1. The Psychology of Human-Computer Interaction Dr Simon
Bignell Senior Lecturer in Psychology [email protected] Week 4
Cyberpsychology (5PS505)
2. Dr Simon Bignell Cyberpsychology Learning Outcomes of the
Lecture To understand why psychologists should be involved in
designing new technologies. To consider some elements of
human-computer interaction in relation to psychology. To consider
how new technologies impact on people and society.
3. Contents What is HCI? Disciplines Contributing to
Human-computer Interaction. Human-Computer Interaction as a Field
of Study. Human Factors / Ergonomics. Systems Model vs User Model
The User Interface Evolution of HCI interfaces. Human-Computer
Dialog Common Ground Metaphors for Human-Computer Interaction
Fittss (Fitts)Law Ubiquitous Computing. Seminar Discussion and
Activity.
4. Incidents: Information Overload / User Attention. Three Mile
Island, 1979 What started as a minor malfunction in the system
ended as the largest commercial nuclear accident in the USA. Errors
in information signals indicated the reverse of the truth Poor
placement of information a caution tag fitted to one system
obscured the reading from another control system. Information
overload too much going on. 1500 alarms in either visual or
auditory modalities Poor controls a single acknowledge button
silenced all alarms rather than allowed individual control.
Operators were unable to break out of a cycle of assumptions that
conflicted with what their instruments were telling them. Mistakes
are often blamed on operators rather than on the design of the
system. Poor interfaces can lead to disaster
5. Dr Simon Bignell Cyberpsychology What is Human-Computer
Interaction (HCI)?
6. Dr Simon Bignell Cyberpsychology What is Human-Computer
Interaction (HCI)? Human-computer interaction (HCI) is the study of
how people interact with computing technology. HCI study is the
region of intersection between psychology and the social sciences,
on the one hand, and computer science and technology, on the other.
Human-Computer interface. Where people meet or come together with
machines or computer-based systems. Physical interface (e.g.
buttons, screens, menus, etc.) Logical interface. The model a
system presents a user. Set of tasks available and how theyre
organized.
7. What is Human-Computer Interaction (HCI)? A key design
activity is to design the user-interface. For every input and
output the developer must consider the interaction between the user
and the computer. Because the interaction is much like a dialog
between the user and the computer, user-interface design is often
referred to as dialog design. The field of HCI investigates how
people use computer systems, so that better systems can be
designed. One aspect is concerned with technological innovation
(e.g. better input devices, like electronic pen etc.) The other
aspect is concerned with the human element (e.g. how people reason,
solve problems and interact with computers).
8. Disciplines Contributing to Human-Computer Interaction
Computer Science Cognitive Psychology /Science Artificial
Intelligence HCI Social & Organisational Psychology Sociology
Ergonomics
9. Human-Computer Interaction as a Field of Study
User-interface design techniques and HCI as a field of study
evolved from studies of human interaction with machines in general
human factors engineering or ergonomics Formal study of human
factors began in World War II, when aerospace engineers studied the
effects of arranging controls in cockpit. What the pilot does is
the human factor that engineers realised was beyond their
control.
10. Dr Simon Bignell Cyberpsychology How does HCI / Human
Factors differ from Experimental Psychology? Experimental
Psychology is the scientific study of mind, brain, and behavior Why
do humans think and behave the way they do? HCI / Human factors is
the study of human behavior in the context of technological
systems. How should we design a system to accommodate the way
humans think and behave? The study of how humans accomplish
work-related tasks in the context of human-machine system
operation, and how behavioral and non-behavioral variables affect
that accomplishment Meister (1989)
11. Dr Simon Bignell Cyberpsychology Human Factors Human
Factors psychology examines the capabilities of humans and how
these constraints and abilities affect design. Therefore, it is
concerned with cognitive issues and research concerning humans
interpretation of stimuli and our abilities to deal with certain
situations. The goal is to design systems with these capabilities
and limitations in mind. Cognitive issues that must be considered:
Memory (span, retrieval, storage capacity). Visual and auditory
capabilities/interpretations. Attention capacity (selective,
focused, divided). Judgment of tones, size, loudness, brightness.
Interpretation of coding (traffic lights).
12. Dr Simon Bignell Cyberpsychology Emergence of the field of
Human-Computer Interaction The field of human factors was
associated with engineering, since engineers designed machines. But
engineers often found human factors frustrating (different
personality types). Gradually specialists emerged who drew on many
disciplines to understand people and their behaviour. Disciplines
drawn on for HCI: Cognitive psychology. Computer science. Social
psychology. Linguistics. Sociology. Anthropology.
13. Dr Simon Bignell Cyberpsychology The User Model (of the
system) Is what the user thinks happens (within the system). Much
of the users model is a logical model of the system. A logical
model can be detailed, so a user must know quite a few details to
operate the system. People want to learn by doing, but this
inclines them to opportunistically jump around in sometimes brittle
learning sequences. They want to reason things out and construct
their own understandings, but they often draw incorrect inferences
They try to engage and extend prior knowledge and skill, which can
lead to interference or overgeneralisation.
14. Dr Simon Bignell Cyberpsychology The System Model Is what
really happens (within a complex computer systems). Designers model
(of the system). How the designer sees and understands the system.
Problems with user interfaces can be considered as resulting from
mismatches between the users model of the system and the designers
model. Leads to attempt to study how users view systems and how
designers view systems can be a big gap!
15. Dr Simon Bignell Cyberpsychology The User Interface: GUI /
Menus Users are given predetermined choices, they are often part of
a WIMP interface (point & click). Windows and window managers
Icons Menus Pointing devices. Enforce a hierarchy on the users
goals. Represent well-trodden paths - you can do only what the
designer envisioned.
16. Dr Simon Bignell Cyberpsychology Many people think of the
user interface as a component added to the system near the end of
the development process. This view is changing as user interfaces
become more important and systems become more interactive. To the
end user, the user interface is the system The user interface is
everything the end user comes into contact with while using the
system physically, perceptually and conceptually. Therefore,
consideration of the user interface should come early in the
development process. The User Interface: GUI / Menus
17. Dr Simon Bignell Cyberpsychology The User Interface: Direct
Manipulation Interfaces Post-WIMP interfaces are found on devices
that do not have room for a mouse. Mobile devices, phones, iPods,
iPads, PDAs etc. Representations behave as if they were the objects
they represent. Involves dragging, selecting, opening, closing and
zooming actions on virtual objects. This reduces the distance
between users and their goals. Consistent with what you see is what
you get (WYSIWYG). Exploits users knowledge of how objects behave
in the physical world (various metaphors). Continuous
representation of the objects of interest. Physical actions, not
complex syntax. Easy to learn, easy to remember.
18. Dr Simon Bignell Cyberpsychology Novices can learn the
basic functionality quickly. Experienced users can work extremely
rapidly to carry out a wide range of tasks, even defining new
functions. Intermittent users can retain operational concepts over
time. Error messages are rarely encountered. Users can immediately
see if their actions are furthering their goals and if not, do
something else. Users experience less anxiety. Users gain
confidence and mastery and feel in control. Why are Direct
Manipulation interfaces enjoyable?
19. Dr Simon Bignell Cyberpsychology People are different from
computers, and human-human interaction is not necessarily an
appropriate model for human operation of computers. Since computers
can display information 1000 times faster than people can enter
commands, it seems advantageous to use the computer to display
large amounts of information and allow novice and intermittent
users simply to choose among the items. (Schneiderman, 1986) Why
are Direct Manipulation Interfaces Enjoyable?
20. Dr Simon Bignell Cyberpsychology Some problems with Direct
Manipulation interfaces Sometimes: information overload or screen
clutter. Not all tasks can be represented by objects. its hard to
represent abstract things. DM must function in the here and now.
icons can be just as cryptic as words. With DM, user is responsible
for doing everything; but some tasks are better achieved by
delegating. e.g. spell checking. repetitive actions are tedious!
Moving a mouse around the screen can be slower than pressing
function keys to do same actions.
21. Dr Simon Bignell Cyberpsychology Evolution of HCI
interfaces 1950s - Interface at the hardware level for engineers -
switch panels. 1960-70s - Interface at the programming level -
COBOL, FORTRAN. 1970-90s - Interface at the terminal level -
command languages. 1980s - Interface at the interaction dialogue
level - GUIs, multimedia. 1990s - Interface at the work setting -
networked systems, groupware. 2000s - Interface becomes pervasive.
RF tags, Bluetooth technology, mobile devices, consumer
electronics, interactive screens, embedded technology, information
appliances.
22. Dr Simon Bignell Cyberpsychology Human-Computer Dialogue
Person - Person Computer - Computer
23. Human-Computer Dialogue Some kinds of human conversations
are scripted - who takes the initiative is relatively fixed. In
other kinds of conversation, neither person takes all the
initiative. What can go wrong? A dialog can be under-determined.
E.g. when the user is mystified about what to do next and is forced
to take the initiative (a blank screen, cryptic commands). A dialog
can be over-determined. E.g. When a system is authoritarian and
takes too much initiative (unnatural constraints).
24. Dr Simon Bignell Cyberpsychology Human-Computer Dialogue
Ideally, initiative should be flexible. Interfaces that take the
initiative are better for novices. Interfaces that let the user
take the initiative are better for experts. An interface is over-
or under- determined with respect to a particular user.
25. Dr Simon Bignell Cyberpsychology Human-Computer Dialogue
Exploring and browsing: Similar to how people browse information
with existing media (e.g. newspapers, magazines, libraries,
pamphlets) Information is structured to allow flexibility in way
user is able to search for information. Browsers, hypertext, links
Virtual reality will present new ways of interacting.
26. Dr Simon Bignell Cyberpsychology Human-Computer
Dialogue
27. Dr Simon Bignell Cyberpsychology Different styles of
interacting Commands typing commands via keyboard; function key
shortcuts Menus selecting from pre-determined choices Direct
manipulation acting on objects and interacting with virtual objects
Conversational dialogue systems interacting with the system as if
having a conversation Exploring, browsing, & foraging for
information finding out and learning things browsers (different
from menus)
28. Dr Simon Bignell Cyberpsychology Eliza, Computer Therapist
ELIZA is a computer program and an early example of primitive
natural language processing (NLP).
http://psych.fullerton.edu/mbirnbaum/psych101/Eliza.htm
http://www.manifestation.com/neurotoys/eliza.php3 ELIZA was written
at MIT by Joseph Weizenbaum between 1964 and 1966. Also: A.L.I.C.E.
(Artificial Linguistic Internet Computer Entity)
http://alice.pandorabots.com When the original ELIZA first appeared
in the 60's, some people actually mistook her for human. The
illusion of intelligence works best, however, if you limit your
conversation to talking about yourself and your life.
29. Dr Simon Bignell Cyberpsychology Turing Test The Turing
test is a test of a machine's ability to exhibit intelligent verbal
behaviour similar to that of a human. The standard interpretation
of the Turing test, in which player C, the interrogator, is tasked
with trying to determine which player A or B is a computer and
which is a human. The test was introduced by Alan Turing in his
1950 paper Computing Machinery and Intelligence, which opens with
the words: I propose to consider the question, 'Can machines think?
Later rephrased as: Are there imaginable digital computers which
would do well in the imitation game?
30. Dr Simon Bignell Cyberpsychology Common Ground in HCI
Successful grounding in communication requires parties to
coordinate both the content and process. Computer-mediated
communication presents potential barriers to establishing mutual
understanding. Grounding occurs by acknowledgement of understanding
through verbal, nonverbal, formal, and informal acknowledgments.
But commuter-mediated communications reduce the number of channels
through which parties can establish grounding. Common Ground or
Grounding in communication was proposed by Herbert Clark &
Susan Brennan. It comprises the collection of mutual knowledge,
mutual beliefs, and mutual assumptions, that is essential for
communication between two people.
31. Dr Simon Bignell Cyberpsychology The design of
human-computer interaction is a problem that primarily involves the
designers meaning and the users understanding. When software use is
successful The designer and the user carry out a kind of
collaboration but both have to work at it. The designers meaning
(ideally) becomes the users understanding. A variety of linguistic
and nonlinguistic signals are used. E.g., labels, icons, actions,
sounds, messages, etc. Signal use is really language use. Meaning
and understanding depend on the notion of common ground. Common
Ground in HCI
32. Dr Simon Bignell Cyberpsychology Common Ground in HCI When
the normal function of common ground in a language use setting is
impaired, people are forced to work harder cognitively to
accomplish their goals What we call human-computer interaction
takes place in the secondary layer of software use In this layer,
the user participates in a direct interaction with the computer (as
opposed to the designer). The interaction is designed to resemble a
joint activity in a face-to- face setting But this setting is not
equivalent with a face-to-face setting between people The user and
the computer use different communication languages and their tools
for conveying and receiving are mismatched.
33. Dr Simon Bignell Cyberpsychology Metaphors for
Human-Computer Interaction The term metaphor describes the overall
concept you may use to organize all the objects and actions in an
interface into a coherent whole. Having a metaphor can tell you how
you might use something. Three major metaphors in HCI Direct
manipulation metaphor The user interacts directly with objects on
the display screen. Objects are made visible so the user can point
at them and manipulate them with the mouse or arrow keys Desktop
metaphor. The display screen includes an arrangement of common
desktop objects. Document metaphor. Data is conceptualized as
physical paperwork.
34. Dr Simon Bignell Cyberpsychology Useful Metaphors Text
editing as using a typewriter. Voice mail as answering machine or
mailbox. Data as files (in folders or directories), represented as
icons on desktop in windows. Deleting a file as throwing it in the
trash. Applications as tools (with icons). Programming as building
objects. Programming as directing actors on a stage. Applications
as agents.
35. Dr Simon Bignell Cyberpsychology Example: Fittss (Fitts)
Law
36. Dr Simon Bignell Cyberpsychology Example: Fittss (Fitts)
Law Predicts that: The time required to rapidly move to a target
area is a function of the distance to the target and the size of
the target. proposed by Paul Fitts in 1954. Fitts's law is used to
model the act of pointing, either by physically touching an object
with a hand or finger, or virtually, by pointing to an object on a
computer monitor using a pointing device. Buttons and other GUI
controls should be a reasonable size; it is relatively difficult to
click on small ones. Edges and corners of the computer monitor are
particularly easy to acquire with a mouse, touchpad or
trackball.
37. Dr Simon Bignell Cyberpsychology Augmented Reality
Augmented reality (AR) is a live direct or indirect view of a
physical, real-world environment whose elements are augmented (or
supplemented) by computer- generated sensory input such as sound,
video, graphics or GPS data. Techniques include speech recognition
systems that translate a user's spoken words into computer
instructions and gesture recognition systems that can interpret a
user's body movements by visual detection or from sensors embedded
in a peripheral device such as a wand, stylus, pointer, glove or
other body wear.
38. Ubiquitous Computing: In contrast to desktop computing,
ubiquitous computing can occur using any device, in any location,
and in any format.
39. Dr Simon Bignell Cyberpsychology Recommended Reading Don
Norman: The Design of Future Things http://youtu.be/wQmw
EjL6K1U?list=PL818A 65742B734849
40. Any questions?
41. Seminar Activity 1: Discuss 1. You have been commissioned
to evaluate a new generation mobile phone. Describe how you would
fulfil this commission, justifying your choice of methodology. 2.
Is it better to interact with computational devices through direct
manipulation or by conversing with agents? Why? 3. A science
fiction writer describes humans in the future as socially isolated
without skills at human interaction. Discuss why this view fails to
take into account the wide range of ways that computers facilitate
communication.
42. Seminar Activity 2: Human Considerations in Software Design
Consider 5 different users: 1. A University of Derby student trying
to do research for an essay on the Web. 2. An adult on using tax
preparation software at home. 3. A young woman with Cerebral Palsy
who is typing coursework for a module. 4. A child playing a
computer-video game. 5. An octogenarian grandparent sending email
to faraway grandchildren. Questions Q: What do we need to know
about each of them in order to make the software that they are
using accessible? Q: What kinds of things do we need to consider in
our designs? Q: What do we know about Psychology that will guide
our designs?