Frequency, definition Modifiability, existence of multiple operations & strategies

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Human Computer Interaction Intro HCI 1 HCI's Goal Users Improve Productivity computer users Tasks software engineers Users System Cognitive models of people as information processing systems Knowledge about how people perform at different tasks - human factors Individual differences Tasks Frequency, definition Modifiability, existence of multiple operations & strategies

System Ease of use, modifiability, plasticity of interaction Ease of learning, sensitivity to user level Task match Intro HCI 2 Class Goals Understand user parameters for future software development and evaluation Review software interaction styles and their applicability Survey Interaction devices and their use. Speculate on future HCI environments Understand HCI methodology for the evaluation of HCI research. Review HCI role in Software Engineering and Information Technology

HCI is multidisciplinary Intro HCI 3 Computer Science Software Engineering, desktop (general) & specialized applications Graphics: Games, E-commerce Psychology Models of human information processing language use and meaning human performance: human factors behavioral research methodology Engineering Hardware interaction devices Human factors Task match

HCI dialog Intro HCI 4 visual application auditory mental model hands IO devices UI design response model voice motion user model

Human Information Processing Intro HCI 5 HIP is a "systems" metaphor of multiple processors and memories to explain human cognitive behavior Assumes rational, goal directed actions. perceptual cognitive motor Form intention: acquire task, make mental representation of goal Select action: review possible actions, select appropriate action Execute action Evaluate system response

HIP Processors & Memories Processor parameter is cycle time Memory parameters: storage capacity decay rate (forgetting) information code (storage mechanism) Intro HCI 6 Memory Hierarchy information is transferred between "memories" by perceptual and cognitive processors Sensory / image (receptor): mechanical, chemical, neural Awareness: visual-acoustic-tactile -semantic (short term) Unconscious: semantic and procedural knowledge (long term)

Perceptual Intro HCI 7 processor cycle 50-200 msec. Eye movement 70-700 msec. Image store Visual Auditory capacity 7-17 symbols 4-7 symbols decay 70-1000 msec. 900-3500 msec. code physical (neural / chemical) physical (waves) tactile store??? Motor not well understood in HIP context cycle 30-100 msec

Cognitive processor cycle 25-170 msec. Memories Awareness / Working Long Term Intro HCI 8 capacity 7 ± 2 unknown est. 10 8.. 10 12 decay 5-225 msec unknown code acoustic - visual semantic Working memory is consciousness Long Term memory is unconsciousness Chunks are organized groupings of information Experts chunk information differently (size && structure) Working memory is an intermediate store while matching and retrieval processes are performed in long term memory Information is retained in WM through rehearsal

Intro HCI 9 Sensory Input Perceptions Working memory Categories of Long Term memory Episodic: life events Semantic: abstract facts, concepts "aha" learning Procedural actions, motor and cognitive skills for doing things scripts, plans incrementally learned Semantic & Procedural knowledge

Syntactic Semantic Model of User Knowledge Intro HCI 10 Syntactic knowledge Task and environment specific knowledge. Syntactic knowledge facts are often discrete and disjoint from other syntactic facts. text editor command to move forward 1 word emacs "esc f" vi "W" Learning: arbitrary nature often requires rote learning, learn by doing. System dependency: syntactic rules vary with system. Same goal requires different operations. (how to terminate a session) Interference: same operations can have different results across applications and systems. (what does the "end" key do) Reduce Syntactic Complexity: structured command sets, menus, direct manipulation environments. (structure command sets, menus, GUI)

Semantic Knowledge Intro HCI 11 Conceptual knowledge about the domain of a task and environment.. Concepts are built upon each other they are interconnected and have some "semantic" structure -- relationship. Semantic knowledge is best taught by analogy, or example, to other knowledge and by practical experience. Pictorial representations are helpful. Negative examples (misses). Task experts maybe computer novices & computer experts maybe task novices. concepts: stable memory, generalize across computer systems and applications. tasks: often decomposable into subtasks with analogy to other known tasks.

Human performance Measured as correct or error. Intro HCI 12 Correct Performance Correctness Speed Efficiency Learning count or percentage task correctly performed. time to perform task path to perform task time to learn task practice trials to learn task Error Performance Frequency count or percent of errors Categorization of errors: omission or commission,...

Human Error Intro HCI 13 Error a planned mental or physical activity that failed its intended outcome where the failure is not attributable to chance events. Intention a specification of desired action, a goal. Intentions generate plans (schemas, actions) to achieve goal. Mistake an error in intention (deficient judgment or inference). Lapse a failure in storage of the intention. Slip an error in execution of intention. Can make slips on mistakes... Cognitive Stage planning storage execution Primary Error Type mistakes lapses slips

Externally Triggered event. Plan activated due to external interruption during intent formalization. Mode error. A slip in formalizing intent. Action is valid in one environment are errors in another. Intro HCI 14 Lack of feedback -- mode is unknown Vi has insertion mode and command mode, but no mode indicator soln: one mode, or clear mode indicators Description error. Ambiguous specification of intent. Commands have no or little semantic rules -- function keys bad commands: Vi "d" deletes 2 lines, "D" deletes end of line "^D" moves cursor forward 1/2 screen soln: menu selection, semantic rules, distinct command keys Capture error. Dominant command sequence overrides less used plan. save before exit (y)

Individual Differences Control User prefers to be in control of application system requests not system commands Intro HCI 15 system actions result of user initiation. system does not seem to "run away" from user. user controls system response, pace. Direct manipulation via pointer device or keyboard facilitates user sense of control. Consistent system response time facilitates planning, pacing & "control". HCI history = movement from system control to user control. system Batch Timesharing GUI user

Closure Viewing the completion of tasks is an example of closure. The motivation to see action complete is closure. Intro HCI 16 User desire for closure might result from the reduction in "memory" load uncompleted tasks represent. Users w/ high closure needs may prefer to use many primitive commands versus abstract commands. In text editing: using a query replace string versus a non query replace string command. Full screen editors provide greater closure (seeing the results of one's actions) than line editors. VI versus ed. Experts users often prefer to watch the results of know actions than to run processes in a background - non visible mode.

Individuality Intro HCI 17 Users vary on many personality traits and abilities and on many sensory / physical abilities. EG: Myer Briggs Types below: INTROVERSION / EXTROVERSION Introverted prefer working alone, familiar environments, little external stimulation (quiet...). (the minority) Extroverted users prefer external stimulation, variety in the environment, working with others. SENSING / INTUITIVE Sensing users prefer detail work, like applying known skills (repetitive) Intuitive users prefer new problems, discovery, and "high/level" not detail work.

PERCEPTIVE / JUDGING Intro HCI 18 Perceptive users like learning new environments but have problems evaluating systems. Judging users prefer working by a detailed plan and completing the goal --often w/o regard for new information. FEELING / THINKING Feeling users are aware of, and seek to, please others. They relate well with others. Thinking users tend to be unemotional, treat others "coldly" and make decisions on "logical" bases. These 4 dimensions are not independent!

Personality Results Intro HCI 19 100% 90% 80% 70% 60% CSUN CS Majors (N=462) versus Population (1990-2014) cs-left cs-right cs-split pop.-left pop.-right 50% 40% 30% 20% 10% 0% extravert - introvert sensing - intuiting thinking - feeling judging - perceiving Personality Types

CS and CIT 90% 80% CS (27) and CIT (15) CSUN majors 2014 Intro HCI 20 70% 60% 50% 40% left right split 30% 20% 10% 0% e-i CS e-i CIT s-n CS s-n CIT t-f CS t-f CIT j-p CS j-p CIT

PERSONALITY dimensions risk takers / risk avoiders tolerance for stress and ambiguity internal / external locus of control compulsiveness, motivation. Intro HCI 21 COGNITIVE individuality dimensions convergent (single answer) / divergent (many answers) thinking creativity, intelligence (verbal, visual,...) learning styles and ability visual / verbal thinking style

Physical differences Intro HCI 22 Users can also vary on their physical abilities or disabilities. Reading and typing speeds, hand coordination, spatial perception, color perception. Is it possible for software to adapt itself to the personality of a user? Microsoft's "Office Assistants" -- social personality interfaces User modeling is an emerging area?

Intro HCI 23 Users Strengths Computer Applications World Knowledge Learning Pattern matching Conceptual / analogical Productive Thinking Vision & Hearing Weaknesses Fast Accurate Reproductive "Thinking" Never Forgets Non Ambiguous Knowledge Limited Awareness Accurate Reproductive Thinking (errors) Forgets (retrieval failure) Individual Differences?? Limited World Knowledge search results = knowledge?? limited Pattern Matching, Analogy limited Learning limited Visiion & Hearing