Theories -> constructs& relations among those constructs
-> help understand, explain or predict phenomena relating to interactive systems.
-> general& encompassing than models
-> self-determination theory outlines the notives of people
Concepts -> particular phenomena -> with additional characteristics
↳ how to identify the phenomena
↳ info on when they usually occur
↳ knowledge mechanisms
Taxonomies -> system of elements or mechanisms of how people feel, think or act.
-> ex: separates declarative and procedural memory
Models -> formally expressed simplifications of reality
-> link concepts
Guidelines -> theoretical knowledge that can be summarized into practical rules of thumb or heuristics
Area of understanding
Perception -> How people see, feel, hear, taste and smell
-> informs the design of user interfaces
Motor control → how people plan and execute movements.
→ It informs the design of input devices interaction techniques.
Cognition → how people remember pay attention and think
→ it informs the design of complex interactive tasks that require memory and reasoning
Needs → how needs work to motivate people.
→ It tells us what is important for users in computer use and beyond.
Experience → how people experience and form experiences.
→ It tells us how users experience events involving computers.
Communication → how people communicate with each other.
→ It informs the design of services and applications for human human communication.
Collaboration → how people achieve joint goals
→ it informs the design of collaborative software
Understanding people
Direct what to pay attention to
→ help direct attention in encounters with particular users
→ motivation plays a key role in what people do and what value they Dave from their actions
Explain empirical findings → user may mention need to stay in touch during a particular activity →coordination work
Make design decisions → use of theories of behavior change to build a system that encourages people to be more physically active.
Explore design space→ use general understanding of users to generate design ideas
Predict people's behaviors →expected events or processes, and they may also involve numerical estimates
, Perception
To regulate our actions
Expectation Attention
For user interface to communicate their state
Reflect sensory information we receive Perception "
Representation that our mind actively constructs
M
affected by our expectations that draw from prior experiences
shaped by how we deploy attention to sample information Sensory information
Sensation →physiological process that produces information about the environment for perception
→ required to form the integrated and actionable view that we need for interaction
→ transduction → a sensory system transforms energy in one form, light / physical contact electro-chemical events in the brain that produce
the experience of sensation
Transduction for human sensory modalities
Mechanosensitivity → the sent of own movement, and touch, hearing and equilibrium
Chemosensitivity → chemical properties all transducer, such as taste buds on the tongue
Photosensitivity → stimulation of photons is transduced
Human sensory modalities in HCI
Vision
→ fast, high bandwidth for parallel processing, field of view about 180 degrees
-> visual, spatial, and lexical aspects of graphical displays, like contrast, acuity, use of color, visual primitives, symbols and text
Hearing
-> very fast (about 40ms faster reaction time than vision) but more serial presentation, 360 degrees
-> properties of sound and voice, such as pitch, timber, melody and phrasing
Tactition
-> fast but limited to areas of physical contact
-> properties of haptic stimulation like amplitude and frequency of vibration
HCI-relevant human sensory properties
• Information rate -> how much information can be sensed per unit of time
• Parallelism -> how much parallel processing of information can occur
• Sensitivity -> the minimum intensity of the physical stimulation for a receptor to exceed its sensation threshold
• Receptive field -> the size of the region that produces an integrate feature
• Adaptation -> tuning of outputs to attenuate non-informative signals
Elementary perceptual tasks
• Discrimination -> telling whether a difference occurs in sensory stimulation
• Detection -> telling whether an event of interest occurs, or not, in the environment
• Recognition -> categorizing a stimulus as something
• Estimation -> estimating a property of an objet of event in the environment
• Search -> localizing an object of interest
Windows of visibility
-> visible spectrum of light / field of view
-> contrast -> difference in luminance and color that make something in the field of view to stand out from the rest
Eye movements
-> fixations —> encode information about the visual scene consist of multiple micro-fixations, each of a few tens of milliseconds
-> saccades -> move the gaze point in ballistic leaps that during which the scene is not perceived
-> smooth pursuit -> smooth tracking of moving targets, such as when following an animated character moving on the display