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SENSATION
- Which senses external information. Example: Visual, Aural, Haptic
PERCEPTION
- Which interprets and extracts basic meanings of the external information.
MEMORY
- Which stores momentary and short-term information or long-term knowledge.
DECISION MAKER/EXECUTOR
- Which formulates and revises a “plan,” then decides what to do based on the
various knowledge in the memory, and finally acts it out by commanding the
motor system. (e.g, to click the mouse left button)
Information
The Overall Human-problem
Solving Model And Process
Sensation
Perception
Short term
Long term
(working
memory
memory)
Decision
Action
HUMAN REACTION AND PREDICTION OF COGNITIVE
PERFORMANCE
We can also, to some degree, predict how humans will react and perform in response to a
particular human interface design. We can consider two aspects of human performance:
one that is cognitive and other is ergonomic.
Norman and Draper spoke of the “gulf of execution/evaluation,” which explains how users
can be left bewildered (and not perform very well) when an interactive system does not
offer certain actions or does not result in a state as expected by the user.
Such a phenomenon would be a result of an interface based on an ill-modeled
interaction.
The mismatch between the user’s mental model and the task model employed by the
interactive system creates the “gulf”. On the other hand, when the task model and the
interface structure of the interactive system maps well to the expected mental model of
the user, the task performance well be very fluid.
PREDICTIVE PERFORMANCE ASSESSMENT:
GOMS (GOALS, OPERATORS, METHODS, AND SELECTION)
Many important cognitive activities have been analyzed in terms of their typical
approximate process time.
Estimates of time taken for typical desktop computer operations from GOMS
SENSATION AND PERCEPTION OF INFORMATION
Humans are known to have at least five senses. Among them, those that would be
relevant to HCI are the modalities of visual, aural, haptic, and tactile sensation.
The actual form of sound feedback can be roughly divided into three types:
(a) Simple beep like sounds
(b) Short symbolic like sound bytes known as earcons. (e.g, the paper-crunching sound when
a file is inserted into the trashcan for deletion)
(c) Relatively longer “as is” sound feedback that is replayed from recordings or synthesis.
The dominant frequency component determine various characteristics of sounds such as the
pitch (for example, low and high key), timbre (for example, which instrument), and even
directionality (where the sound is coming from).
Human can hear sound waves with frequency values between about 20 and 20,000 Hz.
PHASE – The time difference among sound waves that emanate from the same source. For
example, because our left and right ears may have slightly different distance to the sound
source and, as such, phase differences are also known to contribute to the perception of
spatialized sound such as stereo.
SENSATION AND PERCEPTION OF INFORMATION
AURAL
OTHER CHARACTERISTICS OF SOUND AS INTERACTION FEEDBACK
- Sound is effectively omnidirectional. For this reason, sound is most often used to attract
and direct user’s attention. However it can also be a nuisance as a task interrupter (for
example, a momentarily loss of context) by the startle effect.
- Tactile, on the other hand, refers to the sense of touch that is related to the texture and
shape of objects. This sense is typically elicited through direct physical contact with an
object, such as when a person feels the roughness of sandpaper or the smoothness of a
piece of glass.
- In summary, haptic feedback is related to pressure and vibrations, while tactile feedback is
related to texture and shape. Both are important aspects of the sense of touch, and both
can be used in the design of interactive systems to enhance the user experience.
SENSATION AND PERCEPTION OF INFORMATION
TACTILE and HAPTIC
VIBRATION FREQUENCY
- Vibration frequency refers to the number of times that a vibrating object oscillates
(vibrates back and forth) in a given unit of time, usually measured in hertz (Hz).
- Different vibration frequencies can evoke different emotions and convey different
meanings, so it's important to choose the right frequency to achieve the desired effect.
For example, a high-frequency vibration might be used to indicate an error, while a low-
frequency vibration might be used to indicate a successful action.
SENSATION AND PERCEPTION OF INFORMATION
TACTILE and HAPTIC
ERGONOMICS
– Is discipline focused on making products and interfaces comfortable and efficient.
- It encompasses mental and perceptual issues.
- To design interfaces or interaction devices for comfort and high performance according to
the physical mechanics of the human body.
FITTS’S LAW
- Fitts's law is a rule that helps explain how long it takes to move to a target on a screen,
like clicking an icon or button. The time it takes depends on the distance to the target and
its size.
- This law helps designers make sure that their interfaces are easy to use by making targets
bigger and closer, reducing the time it takes to interact with them.
HUMAN BODY ERGONOMICS
(Motor capabilities)
FITTS’S LAW
HUMAN BODY ERGONOMICS
(Motor capabilities)
MOTOR CONTROL
- Motor control refers to the processes involved in controlling and coordinating the
movements of the muscles and limbs to perform a task.
- Motor control in HCI refers to the study of how people control their movements to
interact with computers. The aim is to make these interactions faster, more accurate, and
more comfortable, and to reduce the risk of injury. This involves designing computer
interfaces that are easy to use and taking into account factors such as posture and hand
movement. The goal is to create a seamless and natural interaction between the user and
the computer.
SUMMARY