Lesson 1 The Human
Lesson 1 The Human
HUMAN FACTOR
Learning Objectives:
After reading this MODULE, you must be able to:
1. Describe the relationship between the cognitive principles and their application to interfaces and
products.
2. Explain the conceptual terms for analyzing human interaction with products such as affordance,
conceptual model, and feedback.
3. Analyze different user populations with regard to their abilities and characteristics for using both
software and hardware products.
4. Explain the importance of user abilities and characteristics in the usability of products.
INTRODUCTION
Human Computer Interaction is about designing computer systems so the user can carry out their
activities productively and safely. It is not how easy something is to use it is about how usable it is. It is a
discipline concerned with the design, evaluation and implementation of interactive computer systems for
human use and with the study of major phenomena surrounding them.
The goals of HCI are to produce usable and safe systems, as well as functional systems. In order to produce
computer systems with good usability, developers must attempt to:
Underlying the whole theme of HCI is the belief that people using a computer system should come first. Their
needs, capabilities and preferences for conducting various tasks should direct developers in the way that
they design systems. People should not have to change the way that they use a system in order to fit in with
it. Instead, the system should be designed to match their requirements.
Human Factors concerned with the fit between the user, equipment and their environments. It takes account
of the user's capabilities and limitations in seeking to ensure that tasks, functions, information and the
environment suit each user. Human factors specialists or ergonomists consider the job (activity) being done
and the demands on the user; the equipment used (its size, shape, and how appropriate it is for the task),
and the information used (how it is presented, accessed, and changed).
Cognitive processes
• Attention
• Perception and recognition
• Memory
• Problem-solving, planning, reasoning and decision-making
1. ATTENTION
• Selecting things to concentrate on at a point in time from the mass of stimuli around us.
• Allows us to focus on information that is relevant to what we are doing.
• Involves audio and/or visual senses.
• Focused and divided attention enables us to be selective in terms of the mass of competing stimuli
but limits our ability to keep track of all events.
• Information at the interface should be structured to capture users’ attention, e.g. use perceptual
boundaries (windows), color, and reverse video, sound and flashing lights.
2. PERCEPTION
• How information is acquired from the world and transformed into experiences
• Obvious implication is to design representations that are readily perceivable, e.g.
– Text should be legible
– Icons should be easy to distinguish and read
Design implications
– Icons should enable users to readily distinguish their meaning
– Bordering and spacing are effective visual ways of grouping information
– Sounds should be audible and distinguishable
– Speech output should enable users to distinguish between the set of spoken words
– Text should be legible and distinguishable from the background
– Tactile feedback should allow users to recognize and distinguish different meanings
3. MEMORY
Involves first encoding and then retrieving knowledge
We don’t remember everything - involves filtering and processing what is attended to
Context is important in affecting our memory (i.e. where, when)
We recognize things much better than being able to recall things
Processing in memory
• Encoding is first stage of memory
– determines which information is attended to in the environment and how it is
interpreted
• The more attention paid to something…
• The more it is processed in terms of thinking about it and comparing it with other knowledge…
• The more likely it is to be remembered
– e.g. when learning about HCI, it is much better to reflect upon it, carry out exercises,
have discussions with others about it, and write notes than just passively read a book,
listen to a lecture or watch a video about it
Context is important
• Context affects the extent to which information can be subsequently retrieved
• Sometimes it can be difficult for people to recall information that was encoded in a different
context:
– “You are on a train and someone comes up to you and says hello. You don’t recognize him
for a few moments but then realize it is one of your neighbors. You are only used to seeing
your neighbor in the hallway of your apartment block and seeing he out of context makes him
difficult to recognize initially”
Design implications
• Provide additional information/functions for users who wish to understand more about how to carry
out an activity more effectively.
• Use simple computational aids to support rapid decision-making and planning for users on the
move.
Mental models
• Users develop an understanding of a system through learning about and using it
• Knowledge is sometimes described as a mental model:
– How to use the system (what to do next)
– What to do with unfamiliar systems or unexpected situations (how the system works)
• People make inferences using mental models of how to carry out tasks.
• Craik (1943) described mental models as:
– internal constructions of some aspect of the external world enabling predictions to
be made
• Involves unconscious and conscious processes
– images and analogies are activated
• Deep versus shallow models
– e.g. how to drive a car and how it works
Gestalt psychology
• Perception = recognition of objects from basic visual elements
• The whole gestalt is greater than the sum of its parts
• When elements are placed in groups that define an object we tend to see the group and not the
object
• Discover the principles used by the visual system to group elements
Gestalt principles
• Principles to describe how people tend to organize visual elements into a meaningful whole
– Figure/Ground
– Proximity
– Similarity
– Symmetry
– Continuity
– Closure
FIGURE-GROUND
• We perceive our environment by differentiating between objects and their backgrounds
• We have a natural tendency to perceive gestalt, whole entities
• We strive to find the simplest solutions to incomplete visual information –
SIMILARITY
• Things which share visual characteristics such as shape, size, color, texture, or orientation are seen
as belonging together
• Unity occurs because the triangular shapes at the bottom of the eagle symbol look similar to the
shapes that form the sunburst.
• The figure on the far right becomes a focal point because it is dissimilar to the other shapes.
SIMILARITY 2
• When similarity occurs, an object can be emphasized if it is dissimilar to the others. This is called
anomaly.
• Focal point of attention
PROXIMITY
• When elements are placed close together. They tend to be perceived as a group.
COMMON FATE
• When objects move in the same direction, we tend to see them as a unit.
CLOSURE
• Closure occurs when an object is incomplete or a space is not completely enclosed
• If enough of the shape is indicated, people perceive the whole by filling in the missing information.
1. VISIBILITY
This is a control panel for an elevator
How does it work?
Push a button for the floor you want?
Nothing happens. Push any other button? Still nothing. What do you need to do?
…you need to insert your room card in the slot by the buttons to get the elevator to work! How would you
make this action more visible?
2. FEEDBACK
Sending information back to the user about what has been done
Includes sound, highlighting, animation and combinations of these
– e.g. when screen button clicked on provides sound or red highlight feedback
3. CONSTRAINTS
Restricting the possible actions that can be performed
Helps prevent user from selecting incorrect options
Physical objects can be designed to constrain things
– e.g. only one way you can insert a key into a lock
4. CONSISTENCY
Design interfaces to have similar operations and use similar elements for similar tasks
For example:
– always use ctrl key plus first initial of the command for an operation – ctrl+C, ctrl+S,
ctrl+O
Main benefit is consistent interfaces are easier to learn and use
• What happens if there is more than one command starting with the same letter?
– e.g. save, spelling, select, style
• Have to find other initials or combinations of keys, thereby breaking the consistency rule
– e.g. ctrl+S, ctrl+Sp, ctrl+shift+L
• Increases learning burden on user, making them more prone to errors
ERGONOMICS
• Ergonomics is about designing for people, wherever they interact with products, systems or
processes.
• Ensure that designs complement the strengths and abilities of people and minimize the effects of
their limitations, rather than forcing them to adapt.
• Qualified ergonomists are the only recognized professionals to have competency in optimizing
performance, safety and comfort.