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Week 2 - Notes

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Week 2 - Notes

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Uploaded by

tetrama24
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Week 2: Human Factors in Interactive Systems

1. Human Information Processing

Definition

Human Information Processing (HIP) refers to how humans receive, interpret, store, retrieve, and
respond to information from the environment.

In HCI, understanding how users process information helps designers create systems that align
with human capabilities and limitations.

The human mind is often compared to a computer system because both:

 Receive input
 Process information
 Store information
 Produce output

However, humans are more flexible, emotional, and context-driven.

Information Processing Model

Human information processing generally follows this sequence:

Input → Processing → Output

1. Input Stage

Information enters through sensory organs.

Types of input:

 Vision (eyes)
 Hearing (ears)
 Touch (skin)
 Smell (nose)
 Taste (tongue)
Example:
A user sees a notification pop-up on a smartphone.

2. Processing Stage

The brain interprets information.

Activities:

 Recognizing patterns
 Comparing with memory
 Decision making
 Problem solving

Example:
User reads notification and decides whether to open or ignore it.

3. Output Stage

Human responds through action.

Examples:

 Clicking a button
 Typing text
 Speaking
 Touching screen

Components of Human Information Processing

a) Sensory Processor

Receives raw information.

Examples:

 Visual processor
 Auditory processor

Characteristics:

 Very short duration


 High capacity
Example:
Seeing a flashing cursor.

b) Cognitive Processor

Processes meaning.

Functions:

 Thinking
 Reasoning
 Learning
 Decision making

Example:
Understanding menu options.

c) Motor Processor

Executes actions.

Examples:

 Moving mouse
 Pressing keyboard keys
 Swiping phone screen

Importance in HCI

Understanding HIP helps designers:

 Reduce cognitive overload


 Improve usability
 Design intuitive interfaces
 Reduce user mistakes

Example:
Simple menus reduce mental effort.

2. Perception and Cognition

Perception

Definition

Perception is the process by which humans interpret sensory information.


It involves:

 Seeing
 Hearing
 Feeling
 Interpreting environmental stimuli

In HCI, perception affects how users understand interfaces.

Types of Perception

1. Visual Perception

Most HCI depends heavily on vision.

Users perceive:

 Color
 Shape
 Size
 Contrast
 Motion

Example:
Red warning buttons attract attention.

Principles of Visual Perception

a) Contrast

Difference between objects and background.

Example:
Black text on white background improves readability.

Poor example:
Gray text on light gray background.

b) Color

Colors communicate meaning.

Examples:

 Red = danger/error
 Green = success
 Blue = trust/information

Design issue:
Color blindness should be considered.

c) Grouping (Gestalt Principles)

Humans naturally group related objects.

Examples:

 Similar buttons grouped together


 Related fields aligned

Gestalt principles:

 Proximity
 Similarity
 Closure
 Continuity

2. Auditory Perception

Interaction through sound.

Examples:

 Notification sounds
 Voice assistants
 Error alerts

Benefits:

 Useful when visual attention is occupied

Challenges:

 Noise interference

3. Haptic Perception

Interaction through touch.

Examples:
 Phone vibration
 Force feedback

Benefits:

 Immediate tactile confirmation

Cognition

Definition

Cognition refers to mental processes involved in acquiring knowledge and understanding.

Includes:

 Thinking
 Learning
 Problem solving
 Reasoning
 Decision making

Cognitive Activities in HCI

1. Learning

Users learn system behavior.

Types:

 Exploratory learning
 Instruction-based learning

Example:
Learning how to use Excel formulas.

2. Problem Solving

Users solve tasks through interfaces.

Example:
Finding a lost document.

3. Decision Making
Choosing among alternatives.

Example:
Selecting payment options.

4. Reasoning

Drawing conclusions.

Example:
Interpreting the analytics dashboard.

3. Memory and Attention

Memory

Definition

Memory is the ability to store and retrieve information.

Critical in HCI because users must remember:

 Commands
 Procedures
 Passwords
 Navigation paths

Types of Memory

1. Sensory Memory

Stores information briefly after perception.

Duration:

 Milliseconds to seconds

Types:

 Iconic memory (visual)


 Echoic memory (auditory)

Example:
Seeing image briefly after it disappears.
2. Short-Term Memory (STM)

Temporary information storage.

Capacity:
Approximately 7 ± 2 items.

Duration:
15–30 seconds.

Examples:

 Remembering phone number briefly


 Temporary instructions

Limitations:
Very limited capacity.

Implication for HCI:


Avoid overloading users.

Bad design:
Long menu lists.

Good design:
Chunk information.

Example:
Phone number grouping:
0712 345 678

3. Long-Term Memory (LTM)

Stores information for extended periods.

Capacity:
Potentially unlimited.

Duration:
Minutes to lifetime.

Examples:

 Keyboard shortcuts
 Password habits
 Software expertise

Types of Long-Term Memory

a) Episodic Memory

Personal experiences.

Example:
Remembering where a file was saved.

b) Semantic Memory

Facts and concepts.

Example:
Knowing Ctrl + C means copy.

c) Procedural Memory

Skills and habits.

Example:
Typing without looking.

Attention

Definition

Attention is concentration on selected information while ignoring others.

Limited resource.

Types of Attention

1. Focused Attention

Concentrating on one task.

Example:
Typing a report.
2. Divided Attention

Handling multiple tasks.

Example:
Listening to music while browsing.

Challenge:
Performance may decrease.

3. Sustained Attention

Maintaining focus over time.

Example:
Watching online lecture.

Attention in HCI

Designers should:

 Highlight important information


 Reduce distractions
 Prioritize interface elements

Examples:

 Notification badges
 Progress indicators

Bad design:
Too many pop-ups.

4. Mental Models

Definition

Mental models are internal representations that users develop about how systems work.

They help users predict system behavior.

Example:
Users expect trash icon to delete files.
Importance of Mental Models

Mental models help users:

 Predict outcomes
 Learn faster
 Navigate confidently

Without proper mental models:

 Confusion occurs
 Errors increase

Examples

Example 1: Desktop Metaphor

Computer desktop resembles physical desk.

Contains:

 Files
 Folders
 Trash bin

Users transfer real-world knowledge.

Example 2: Shopping Cart

E-commerce sites use shopping carts.

Users understand:

 Add items
 Remove items
 Checkout

Types of Mental Models

1. Conceptual Model

System design model created by designers.

Defines:
 How system should work

2. User Model

How users believe system works.

Mismatch causes usability problems.

Example:
User expects auto-save, system lacks it.

Designing for Mental Models

Strategies:

 Use familiar metaphors


 Maintain consistency
 Provide feedback

Examples:

 Folder icons
 Save icon
 Undo button

5. Human Error and User Behavior

Human Error

Definition

Human error is an unintended action or decision leading to incorrect outcomes.

Common in HCI.

Examples:

 Clicking wrong button


 Deleting files accidentally
 Entering wrong password

Types of Human Errors

1. Slips
Correct intention, wrong execution.

Example:
Typing wrong character.

Cause:
Attention failure.

2. Mistakes

Wrong intention or decision.

Example:
Choosing wrong menu.

Cause:
Knowledge problem.

3. Lapses

Memory failure.

Example:
Forgetting to save document.

4. Violations

Intentional rule breaking.

Example:
Ignoring warnings.

Causes of Human Error

Common causes:

 Poor interface design


 Stress
 Fatigue
 Distraction
 Information overload

User Behavior

Definition

User behavior refers to how users act, think, and interact with systems.

Includes:

 Habits
 Preferences
 Decision patterns

Factors Influencing User Behavior

1. Experience Level

Novices:

 Need guidance

Experts:

 Prefer shortcuts

Example:
Keyboard shortcuts for experts.

2. Motivation

Highly motivated users:

 Explore more

Low motivation:

 Need simplicity

3. Emotional State

Stress affects performance.


Example:
Under pressure, users make more mistakes.

4. Culture

Culture influences:

 Symbols
 Language
 Colors

Example:
Localization needed.

Reducing Human Errors in Systems

Design strategies:

1. Error Prevention

Prevent errors before occurrence.

Examples:

 Disabled buttons
 Input validation

2. Error Detection

Identify errors quickly.

Examples:

 Invalid email warning

3. Error Recovery

Allow correction.

Examples:

 Undo
 Redo
 Restore deleted items
4. Clear Feedback

Inform users immediately.

Example:
“Payment successful.”

Practical Applications in HCI

Banking Systems

Need:

 High accuracy
 Confirmation dialogs

Healthcare Systems

Need:

 Error prevention
 Clear alerts

E-learning Systems

Need:

 Low cognitive load


 Easy navigation

Mobile Apps

Need:

 Minimal attention demands


 Touch-friendly design

Summary

Human factors are central in HCI.

Important concepts:

 Human information processing


 Perception and cognition
 Memory and attention
 Mental models
 Human error and user behavior

Designers must align systems with human limitations and strengths.

Good HCI design:

 Reduces cognitive load


 Supports memory
 Minimizes errors
 Improves satisfaction

Examination Questions

1. Define human information processing.


2. Explain the stages of human information processing.
3. Discuss perception and cognition in HCI.
4. Explain types of memory.
5. Discuss the role of attention in HCI.
6. Define mental models with examples.
7. Explain types of human errors.
8. Discuss methods of reducing user errors.

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