Lecture 2-Fundamental HCI Concepts
Lecture 2-Fundamental HCI Concepts
Human Capabilities
• Our Senses
• How to sense changes/information
• Our Cognition
• How we process and interpret input
• Color Perception
• 7-8% of males cannot distinguish red
from green
• 0.4% of women
• Peripheral vision
• Largely movement oriented
• Stereopsis
• Monocular (color, brightness, shape)
• Binocular (size, interposition,
perspective, parallax)
Audition (Hearing)
• Capabilities:
• Pitch – frequency (20 – 20,000
Hz)
• Loudness – amplitude (30 – 100
dB)
• Location (5° source & stream
separation)
• Timbre – type of sound (music
instruments)
Touch
• Three main sensations handled
by different types of receptors
• Pressure (normal)
• Intense pressure (heat/pain)
• Temperature (hot/cold)
• Sensitivity, Dexterity, Flexibility,
Speed
• Where important?
• Mouse, Keyboards, Buttons, VR,
Surgery
Motor System (Our Output System)
• Capabilities
• Range of movement, reach, speed,
strength, dexterity, accuracy
Workstation design, device design
• Often cause of errors
• Wrong button
• Double-click vs. Single Click
• Not-detected mid-air gestures
• Principles
• Feedback is important
• Minimize eye movement
LYFT’S USER INTERACTION INSIGHTS
LYFT’S USER INTERACTION INSIGHTS
LYFT’S USER INTERACTION INSIGHTS
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• Long-term memory
• Unlimited size and duration
• Elaborative rehearshal helps transfer chunks from short-term to long-
term memory
Learning
• A process of transferring and putting
information from short-term to long-term
memory
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USABILITY GOALS AND MEASURES
Retention over time: How Subjective satisfaction: How much
Increase:
well do users maintain Satisfaction
did users like using various aspects of
their knowledge after an with your the interface?
product
hour, a day, or a week?
• Visibility
• Accessibility
• Consistency
• Affordances
VISIBILITY
VISIBILITY
Accessibility
Accessibility
Accessibility
AFFORDANCES
Mental models
• 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
Mental models
• Users develop an understanding of a system through learning
about and using it -- 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
Designs should not
confuse/conflict users’
mental model
Interface/Interaction Metaphors