• Red/green blindness is most common

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Color Impairment, Red ~ Green

• X-chromosome related

• Males (XY)

• Female (XX)

• Deficiency more common in males

• 5-8% males

• 0.5% females

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Color Blind

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• Normal

• Protans

– (red weak)

• Deutans

– (green weak)

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Chromatic Aberration (1)

• Different refractive index for different

wavelength

• Problem is dominantly present in Optics

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Chromatic Aberration (2)

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• Avoiding extreme colour pairs

• e.g. red and blue

• or green and magenta

• Reducing chromatic aberration effect

• de-saturating, i.e. adding white

• Prefer pastel or darker shades for large areas

B G RRGB

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3 Color Models

• Hue, Saturation and Lightness Model: HSL

– Perceptive color model

– Defining color on a screen

• Red, Green, Blue Model: RGB

– Additive color model

– Defining color on a screen

• Cyan, Magenta, Yellow, K (Black): CMYK

– Subtractive color model

– Defining color on a printer

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Hue, Saturation, Lightness

• Three perceptual

attributes of color

can be visualized

as a solid (HSL)

• aka HSV

• Relation to artist:

– Hue = Tint

– Saturation = Shade

– Lightness = Tone (or Value)

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Example RGB vs. HSL

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red green blue

hue saturation lightness

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Hue

• Hue is the perceptual attribute associated

with elementary color names.

• Color deficits have diminished ability to

discriminate colors

on the basis of hue

• Hue: how far

from the pure

“spectral” color (λ)

• Hue = Tint

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Saturation

• Saturation is the degree of color intensity

associated with a color's perceptual difference

from a white, black or gray of equal lightness.

• Color deficits have difficulty discriminating

between colors on the basis of saturation.

• Saturation = Shade

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Lightness (aka Value)

• Lightness corresponds to the amount of light

that appears to be reflected from a surface in

relation to nearby surfaces.

• Lightness is important as an attribute to make

contrast more effective.

• Color deficits have a reduced ability to

discriminate color on the basis of lightness.

• Lightness (Value) = Tone

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Depth Vision

• Stereoscopy, binocular vision

• Motion parallax, – distant objects are slower

• Accommodation,– lens focuses at different depths

• Occlusion,– close occludes distant

• Texture,– distant objects blurry texture

• Familiarity, – size and shape of objects

• Laws of perspective

• Shadow casts

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Depth Cues

• Humans use eight (8) depth cues

• Depth cues are used by the brain to estimate the relative distance of the objects in every scene we look at.

Some examples…

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Focus

Wood anemone, by Håkan Dahlström (flickr.com)

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Perspective

Tay Rail Bridge, by Colin Broug (sxc.hu)

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Occlusion

Diamond Ring, By Mucahid Zengin (flickr.com)

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Color Intensity & Contrast

Highland view, by Colin Broug (sxc.hu)

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Motion Parallax

Differential motion parallax from infovis.net

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Human Audio – Hearing System

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Ear detects sound, Brain interprets sound

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Hearing & Auditory perception

• Hearing: processing of air pressure variation

– Density

– Wave patterns

• Audition: extraction of meaning in a pattern

– Understanding a sound

• Principles of Gestalt apply

– Sonic Gestalt

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proximity similarity

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Sound Perception in Human

• Sound is measured

– by pitch (frequency, Hz)

– and loudness (decibels, dB)

• Most people detect sound in the ranges [20-20*103] Hz

• Loudness in [20-70] dB constitutes comfortable hearing

• Features:– Sound is transient,

• once it is stopped, it does not persist

– Sound is pervasive

• we do not have to face it in order to hear it

– Sound triggers “locus of attention”

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Examples of Sound

• Loud rock band 160 dB

• Shouting 100 dB

• Conversation 50 dB

• Whisper 20 dB

• Hearing impaired

– Middle ear deafness (age & gender)

– Inner ear deafness

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"Hearing is a form of touch. I hear it through the body, by opening myself up.

Sometimes it almost hits you in the face.“- Evelyn Glennie

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Haptic System

Haptic system is defined as [Gibson]:

• The sensibility of the individual to the world

adjacent to her/his body by use of his body.

Haptic perception:

• Links to body movement

• Active exploration.

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Human Touch – Haptic System

• Ubiquitous in the body

– Somatosensory perception of patterns on skin surface

• edges,

• curvature,

• texture

– Proprioception of position and information.

• Hands are often used for haptics

– Haptic I/O devices

• Explore other areas

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Key terms for haptics

• Proprioceptive - Relating to sensory information about the state of the body (including cutaneous, kinaesthetic and vestibular sensations).

• Vestibular - Pertaining to the perception of head position, acceleration and deceleration.

• Kinaesthetic - The feeling of motion. Relating to sensations originating in muscles, tendons and joints.

• Cutaneous - Pertaining to the skin itself or the skin as a sense organ. Includes sensation of pressure, temperature and pain.

• Tactile - Pertaining to the cutaneous sense but more specifically the sensation of pressure rather than temperature or pain.

• Force feedback - Relating to the mechanical production of information sensed by the human kinaesthetic system.

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Directions in Haptics

• Haptic system: bi-directional (in-output)

• Understand touch

• What does one feel/touch

– Real subject

– Virtual subject

– Decouple sense and force

• Internet Interface

• Gaming experience

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Review #3

• Introduction to reasoning

• Principles of Gestalt

• Principles of Reasoning

• Principles of Human Vision/Hearing/Touch

• (Perceptual) Color systems

• Discussed in design context

• Color

• Visual density and balance

• Text legibility

• Discussed in InfoViz/design context

• Visualisation

• Visual coding

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