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(Human Computer Interaction)

Laboratory

3
(Human Performance)

Name of Student Name of Professor


Brian Grant B. Cipriano Sir. Jello
Data Performed Date Submitted
11/02/2022 11/02/2022
I. OBJECTIVES

At the end of the experiment students must be able to:

Cognitive
a.) understand capabilities of human
.
Psychomotor:
a.) determine human performance present in actions

Affective
a.) appreciate how human performs their everyday task

II. BACKGROUND INFORMATION

In order to accomplish this task, the student must have a clear understanding of the following
topics:
• The Human

III. PROCEDURES

Define the following and give instances where these human performances can be observed:
1. Reaction Time
2. Visual Search
3. Skilled behavior
4. Attention
5. Human Errors
1. Reaction Time – Reaction time refers to the amount of time that takes places between
when we perceive something to when we respond to it.
(https://en.wikipedia.org/wiki/Mental_chronometry)

The time that elapses between the onset or presentation of a stimulus and the
occurrence of a specific response to that stimulus. There are several types, including
simple reaction time and choice reaction time.
(https://dictionary.apa.org/reaction-time)

The mean for human reaction time is 250-270ms. A website shows their mean of all
tests is 273ms (https://humanbenchmark.com/tests/reactiontime/statistics). The
reaction time of 150ms shows how an E-sports player can react quickly along with the
hardware response time.

2. Visual Search – Visual search is a type of perceptual task requiring attention that
typically involves an active scan of the visual environment for a particular object or
feature (the target) among other objects or features (the distractors).
(https://en.wikipedia.org/wiki/Visual_search)

An example of Visual Search is the photo above, where you will have to find a green X
within the other distractors in this case green O and Violet X.
3. Skilled Behavior – The performance of routine actions governed by stored patterns of
behavior (https://www.aiche.org/ccps/resources/glossary/process-safety-glossary/skill-
based-behavior)

An example of this is a programmer, due to their routinely actions and memory usage,
their skill has steadily improved.

4. Attention – Attention is the behavioral and cognitive process of selectively


concentrating on a discrete aspect of information, whether considered subjective or
objective, while ignoring other perceivable information.
(https://en.wikipedia.org/wiki/Attention)

The photo above is an example of Focused attention, we concentrate and try to finish
our task at hand while our surrounding is out of focus, example is threading a needle.

5. Human Errors – Human error refers to something having been done that was not
intended by the actor, not desired by a set of rules or an external observer, or that led
the task or system outside its acceptable limits.
(https://en.wikipedia.org/wiki/Human_error)
The photo shows a wrong spellign of a road sign which should have been stop, and yes
the wrong spelling above was an actual error I made, making it also a good example.

Criteria Descriptions Points


Definition of Human Correctness of the meaning base from the 20%
Performances definition
Choice of example Relation of the Human Performance to the 30%
given instance where it can be observed
Explanation Clarity of the argument for the principle 30%
being violated in the photo
Presentation Delivery of the whole document 20%
Total 100%

IV. Assessment

Department Computer Science


Subject Code CSSELEC4A
Description Human Computer Interaction
Term/Academic Year

Topic The Human


Lab Activity No 3
Lab Activity Human Performance
CLO 1

Note: The following rubrics/metrics will be used to grade students’ output in the lab 3.

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