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    D R . A N N N O S S E I R

    Who is My User?

    Why Do We Need to UnderstandUsers?

    Understanding people is important, morespecifically, their psychology would help in arrangingthe interface so it is easy, efficient, error free andenjoyable.

    Cognitive Psychology

    Compromises those aspects of our mental lifeconcerned with

    Language

    Attention Memory

    ReasoningPerception

    Why Cognitive Psychology

    It has given us the information processparadigmwhich draws very strong parallelsbetween the functioning of the brain and computers.

    http://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://www.bue.edu.eg/index.aspxhttp://images.google.co.uk/imgres?imgurl=http://www.secondpicture.com/tutorials/3d/modeling_human_head_in_3ds_max.png&imgrefurl=http://www.secondpicture.com/tutorials/3d/3d_modeling_of_a_human_head_3ds_max_01.html&usg=__tFKDZZ6J7ft7qq4lzDlZhD270dM=&h=320&w=420&sz=31&hl=en&start=7&um=1&tbnid=47RVh9Vtnr784M:&tbnh=95&tbnw=125&prev=/images%3Fq%3Dhumanhead%26um%3D1%26hl%3Den%26rlz%3D1T4RNWN_enGB225GB225%26sa%3DNhttp://www.bue.edu.eg/index.aspxhttp://www.bue.edu.eg/index.aspxhttp://www.bue.edu.eg/index.aspx
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    Figure 5.1 The information processing paradigm (in its most simple form).

    What is Human InformationProcessing?

    Information process is a simplified model from theprospective of the psychological knowledge at thattime and task-based approach to human-computer

    Human Information Processing

    Figure 5.2 A more detailed information processing paradigm.

    So, What is Human InformationProcessing?

    It simplifies people abilities into A sensor input subsystem

    A central information processing subsystem

    A motor output subsystem

    Human Information Processing

    cont.

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    Figure 5.3 Normans seven-stage model of activity.

    Source: after Norman, 1988.

    Normans Seven-Stage Model ofActivity. Normans Seven-Stage Model ofActivitycont.

    We begin with a goal (check sports results).

    In the next step, we form a set of intentions toachieve this goal (finding a computer, mobile to browseInternet)

    Then, this is translated into a sequence of actions(go to a computer lab or Internet caf then log on to thecomputer, double click on web browser)

    At each step on the way, we perceive the new state ofthe world, interpretwhat we see and compare aagainst what we intended to change

    We may repeat these actions if our goals were not met.

    Figure 5.3 Normans seven-stage model of activity.

    Source: after Norman, 1988.

    Normans Seven-Stage Model ofActivity.

    Gulf of execution: refers to the problem of how anindividual translates intentions into action

    A gap between the psychological language (or mental model) of theuser's goals and the very physical action-object language of thecontrols of the VCR via which it is operated.

    Normans Seven-Stage Model of Activity

    UserHit the record button

    VCR1. Hit the record button.

    2. Specify time of recording viathe controls X, Y, and Z.

    3. Select channel via thechannel-up-down control.

    4. Press the OK button.

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    Gulf of evaluation: is the converse and refers tohow an individual understands, or evaluates theeffects of actions and knows when his or her goalsare satisfied. when recording, the 'record' control should signal that is

    activated or a display should

    Normans Seven-Stage Model of Activity Cognitive Psychology

    Here we focus on

    1. Attention,

    2. Perception & recognition

    3. Memory

    Language

    Attention Memory

    ReasoningPerception

    Attention

    Selecting things to concentrate on from the massaround us, at a point in time

    Attention is pivotally important human ability. Itis the central to learning, perception,operating machine, using computer.

    Attention and awareness is closely linked

    (people are aware of other people and theiractivities )

    Attention cont.

    Practice reduces the amount of attentionrequired (e.g driving car)

    Attention can be directed at a particular taskand or divided between a number of differenttasks. (e.g watching TV and hold conversation)

    Failure in attention can be a threat and cause

    accident. Using mobile while driving, pilots paytoo much attention to wrong cockpit warning.

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    How Attention Works?Schneider and Shiffrin (1977)

    Automatic processing: makes no demandattentional resources, is fast, unaffected by capacitylimitations, unavoidable, and difficult to modify andis not subject to conscious awareness ....... Automatic Processing is sort of like muscle memory. When you

    start to do something that you have done many times, and youcan complete it successfully without giving it any thought,that's automatic processing.

    While playing the piano, or knitting a scarf, you knowhow your hands seem to move on their own, while your mindgoes somewhere else

    How Attention Works?Schneider and Shiffrin (1977)

    Controlled processing: makes heavy demands onattentional resources is slow and limited in capacityand involves consciously directing attention towardstasks Controlled processing is a comparatively slow, serial process

    limited by short term memory. Controlled processing requiressubject effort, permits a large degree of subject control, butneeds little training to develop.

    Factors Affecting Attention

    Stress is the effect of external and psychological stimuli such as,

    Anxiety, fatigue, anger, threat, lack of sleep, and fear.

    It affects our level of arousal

    Figure 15.18 The YerkesDodson law.

    Factors Affecting Attention cont

    There is arelationshipbetweenperformance ofthe task and thelevel of arousal.

    Simple task ismore resistant toincreasing the

    level of arousal

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    So, How to Design for Attention Attract and Hold Attention

    As a result, dont overwhelm users with moreinformation they can respond to

    Dont distract users from the main task unless it is animportant information

    Mental Workload

    It is about how busy the user is, how difficult the taskis, and can s/he hold another task?

    See table 15-2 (p.379) in (designing interactive system, Benyon etal.)

    Attention and Vigilance

    Vigilance is an aspect in the attention which refers torare event or a signal in a desert of inactivity ornoise.

    http://www.bue.edu.eg/index.aspxhttp://www.bue.edu.eg/index.aspxhttp://www.bue.edu.eg/index.aspxhttp://images.google.co.uk/imgres?imgurl=http://www.thoughtleader.co.za/wp-content/uploads/2007/12/nigerian-scammer-cartoon-lr.JPG&imgrefurl=http://www.thoughtleader.co.za/gavinfoster/2007/11/24/spammer-scammers-can-be-fun/&usg=__nuKvSHzvR19KAydsujN5L-7I7Hg=&h=600&w=453&sz=153&hl=en&start=2&tbnid=W9zSqCKk24VxVM:&tbnh=135&tbnw=102&prev=/images%3Fq%3Dbing%2Btogether%2Bcartoon%26gbv%3D2%26hl%3Denhttp://www.bue.edu.eg/index.aspx
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    Visual Search

    Refers to our ability to locate particular items in avisual scene.

    Where is letter B?

    Figure 5.5 Attracting attention.

    Design Alerts and Warnings

    Cognitive Psychology

    Here we focus on

    1. Attention,

    2. Perception & recognition

    3. Memory

    Language

    Attention MemoryReasoningPerception

    Visual Perception

    People perceive a stable, three dimensional (3D), fullcolour world filled with objects. The brain isextracting and making sense of the sensor datapicked by our eye.

    How we perceive the world ?

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    How We Perceive the World

    Constructivist:we construct our perception of theworld from some sensory data falling on our senses(Gregory 1973).

    A red car appears red in normal day light because it reflects thered elements of light. At night with street light, it would appearred (colour constancy).

    Shape constancy (a coin-shape would remain the same nomatter how is it handled)

    Perceptual constancy or Perceptual illusions

    Figure 5.6 The MllerLyer illusion.

    Perceptual or Visual Illusions

    Which one is longer?

    Perceptual or Visual Illusions

    So, We infer incorrect information

    Figure 5.8 A pair of Necker cubes.

    Perceptual or Visual Illusions

    Which way they are facing ? (Right or left)

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    Perceptual or Visual illusions

    When we are faced with an ambiguous shape, it is aform of unconscious inference or form ahypothesis testing

    Figure 5.6 The MllerLyer illusion.

    Direct Perception

    Optic flowsuppliesunambiguously (clearly) allinformation relevant to theposition, speed andattitude of aircraft to thepilot (Gibson 1950).

    Figure 5.9 Flow of optic array.

    Gestalt laws of perception

    Gestaltists were a group of psychologists workingin early twentieth century who identified a numberof laws of perceptions.

    1. Proximity

    2. Continuity

    3. Part-whole relationship

    4. Similarity

    5. Closure

    Figure 5.10 Proximity.

    1.Proximity

    Objects appearing close together in space or timetend to be perceived together.

    organized into columns or rows

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    Figure 5.11 Continuity.

    2.Continuity

    We tend to perceive smooth and continuous pattern

    rather than disjoint .we see fig 5.11 as a continuouscurve rather than five semi-circles

    Figure 5.12 Partwhole relationships.

    3.Part-Whole Relationship

    The whole is greater than the sum, although fig 1has the same parts of fig 2

    Figure 5.13 Similarity.

    4. Similarity

    Similar figures tend to be grouped together

    Figure 5.14 Closure.

    5.Closure

    Closer figures areperceived more easierthan incomplete or openfigures.

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    Figure 5.15 Equally spaced buttons Windows XP.

    1.Proximity in Design

    We see (save or cancel) group

    from ambiguous (dont save)Figure 5.17 Organizing files using

    similarity.

    2. Similarity in Design

    Figure 5.18 Disorganized files.

    Figure 5.19 A Microsoft Windows XP scrollbar.

    3.Continuity in Design

    Moreelementsare hidden

    Figure 5.22 The lunar module (LM) ascent stage instrument panel.

    Source: Apollo Program Press Information Notebook (1972). NASA.

    4.Part-Whole Relationship in Design

    We dontsee interiordetails butwe see averycramped

    space

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    Figure 5.23 An exploded view of the LMs instrument panels.

    Source: Apollo Operations Handbook Block II Spacecraft (O ctober 15, 1969). NASA.

    4.Part-whole Relationship in Design Depth Perception

    Depth perception is essential to the effective design of games,multimedia and virtual reality. It is divided into primary andsecondary depth cues Primary depth cues, which allow us to pick up information about

    the environment. They rely on the interpretation of images seen byeach eye.

    Secondary depth cues rely only one eye. They are

    1. Light and shade,

    2. linear perspective,

    3. height in the horizontal plane,

    4. motion parallax,

    5. overlap,

    6. relative size, and

    7. textural gradient

    1.Light and Shade

    Object with shade improves the sense of depth

    Figure 5.25 Examples of linear perspective, using shadow and wire-frame.

    2.Linear Perspective

    Impression of depth

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    3.Height in the Horizontal Plane

    Distant objects appear higher than near by

    4.Motion Parallax

    While you are in the train, you see the telegraph polesnearby means the train is very fast. In contrast, thedistant buildings appear to move slower.

    Figure 5.27 Overlapping documents.

    5. Overlap

    Appear to be nearer

    Figure 5.28 Relative size.

    6.Relative Size

    Small objects are seen to be farer

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    Figure 5.29 Texture gradient.

    7.Textural Gradient

    Texture surfaces appear closer

    Factors Affecting perception

    Refer to the effect of such things on our expectation orour past experience on how we perceive others,objects, and situations

    Box 5.3 Effects of expectation of perception.

    Source: after Bruner and Postman, 1949, pp. 206 23.

    Colour

    Is very important to us. Describing someone ascolourless means without character or interest

    Table 5.1 Some Western colour conventions.

    Source: after Marcus, A. (1992) Graphic Design for Electronic Documents and User Interfaces, p. 84. 1992 ACM, Inc.

    Reprinted by permission.

    Colour

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    Colour

    Which is easiest to read and why?

    What is the time?

    What is the time?

    What is the time?

    What is the time?

    What is the time?

    Figure 5.31 Microsoft default colours.

    Colour

    Mental Model (Perception)

    Is a cognitive representation of our understanding. Itmay have structure and it is larger and more complexthan knowing a fact.

    Norman on Mental Model

    Mental models are incomplete Peoples ability to run their models are severely

    limited Mental models do not have firm boundaries. Similar

    devices and operations get confusedwith one another

    Mental models are unstable and subject to change.People forget details

    Mental models are unscientific, exhibitingsuperstitiousbehaviour

    People are willing to undertake additional physicaloperationsto minimize mental effort

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    What are Mental ModelsGood for?

    Predictingwhat will happen whenuser performssome actions for the first time

    Understandingwhat has happened when systemshows some unexpected behavior

    Mental Model

    A good design is mapping between user mentalmodel and designer mental model

    Cognitive Psychology

    Here we focus on

    1. Attention,

    2. Perception & recognition

    3. Memory

    Language

    Attention MemoryReasoningPerception

    3.Memory

    Divided into a set of processes and a number ofdifferent storages (Chunks)

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    Designing for Working Memory

    Chunking Miller found that short term memory is limited to only 7+-2

    bits of information

    Grouping information into meaningful information unitsminimize the demand on working memory

    Figure 15.2 A chunked dialogue.

    Designing for Working Memory

    Figure 15.5 The status bar from Microsoft Word.

    Designing for Working Memory

    Time limitations

    Working memory persist for only 30 sec.

    Make important information present tothe user

    Figure 15.8 Spelling checker.

    Recall and recognition

    Pick list and are good examples thatsupport recognition over recall

    Designing for Working Memory

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    Designing for Working Memory

    Icons Metaphor

    Direct mapping

    Figure 15.13 An icon

    representing a floppy disc. (Save)

    Figure 15.15 Two icons which are

    difficult to distinguish.Figure 5.4 A formatting palette.

    Designing for Working Memory

    Use recognition (dropdown menu)

    Use of chunking

    Use of meaningful B forbold and / for italic

    Slips and Mistakes

    e.g. (forget to switch ..off, reply to allsenderetc) (we can fix)

    What can we do?

    Preventing, detecting, fixing

    Error

    On input with specificformatting (e.g. time)

    Provide fields as to whatformat should be

    Provide default values

    Provide explanatory

    messages for expected fieldinputs

    09.00

    09.30

    10.00

    10.30

    Preventing errors

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    Detecting

    Validation of input (thus not trapping theuser into an error in the first place)

    Detecting and FixingError

    What can we do? (Benyon et al p. 389-390)

    Error avoidance design guidelines

    Error message design guidelines

    Memory design guidelines

    Summary

    Information processing paradigm

    Normans seven-stage model of activity. (gulf ofexecution and evaluation)

    Cognitive psychology Attention,

    Perception,

    Gestalt laws of perception,

    depth perception, mental model & Norman on mental model,

    Memory

    Error

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