Assistant Professor Computer Science. Introduction to Human-Computer Interaction

Similar documents
CSE 440: Introduction to HCI User Interface Design, Prototyping, and Evaluation

Hall of Fame or Shame? Human Abilities: Vision & Cognition. Hall of Shame! Hall of Fame or Shame? Hall of Shame! Outline

Hall of Fame or Shame? Human Abilities: Vision & Cognition. Hall of Shame! Human Abilities: Vision & Cognition. Outline. Video Prototype Review

Human Information Processing. CS160: User Interfaces John Canny

CS160: Sensori-motor Models. Prof Canny

Cognitive Modeling Reveals Menu Search is Both Random and Systematic

Cognitive Modeling Demonstrates How People Use Anticipated Location Knowledge of Menu Items

Human Computer Interaction - An Introduction

Modeling Visual Search Time for Soft Keyboards. Lecture #14

the human 1 of 3 Lecture 6 chapter 1 Remember to start on your paper prototyping

Human Information Processing

The Effects of Hand Strength on Pointing Performance

HUMAN ABILITIES CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATION TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION) WEEK 7 CLASS 13

Looking Back: Presenting User Study Results

Page # Perception and Action. Lecture 3: Perception & Action. ACT-R Cognitive Architecture. Another (older) view

HUMAN ABILITIES CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATIONAL TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION) WEEK 7 CLASS 13

Designing A User Study

HCI Lecture 1: Human capabilities I: Perception. Barbara Webb

CS 544 Human Abilities

Assistive strategies for people with fine motor skills impairments based on an analysis of submovements

straint for User Interface Design

Optical Illusions 4/5. Optical Illusions 2/5. Optical Illusions 5/5 Optical Illusions 1/5. Reading. Reading. Fang Chen Spring 2004

CS 102 Human-Computer Interaction Lecture 2: Cognition (1)

Modelling Interactive Behaviour with a Rational Cognitive Architecture

Evaluating Eyegaze Targeting to Improve Mouse Pointing for Radiology Tasks

Hand Eye Coordination Patterns in Target Selection

Human On-Line Response to Visual and Motor Target Expansion

Target Acquisition and the Crowd Actor

Evaluating Tactile Feedback in Graphical User Interfaces

The methods we were using to approach our past research

Experimental Research in HCI. Alma Leora Culén University of Oslo, Department of Informatics, Design

Human Performance Model. Designing for Humans. The Human: The most complex of the three elements. The Activity

A Dynamic Adjustment of Control-display Gain Based on Curvature Index

AC : USABILITY EVALUATION OF A PROBLEM SOLVING ENVIRONMENT FOR AUTOMATED SYSTEM INTEGRATION EDUCA- TION USING EYE-TRACKING

Human Computer Interaction - An Introduction

Information-Requirements Grammar: A Theory of the Structure of Competence for Interaction

Speed Accuracy Trade-Off

Architectural Building Blocks as the Locus of Adaptive Behavior Selection

Intro to HCI / Why is Design Hard?

Desktop Fitting Guide for Phonak Brio 3

A Representational Basis for Human-Computer Interaction

Speed-Accuracy Tradeoff in Trajectory-Based Tasks with Temporal Constraint

Cs467. Zooming Color, Perception, Gestalt Assignment

CS324-Artificial Intelligence

MEMORY MODELS. CHAPTER 5: Memory models Practice questions - text book pages TOPIC 23

EVALUATION OF DRUG LABEL DESIGNS USING EYE TRACKING. Agnieszka Bojko, Catherine Gaddy, Gavin Lew, Amy Quinn User Centric, Inc. Oakbrook Terrace, IL

An Evaluation of an Obstacle Avoidance Force Feedback Joystick

Intelligent Object Group Selection

LECTURE 2 COGNITION, MEMORY, FOCUS MODELS & USER PSYCHOLOGY

Learning to play Mario

Human Abilities: Vision, Memory and Cognition. Oct 14, 2016

Improving the Acquisition of Small Targets

Human Abilities 1. Understanding the user

Online hearing test Lullenstyd Audiology :

Do Human Science. Yutaka Saeki

Understanding the Uncertainty in 1D Unidirectional Moving Target Selection

Lecture 12: Psychophysics and User Studies

Statistical analysis DIANA SAPLACAN 2017 * SLIDES ADAPTED BASED ON LECTURE NOTES BY ALMA LEORA CULEN

Towards a Computational Model of Perception and Action in Human Computer Interaction

COMP 3020: Human-Computer Interaction I

Announcements. Assignment 1 is posted. This is an individual assignment. Please read through it and bring any questions to class on Wed

The Gaze Cueing Paradigm with Eye Tracking Background Set-up Lab

The Schema is Mightier Than the Sword Using Player Cognition to Predict Gaming Behavior

Module Specification

Implementation of Perception Classification based on BDI Model using Bayesian Classifier

Midterm Review. CS160: User Interfaces John Canny

Sensory Memory, Short-Term Memory & Working Memory

Author(s) KONG, Jing, REN, Xiangshi, SHINOM. Rights Information and Communication Eng

Enhancement of Application Software for Examination of Differential Magnification Methods and Magnification Interface Factors

Intro to HCI / Why is Design Hard?

Artificial Intelligence

TouchGrid: Touchpad pointing by recursively mapping taps to smaller display regions

Introduction and Historical Background. August 22, 2007

1.1 FEATURES OF THOUGHT

THE ATTENTIONAL COSTS OF INTERRUPTING TASK PERFORMANCE AT VARIOUS STAGES

How Age Affects Pointing with Mouse and Touchpad: A Comparison of Young, Adult, and Elderly Users

Framework for Comparative Research on Relational Information Displays

IPM 12/13 T1.2 Limitations of the human perceptual system

Assistant Professor Computer Science. Introduction to Human-Computer Interaction

Issues with Designing Dementia-Friendly Interfaces

Research of Menu Item Grouping Techniques for Dynamic Menus Jun-peng GAO 1,a, Zhou-yang YUAN 1 and Chuan-yi LIU 1,b,*

Running head: CPPS REVIEW 1

Object Recognition & Categorization. Object Perception and Object Categorization

COGS 121 HCI Programming Studio. Week 03

COMP 3020: Human-Computer Interaction I Fall 2017

Lecturer: Dr. Adote Anum, Dept. of Psychology Contact Information:

CogSysIII Lecture 4/5: Empirical Evaluation of Software-Systems

Pho. nak. Desktop. August with Phonak. Target. Fitting

The Effects of Action on Perception. Andriana Tesoro. California State University, Long Beach

Exploring The Resources And Supports of the Paralysis Resource Center

Insight into Goal-Directed Movements: Beyond Fitts Law

Cognitive Strategies and Eye Movements for Searching Hierarchical Displays

COMP 3020: Human-Computer Interaction I Fall software engineering for HCI

Psychological Research

VISUAL PERCEPTION & COGNITIVE PROCESSES

LAB 1: MOTOR LEARNING & DEVELOPMENT REACTION TIME AND MEASUREMENT OF SKILLED PERFORMANCE. Name: Score:

Psychology of visual perception C O M M U N I C A T I O N D E S I G N, A N I M A T E D I M A G E 2014/2015

Introduction to Computational Neuroscience

A Matrix of Material Representation

Chapter 3: Information Processing

Transcription:

CMSC434 Introduction to Human-Computer Interaction Week 07 Lecture 19 Nov 4, 2014 Human Information Processing Human Computer Interaction Laboratory @jonfroehlich Assistant Professor Computer Science

TODAY 1. Wrapping up Fitts Law 2. Improving Pointing 3. Human-Information Processing 4. GOMS Model 5. TA06 Check-In

rapping up itts law

FITTS LAW MT A (amplitude) movement time W (width) There are different formulations in HCI

FITTS LAW IN PRACTICE Which will be faster on average? pie menu (bigger targets & less distance) [adapted from Hartmann, Landay]

PIE MENU VS. LINEAR MENU

USING A PIE MENU IN PRACTICE Source: http://youtu.be/gzan0e-xoya

OTHER PIE MENU EXAMPLES Why aren t Pie Menus more widely adopted? Rainbow 6 Maya The Sims [adapted from Landay]

MARKING MENUS

Source: http://youtu.be/8c58bn6ajj4

mproving ointing

TARGET ACQUISITION [adapted from Findlater]

SUB-MOVEMENT ANALYSIS [adapted from Findlater]

SUB-MOVEMENT ANALYSIS [adapted from Findlater]

Bubble Cursor Grossman & Balakrishnan, CHI 05

enhanced area cursors reducing fine pointing demands for people with motor impairments leah findlater alex jansen kristen shinohara morgan dixon peter kamb joshua rakita jacob o. wobbrock 21

ENHANCED AREA CURSORS

[adapted from Findlater]

ENHANCED AREA CURSORS: FOUR TYPES [adapted from Findlater]

[adapted from Findlater]

[adapted from Findlater]

[adapted from Findlater]

[adapted from Findlater]

[adapted from Findlater]

evaluation

do the new cursors lessen effects of small target size? reduce need for corrective-phase pointing? reduce need for accurate, steady clicking? [adapted from Findlater]

task 36

12 participants de quervain s stenosynovitis tetraplegia cerebral palsy parkinson s disease spinal cord injury friedreich s ataxia multiple sclerosis muscular dystrophy [adapted from Findlater]

12 participants 3 target sizes 4px 8 px 16 px [adapted from Findlater]

12 participants none 3 target sizes 3 target spacings half-target width full-target width [adapted from Findlater]

12 participants 3 target sizes 3 target spacings 2 levels of clutter [adapted from Findlater]

12 participants click-and-cross 3 target sizes 3 target spacings 2 levels of clutter 6 cursors cross-and-cross motor-magnifier visual-motormagnifier bubble point [adapted from Findlater]

do the new cursors lessen effects of small target size? [adapted from Findlater]

mean trial time (seconds) speed 8 4 pixels 8 pixels 16 pixels 6 4 2 0 error bars: standard error point bubble motormagnifier visualmotormagnifier clickandcross crossandcross [adapted from Findlater]

mean trial time (seconds) speed 8 6 4 pixels 8 pixels 16 pixels fastest for smaller sizes 4 2 0 error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross [adapted from Findlater]

mean trial time (seconds) speed 8 4 pixels 8 pixels 16 pixels 6 4 2 0 reduced effect of small target size error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross [adapted from Findlater]

mean trial time (seconds) speed 8 4 pixels 8 pixels 16 pixels 6 4 2 0 error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross [adapted from Findlater]

mean error rate errors 0.5 4 pixels 8 pixels 16 pixels 0.4 0.3 0.2 0.1 0 error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross [adapted from Findlater]

mean error rate errors 0.5 4 pixels 8 pixels 16 pixels 0.4 0.3 0.2 reduced errors compared to point 0.1 0 error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross e e e [adapted from Findlater]

do the new cursors lessen effects of small target size? reduce need for corrective-phase pointing? [adapted from Findlater]

mean number of submovements submovement analysis 50 4 pixels 8 pixels 16 pixels 40 30 20 10 0 error bars: standard error point bubble motors magnifier visualmotormagnifier s clickandcross s crossandcross e e e [adapted from Findlater]

mean number of submovements submovement analysis 50 40 30 20 10 0 4 pixels 8 pixels 16 pixels reduced submovements compared to point error bars: standard error point bubble motors m magnifier visualmotormagnifier s m clickandcross s crossandcross e e m e [adapted from Findlater]

mean number of submovements submovement analysis 50 40 30 20 10 0 4 pixels 8 pixels 16 pixels extra movement for activation error bars: standard error point bubble motors m magnifier visualmotormagnifier s m clickandcross s crossandcross e e m e [adapted from Findlater]

mean number of submovements submovement analysis 50 4 pixels 8 pixels 16 pixels 40 30 20 10 0 error bars: standard error point bubble motors m magnifier visualmotormagnifier s m clickandcross s crossandcross e e m e [adapted from Findlater]

do the new cursors lessen effects of small target size? reduce need for corrective-phase pointing? reduce need for accurate, steady clicking? [adapted from Findlater]

most preferred number of participants visual-motor-magnifier slowest, but still preferred cross-and-cross click-and-cross bubble 7 3 2 0 55

uman-information rocessing

Cognitive psychology is the study of higher mental processes such as attention, language use, memory, perception, problem solving, and thinking. American Psychological Association http://www.apa.org/research/action/glossary.aspx#c

Stuart K. Card Thomas P. Moran Allen Newell

Distinguished Engineer at IBM PhD in psychology from CMU Early HCI Pioneer at PARC PhD in from CMU w/herb Simon Early HCI Pioneer at RAND/CMU Stuart K. Card Thomas P. Moran Allen Newell

The domain of concern to us, and the subject of this book, is how humans interact with computers. A scientific psychology should help us in arranging this interface so it is easy, efficient, error-free even enjoyable. Card, Moran, and Newell Early pioneers of the field of HCI Quote from: The Psychology of Human-Computer Interaction, 1983, p. vii

Model Human Processor The Model Human Processor offers a simplified view of the human processing involved in interacting with computing systems. Comprises three subsystems: 1. Perceptual system 2. Motor system 3. Cognitive systems Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

1. The perceptual system handles sensory stimuli from the outside world 2. The cognitive system provides the processing needed to connect the two 3. The motor system controls physical actions

Each subsystem has its own processor and memory 1. The perceptual system handles sensory stimuli from the outside world 2. The cognitive system provides the processing needed to connect the two 3. The motor system controls physical actions

The Model Human Processor The Principles of Operation P0. Recognize-act cycle of cognitive processor P1. Variable perceptual processor rate principle P2. Encoding specificity principle P3. Discrimination principle P4. Variable cognitive processor rate principle P5. Fitts Law P6. Power law of practice P7. Uncertainty principle P8. Rationality principle P9. Problem space principle Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

The Model Human Processor The Principles of Operation The time T n to perform a task on the n th trial follows a power law: T n = T 1 n -α P0. Recognize-act cycle of cognitive processor P1. Variable perceptual processor rate principle P2. Encoding specificity principle P3. Discrimination principle P4. Variable cognitive processor rate principle P5. Fitts Law P6. Power law of practice P7. Uncertainty principle P8. Rationality principle P9. Problem space principle Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

The Model Human Processor The Principles of Operation The time T n to perform a task on the n th trial follows a power law: T n = T 1 n α P0. Recognize-act cycle of cognitive processor P1. Variable perceptual processor rate principle P2. Encoding specificity principle P3. Discrimination principle P4. Variable cognitive processor rate principle P5. Fitts Law P6. Power law of practice P7. Uncertainty principle P8. Rationality principle P9. Problem space principle where α =.4 [0.2 0.6] Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

POWER-LAW OF PRACTICE The power law of practice states that the logarithm of the completion time for a particular task decreases linearly with the logarithm of the number of practice trials taken

Source: Newell & Rosenbloom, Mechanisms of skills acquisition and the law of practice, 1980

POWER-LAW OF PRACTICE: EXAMPLE TASKS Trail Making Test Match-to-Sample Task http://en.wikipedia.org/wiki/trail_making_test http://en.wikipedia.org/wiki/match-to-sample_task

The Model Human Processor The Principles of Operation The time T pos to move the hand to a target of size S which lies a distance D away: P0. Recognize-act cycle of cognitive processor P1. Variable perceptual processor rate principle P2. Encoding specificity principle P3. Discrimination principle P4. Variable cognitive processor rate principle P5. Fitts Law P6. Power law of practice P7. Uncertainty principle P8. Rationality principle P9. Problem space principle T pos = I M log 2 (D/S + 0.5) Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

The Model Human Processor The Principles of Operation A person acts so as to attain his goals through rational action, given the structure of the task and his inputs of information and bounded limitations on his knowledge and processing ability: P0. Recognize-act cycle of cognitive processor P1. Variable perceptual processor rate principle P2. Encoding specificity principle P3. Discrimination principle P4. Variable cognitive processor rate principle P5. Fitts Law P6. Power law of practice P7. Uncertainty principle P8. Rationality principle P9. Problem space principle Goals + Task + Operators + Inputs + Knowledge + Process-limits -> Behavior Card, Moran, and Newell, The Psychology of Human-Computer Interaction, p. 26

GOMS Model A GOMS model, as proposed by Card, Moran, and Newell (1983), is a description of the knowledge that a user must have in order to carry out tasks on a device or system; it is a representation of the "how to do it" knowledge that is required by a system in order to get the intended tasks accomplished. [Kieras, A Guide to GOMS Analysis, 1994; Card et al., The Psychology of Human-Computer Interaction, 1983]

GOMS Model An attempt to model the knowledge and cognitive processes involved when a user interacts with a system 1 2 3 4 Goals refers to a particular state the user wants to achieve Operators refers to the cognitive processes and physical actions that need to be performed to achieve those goals Methods are learned procedures for accomplishing the goals Selection rules are used to determine which method to select when there is more than one available. [Rogers et al., Interaction Design, Chapter 15, 2011; Card et al., The Psychology of HCI, 1986]

GOMS Model Example 1 2 Goal: find a website about GOMS Operators: Decide to use search engine, decide which search engine to use,

GOMS Model Example 1 2 3 4 Goal: find a website about GOMS Operators: Decide to use search engine, decide which search engine to use, think up and enter keywords. Methods: I know I have to type in search terms and then press the search button. Selection: Do I use the mouse button or hit the enter key?

GOMS Model The goal of this work [GOMS modeling] is to radically reduce the time and cost of designing usable systems through developing analytic engineering models for usability based on validated computational models of human cognition and performance. DavidKieras Professor in EECS and Psychology at the University of Michigan GOMS Advocate [Kieras, GOMS Models: An Approach to Rapid Usability Evaluation, http://web.eecs.umich.edu/~kieras/goms.html]

GOMS Model GOMS is such a formalized representation that it can be used to predict task performance well enough that a GOMS model can be used as a substitute for much (but not all) of the empirical user testing needed to arrive at a system design that is both functional and usable. DavidKieras Professor in EECS and Psychology at the University of Michigan GOMS Advocate [Kieras, GOMS Models: An Approach to Rapid Usability Evaluation, http://web.eecs.umich.edu/~kieras/goms.html]

TA06 Mid-Fi Prototypes Check-In Remember: In-Class Design Critiques This Thursday!

Dark Palette

Light Palette

Smartsheet Gantt Palette

Light Palette