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Introduction to Human-Computer Interaction

This document provides an overview of a lecture on human-computer interaction (HCI). It discusses what HCI is, the goal of improving interactions between users and computers, and what needs to be studied for successful HCI like cognitive science, ergonomics, cultural differences, and technology. It also covers cognitive science and how it relates to modeling the mind, different cognitive processes, and approaches to modeling cognition like logic, rules, concepts, and neural connections.

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Debra Davis
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0% found this document useful (0 votes)
28 views41 pages

Introduction to Human-Computer Interaction

This document provides an overview of a lecture on human-computer interaction (HCI). It discusses what HCI is, the goal of improving interactions between users and computers, and what needs to be studied for successful HCI like cognitive science, ergonomics, cultural differences, and technology. It also covers cognitive science and how it relates to modeling the mind, different cognitive processes, and approaches to modeling cognition like logic, rules, concepts, and neural connections.

Uploaded by

Debra Davis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd

Human Computer Interaction

 CEN 3721

Lecture 1: Introduction
Debra Lee Davis, M.S., M.A., Ph.D
Intro to Human-Computer Interaction
 What is HCI?
Study of interaction between people and computers
The intersection of computer science, behavioral
science, design, ergonomics, and other fields of study
Goal of HCI: Improve the interactions between users
and computers
Design systems that minimize barriers between the
human cognitive model of what they want to
accomplish, and the computer’s understanding of the
user’s task
Source: MIND: Introduction to Cognitive Science 2nd edition, by Paul Thagard
Human-Computer Interaction (cont)
What do we need to study for successful HCI?
Cognitive science: how the mind works; how do we learn;
how much can we easily remember; what is
pleasant/unpleasant; what motivates/demotivates people;
perceptions
Ergonomics of sight, hearing, and motion: how do we look
at screens, how do we interact with them
Physics of sight, hearing, motion, color
Cultural differences: shapes, colors, and images with
cultural Meanings
Demographic differences: age, gender, physical
abilities/disabilities
Technology: input/output modalities
Human-Machine Interaction
Human Factors: Study of human factors looks at the
design of objects that humans use or interact with
Engineering mantra in the past: “Form-Fit-Function”
Form: shape, size, dimensions, mass, or visual parameters
which uniquely characterize an item
Fit: the ability to physically interface or interconnect with or
become an integral part of another item or assembly
Function: the action(s) that it is designed to perform
Is it still used today?
Yes! (NASA, US Armed Forces, Many large corporations, etc.)
There is still a lot of really bad designs
Cognitive Science: Studying the Mind
 Why study the mind?
Computers can be made more intelligent by reflecting on
what makes people intelligent
How does the mind work? What about the brain? What’s
the difference?
Cognitive Science: the science that explains how people
accomplish various kinds of thinking
Knowledge in the mind consists of Mental
Representations
Mental procedures operate on mental representations to
produce thought and action
Different kinds of mental representations foster different
kinds of mental procedures
Cognition
 Cognition – from Latin base cognitio – “know
together”
 The collection of mental processes and activities
used in perceiving, learning, remembering,
thinking, and understanding and the act of using
those processes
Cognitive Processes
Learning and Memory
Thinking and Reasoning (Planning,
Decision Making, Problem Solving ...)
Language
Vision-Perception
Social Cognition
Emotion
Dreaming and Consciousness
Cognitive Processes - How do we
perceive the world?
Perception is biased by experience

You are meeting with a real-estate manager to discuss


adding 5 new buildings. The manager shows you this map.
What do you see?
You are meeting with an advertising manager. The manager
shows you a sketch of an ad that contains 1 word. What do
you see?
Source for this section: Designing with the Mind in Mind by Jeff Johnson (2010)
Perception is biased by experience
What do you see?

Now you are told: It’s a Dalmatian sniffing the


ground. Now what do you see?
Perception is biased by experience
What does this mean?

New Vaccine Contains Rabies


The area in which you live has a widespread problem
with rabies
OR
You love your pets and want to ensure they are
vaccinated, but you know people who’ve had bad
experiences in the past with vaccine quality
Perception is biased by Context
Read the following:

What letter is ?

What does “Polish silverware” mean?

 [Link]

Surrounding context also works between different senses


Perception is biased by our Goals &
Plans
We tend to focus on our goals & ignore everything else
Adults tend to be more focused on goals than children
Children are more stimulus driven, more distractible but less biased
Exercise: Look for the scissors

Was there a screwdriver there also? What about a tape dispenser? A


vise?
Perception is biased by our Goals &
Plans
Exercise 2: Find a map of campus:

How does this work?


Influencing where
we actively look
Sensitizing our
perceptual system to
certain features
(e.g., red cars)

How many of
you saw this?
Design Implications
Understand our cognitive capabilities and
propensities
Avoid ambiguity
Be consistent
Know who your users are
Understand context
Understand user goals
Disciplines in Cognitive Science
 Computer Science- Artificial Intelligence
 Neuroscience
 Psychology - Cognitive Psychology -
Developmental Psychology – Social Psychology
 Philosophy
 Linguistics
 Anthropology, Education
Cognitive Science
Central hypothesis of cognitive science: Thinking can
best be understood in terms of representational structures
in the mind and computational processes that operate on
those structures (Thagard)

CRUM: Computational-Representational Understanding


of the Mind

The Mind Computer Program


Mental Representations + Data structures + algorithms =
computational procedures = running programs
Thinking
Mental Representations
 Various kinds of mental representations have been
proposed, including:
Rules
Concepts
Images
Analogies
Explanatory pattern:
People have mental representations
People have algorithmic processes that operate on those
Representations
The processes, applied to the representations, produce
the behavior
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules
Concepts
Analogies
Images
Neural connections
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules
Concepts
Analogies
Images
Neural connections
Logic
Why study logic?
Many basic ideas about representation and computation
have come from the study of logic
Considered to be central to work on reasoning
Has substantial representational power
Formal logic began with the Greek philosopher
Aristotle more than 2000 years ago
He studied patterns of inference called syllogisms
Example:
All students are overworked.
Mary is a student
Therefore, Mary is overworked.
Watson’s Selection Task
Have 4 cards, each of which has a number on one side
and a letter on the other side
Rule to be tested: If a card has an ‘A’ on one side, then
it has a 4 on the other side
Which cards must be turned over to determine
whether this rule holds?
Watson’s Selection Task
Solution:
Must turn over the A to check whether there is a 4 on the
reverse
 Modus ponens: If A then 4 (If P then Q. P, therefore Q)

Must turn over the 7: if there is an A on the reverse, it


refutes the rule in question
 Modus tollens: If A then 4; 7 means not-4; so not-A is

required for the rule to hold (If P then Q. Not Q, therefore Not P)
Turning over the B is irrelevant to the rule
Turning over the 4 is irrelevant to the rule
Watson’s Selection Task
People have less difficulty with this problem if given in
context
Suppose the cards have information about whether
individuals are in a bar on one side, and numbers on
the other side indicating their age
Rule to be tested: If a person is in the bar, then he/she
is 21 years of age or older
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic

Rules
Concepts
Analogies
Images
Neural connections
Rules
Rules are if-then structures
Similar to conditional logic, but rules are more
applicable to the real world
General information about the world: Students are
overworked. If x is a student, then x is overworked.
How to do things: If you register early, then you will get
the courses you want
Linguistic regularities: If a sentence has a plural subject,
then it has a plural verb
Rules
Rules can represent real-world goals
If you want to go home
and you have the bus fare,
then you can catch a bus.
Forward reasoning with the rule simulates backward
reasoning
You go home
if you have the bus fare
and you catch a bus.
Widely used Expert Systems
E.g., financial services, medical diagnostics, etc.
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules

Concepts
Analogies
Images
Neural connections
Concepts
Concepts are representations of typical entities, and are
not strict definitions
Concepts are associated with default inheritance in
hierarchies
Views of the nature of concepts are often described as
frame , script and schema
 Frames (Minsky) - conceptual structures containers with
default values
 Shank and Abelson showed that a great deal of our social
knowledge consists of scripts (e.g., how to do something)
Schemas (Piaget) - cognitive framework or concept that
helps organize and interpret information (e.g., dog, horse)
Concepts
Concepts can be innate, or formed from
experience, from rules, or by combining other
concepts we already have
Innate: basic physical concepts of objects and
behavior; ex. Playing “peek-a-boo” with babies
Learned: child learns to distinguish one type of
animal from other types of animals
In language, concepts are represented by words
and phrases that involve a whole conceptual
system
“Barking up a tree”, “Beat around the bush”, etc.
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules
Concepts

Analogies
Images
Neural connections
Analogies
 Analogical thinking: dealing with a new
situation by adapting a similar familiar situation
There are numerous computational models for
analogical reasoning
Also called case-based reasoning, used in artificial
intelligence
Cognitive science itself uses analogies: models the
computer to explain how the mind works
Can be a fertile source of creative designs
George de Mestral invented Velcro after observing how
burrs stuck to his dog
Reverse engineering is used to figure out how to make
an analogous product
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules
Concepts
Analogies

Images
Neural connections
Images
Human thinking involves pictorial representations
that are different from verbal ones
Mental imagery:
How do you get from your home to FIU?
Images can be visual or non-visual:
Sensory images such as taste and smell
Tactile images: What does a baby’s skin feel like?
Motor images: How do you slam-dunk a basketball?
Emotional images: How did you feel when…? How
would you feel if…?
Images
Vision: easy for humans, but extracting information
from millions of pixels and understanding that
information is very difficult for computers
Optical illusions and cognitive illusions
Necker cube: Is the opening at the top, or in the front?

Newbold’s Animated Necker Cube: [Link]


Vision – how we see color
Color perception is relevant to user interface design:
Our vision is optimized to detect contrasts (edges), not
absolute brightness (from birth!)
Our ability to distinguish colors depends on how colors
are presented
 Paleness: The paler (less saturated) two colors are, the harder
it is to tell them apart
 Color patch size: The smaller or thinner objects are, the

harder it is to distinguish their colors (e.g., text).


 Separation: The more separated color patches are, the more

difficult it is to distinguish their colors

 [Link]
Vision – how we see color
Some people have color-blindness
 Most common: red/green

The user’s display and the viewing conditions affect


color perception

 More Optical Illusions:


Guide for Using Color
Distinguish colors by saturation and brightness as well
as hue (high contrast)
 Use distinctive colors
 Avoid color pairs that color-blind people cannot
distinguish
Use color redundantly with other cues
Separate strong opponent colors
Images
Imagery contains a
great deal more
information in a
concise manner than
can sometimes
reasonably be
described otherwise:
Physical
characteristics
Emotional
characteristics
Message it conveys,
etc.
Approaches to Modeling the Mind
6 main approaches to modeling the mind:
Logic
Rules
Concepts
Analogies
Images

Neural connections
Neural Connections
Physical brain contains neurons which
signal each other through contacts at
specialized points called synapses
Computational approaches emphasize the
importance of connections
Neural networks
Parallel distributed processing
Many cognitive tasks are understood computationally
in terms of processing that simultaneously satisfies
numerous constraints
Challenges for Cognitive Science
CRUM has many shortcomings. It does not
address:
Emotion
Consciousness
Physical Body (movement, hormonal and chemical
influences, etc.)
Influence of our physical environment
CRUM also does not
The mind is a dynamic system, not a computational
system
Humans are innate social creatures

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