Human Perception and Cognition - Lecture 4 - Human-Computer Interaction (1023841ANR)

signer 21 views 37 slides Sep 01, 2024
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About This Presentation

This lecture forms part of a Human-Computer Interaction course given at the Vrije Universiteit Brussel.


Slide Content

2 December 2005
Human-Computer Interaction
Human Perception and Cognition
Prof. Beat Signer
Department of Computer Science
Vrije Universiteit Brussel
beatsigner.com

Beat Signer -Department of Computer Science [email protected] 2October20, 2023
Human Senses and Modalities
▪Input as well as output modalities
SensoryPerception Sense Organ Modality
sight eyes visual
hearing ears auditory
smell nose olfactory
taste tongue gustatory
touch skin tactile
(balance) vestibular system vestibular
Modality“refers to the type of communication channel used to convey
or acquire information. It also covers the way an idea is expressed or
perceived, or the manner an action is performed.”
Nigay and Coutaz, 1993

Beat Signer -Department of Computer Science [email protected] 3October20, 2023
Model of Visual Perceptual Processing
"What" system

Beat Signer -Department of Computer Science [email protected] 4October20, 2023
Model of Perceptual Processing ...
▪Stage 1: Parallel processing to extract low-level features
▪billions of neurons working in parallel (in eye and visual cortex)
▪orientation, colour, texture and motion
▪results in a set of feature maps
▪Stage 2: Pattern perception
▪slower serial processing
▪continuous contours, regions of same colour or texture
▪two-visual-system theory: "Action" system and "What" system
▪Stage 3: Visual working memory
▪only a few objects in visual working memory
▪may provide answers to visual query (cognitive processing)
▪Attention affects all three stages!

Beat Signer -Department of Computer Science [email protected] 5October20, 2023
Anatomy of the Human Eye
https://commons.wikimedia.org/wiki/File:Blausen_0388_EyeAnatomy_01.png
Fovea

Beat Signer -Department of Computer Science [email protected] 6October20, 2023
Anatomy of the Human Eye ...
▪Variable focus lens
▪Pupil (aperture)
▪Retina (sensor array)
▪what we see ≠ image on the retina
▪two types of cells
-rods (~100 million), highly sensitive at low light levels
-cones (~6 million), three distinct colour receptors (S-cones, M-cones
and L-cones) (trichromacy)
▪Brain forms our sight
▪focal length
▪maximum sharpness
▪…

Beat Signer -Department of Computer Science [email protected] 7October20, 2023
Cone Cell Sensitivity

Beat Signer -Department of Computer Science [email protected] 8October20, 2023
Brightness
▪Colour space can be divided into luminance (grey scale)
and two chromatic (hue and saturation) dimensions
▪Light receptors in the eye
▪do not measure the amount of light on the retina
▪measure relative light changes over time and over adjacent spots
on the retina
▪Eye is a change meter rather than a light meter
▪Luminance refers to the measured amount of light
coming from some region of space

Beat Signer -Department of Computer Science [email protected] 9October20, 2023
Brightness Illusions
▪Retinal ganglion cell
receives input from
multiple receptors
(receptive field)
▪Processing tries to
enhance edges
▪lateral inhibition from
neighbouring neurons
Herman grid illusion [Information Visualization, Colin Ware, 2013]

Beat Signer -Department of Computer Science [email protected] 10October20, 2023
Relative Luminance Perception
▪Perception of luminance is contextual based on the
contrast with surrounding colours

Beat Signer -Department of Computer Science [email protected] 11October20, 2023
Simultaneous Brightness Contrast
Simultaneous brightness contrast [Information Visualization, Colin Ware, 2013]

Beat Signer -Department of Computer Science [email protected] 12October20, 2023
Highlighting via Contrast
Consider using adjustments in luminance contrast as a highlighting
method. It can be applied by reducing the contrast of unimportant
items or by locally adjusting the background to increase the
luminance contrast of critical areas.
Highlighting [Information Visualization, Colin Ware, 2013]

Beat Signer -Department of Computer Science [email protected] 13October20, 2023
Colour (Hue) Perception
▪Our visual systems evolved to provide colour constancy
▪same surface identifiable across illumination conditions
▪visual system might work against simple colour encodings
[Visualization Analysis & Design, Tamara Munzner, 2014]

Beat Signer -Department of Computer Science [email protected] 14October20, 2023
Saturation of Small/Large Areas
Use more saturated colours when colour coding small symbols, thin
lines, or other small areas. Use less saturated colours for coding
large areas.

Beat Signer -Department of Computer Science [email protected] 15October20, 2023
Colour Blindness
▪About 10% of the male population and about 1% of the
female population have some form of colour vision
deficiency
▪Most commonly a lack of either the L-cones (protanopia)
or the M-cones (deuteranopia)
▪both of these result in an inability to distinguish red and green

Beat Signer -Department of Computer Science [email protected] 16October20, 2023
Visual Field
Visual field [Information Visualization, Colin Ware, 2013]

Beat Signer -Department of Computer Science [email protected] 17October20, 2023
Peripheral Vision
▪Pixel density much higher in the centre of our view
(fovea)
▪fovea has around 160’000 cone cells/mm
2
and the rest only
9000 cone cells/mm
2

▪fovea cone cells have 1:1 connection to ganglion neuron cells
while multiple cone cells outside of the fovea a grouped to a
single ganglion neuron cell (compression)
▪Brain’s visual cortex devotes about 50% of its processing
to input from the fovea (1% of the retina)
▪We have very poor peripheral vision
▪but eyes move rapidly (about 3 times/s) to focus fovea on different
parts of the environment
▪brain “fills in” the gaps

Beat Signer -Department of Computer Science [email protected] 18October20, 2023
Ninio's Extinction Illusion

Beat Signer -Department of Computer Science [email protected] 19October20, 2023
Example of Peripheral Vision

Beat Signer -Department of Computer Science [email protected] 20October20, 2023
Peripheral Vision
▪Guides fovea towards objects matching our goals
▪low-resolution cues to guide eye movements
▪Good in detecting motion
▪Better view in the dark
▪rods-only vision
▪given that there are no rods in the fovea, better to not directly
focus on object in low-light conditions
▪Might for example influence where we should show
messages in a user interface
▪place important information where users will be looking
▪only neural networks that start in the fovea are involved in reading
-cannot read in the periphery

Beat Signer -Department of Computer Science [email protected] 21October20, 2023
Perception
▪Perception of the world around us is not an exact
depiction of what is there
▪Perception is heavily biased by
▪the past (our experience)
▪the present (current context)
▪the future (our goals)

Beat Signer -Department of Computer Science [email protected] 22October20, 2023
Perception Biased by Past (Experience)
▪Perceptual priming
▪Familiar perceptual patterns / frames
▪e.g. do not suddenly switch the order of buttons in an interface
▪Habituation
▪e.g. same warning appearing again and again → users will not
bother to read them anymore
▪Attentional blink
▪after spotting something important, we are nearly blind to other
visual stimuli for 0.15 to 0.45 seconds

Beat Signer -Department of Computer Science [email protected] 23October20, 2023
Perception Biased by Present Context
▪Visual perception is not simply a bottom-up process
▪e.g. reading
Fold napkins. Polish silverware. Wash dishes.
French napkins. Polish silverware. German dishes.

Beat Signer -Department of Computer Science [email protected] 24October20, 2023
McGurk Effect
▪Modalities can affect each other
▪e.g. what we see can override what we hear

Beat Signer -Department of Computer Science [email protected] 25October20, 2023
Perception Biased by Future (Goals)
▪Things unrelated to our goals seem to be filtered out
preconsciously
▪e.g. “cocktail party” effect
▪Based on our current goal we might not really perceive
certain elements in a user interface
▪perception is active, not passive → we actively perceive what we
need (e.g. for a task)

Beat Signer -Department of Computer Science [email protected] 26October20, 2023
Designing for Biased Perception
▪Avoid ambiguity
▪test design to ensure that all users have the same interpretation
▪Be consistent
▪e.g. controls with the same function always at the same place
▪Understand the goals
▪information needed to achieve goals should be available
and prominent

Beat Signer -Department of Computer Science [email protected] 27October20, 2023
Gestalt Principles (Video)

Beat Signer -Department of Computer Science [email protected] 28October20, 2023
Gestalt Principles
▪Law of Proximity
▪items that are closer together appear to be grouped
▪Law of Similarity
▪similar-looking items appear grouped
▪Law of Continuity
▪visually-aligned items are perceived as continuous forms
▪Law of Closure
▪visual system automatically tries to close open figures
▪Law of Symmetry (Simplicity)
▪parse complex scenes in a way that reduces complexity

Beat Signer -Department of Computer Science [email protected] 29October20, 2023
Gestalt Principles …
▪Law of Figure / Ground
▪our mind separates the visual field into figure (foreground) and
ground (background)
▪Law of Common Fate
▪items that are moved together are perceived as grouped
or related
▪Often multiple (all) Gestalt
principles used together
▪check design whether it
suggests any unintended
relationships between items
Liagala, reddit

Beat Signer -Department of Computer Science [email protected] 30October20, 2023
Long-Term Memory
▪Permanent memory store intended for the long-term
storage of information (everything that we know including
experiential knowledge, procedural skills, etc.)
▪huge (if not unlimited) capacity
▪relatively slow access time
▪forgetting (when it occurs) happens much slower than with
short-term memory
▪Three long-term memory subsystems
▪episodic memory: memory of events and experiences in a serial
form (chronology)
▪semantic memory: structured record of facts and concepts that we
have acquired
▪procedural skills: "know-how" memory (skills, procedures)

Beat Signer -Department of Computer Science [email protected] 31October20, 2023
Immediate Memory
▪Short-Term Memory
▪simple “storage” of individual items
▪normally up to 7±2 items (Miller, 1956)
-study participants were only college students!? → number might be too high
▪Working Memory
▪sensory-specific working memory
▪long-term memories reactivated through recall
▪everything that we are conscious of at a given time
(current focus of our attention)
▪Memory formation consists of changes in the neurons
involved in a neural activity pattern
▪single memory system for immediate and long-term memory

Beat Signer -Department of Computer Science [email protected] 32October20, 2023
Design Implications by Working Memory
▪Some interface types (e.g. voice interface) put higher
load on immediate memory
▪Support working memory for specific tasks
▪e.g. when using a search function do not only show the result but
also the original search terms
▪broad and shallow navigation hierarchies are easier
-provide “bread crumb” paths

Beat Signer -Department of Computer Science [email protected] 33October20, 2023
Design Guidelines
▪Design guidelines are based on human psychology: how
people perceive, learn, reason, remember and convert
intentions into action

Beat Signer -Department of Computer Science [email protected] 34October20, 2023
Exercise 4
▪Project feedback about low-fidelity prototype

Beat Signer -Department of Computer Science [email protected] 35October20, 2023
Further Reading
▪Major parts of this lecture are based on
the book Designing with the Mind in Mind

Beat Signer -Department of Computer Science [email protected] 36October20, 2023
References
▪ Designing with the Mind in Mind: Simple
Guide to Understanding User Interface Design
Guidelines, Jeff Johnson, Morgan Kaufmann
(3rd edition), November 2020, 978-0128182024
▪ Information Visualization: Perception
for Design, Colin Ware, Morgan Kaufmann
(3rd edition) May 2012,
ISBN-13: 978-0123814647
▪McGurk Effect
▪https://www.youtube.com/watch?v=2k8fHR9jKVM
▪Peripheral Vision Distorting Faces
▪https://www.youtube.com/watch?v=VT9i99D_9gI

2 December 2005
Next Lecture
Design Guidelines and Models
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