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User Perception: Attention, Cognition, and Gestalt in HCI, Study notes of Information Technology

The concepts of attention, cognition, and gestalt principles in the context of human-computer interaction. It covers norman's design principles, the seven stages of action, and the importance of stimuli in capturing and maintaining user attention. Additionally, it discusses the role of cognition in information processing and the impact of aesthetics on usability.

Typology: Study notes

2010/2011

Uploaded on 12/09/2011

milosrujevic
milosrujevic 🇺🇸

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Download User Perception: Attention, Cognition, and Gestalt in HCI and more Study notes Information Technology in PDF only on Docsity! ATTENTION, COGNITION & GESTALT PRINCIPLES Week 3 – What Do We Know About Users? Tuesday (7/5) 1Summer 2011: INFO 110 - Human-Computer Interaction I OVERVIEW OF TODAY’S CLASS • Review • Attention • Cognition • Gestalt Principles of Perception • Group Activity: Design Critique Summer 2011: INFO 110 - Human-Computer Interaction I 2 7 STAGES OF ACTION & GULFS Summer 2011: INFO 110 - Human-Computer Interaction I 5 1.Goals World 2. Create intention to act 4. Execute action sequence 3. Plan sequence of actions 5. Perceive state of world 7. Evaluate interpretation Gulf Of Execution Gulf Of Evaluation 6. Interpret the perception People often blame themselves for errors, leading to learned/ taught helplessness; BUT, most errors are caused by bad design. KNOWLEDGE IN THE… • World: information stored in the environment – Recognition: what do you see? – STM is fast, accurate but scarce; serves as a reminder • Head: information stored in memory – Recall: what do you remember? – LTM is slower, less reliable, but more plentiful. • People rely on recognition (“knowledge in the world”) – Good system design takes advantage of this Summer 2011: INFO 110 - Human-Computer Interaction I 6 ATTENTION How do people perceive information? Summer 2011: INFO 110 - Human-Computer Interaction I 7 THE IMPORTANCE OF STIMULI • Our attention is impacted by the relative importance of the stimulus. – We focus on information that is relevant to what we are doing. • Sometimes, this can be a problem – it can lead to change blindness. Example: http://www.veoh.com/watch/v983726YKXrHaTn 10Summer 2011: INFO 110 - Human-Computer Interaction I FIVE CAUSES OF ‘CHANGE BLINDNESS’ Summer 2011: INFO 110 - Human-Computer Interaction I 11 OTHER FACTORS THAT DIVERT ATTENTION • Physiological factors: – fatigue, sleep loss, alcohol, drugs, illness • Psychological factors: – other activities, emotional states (boredom, fear, anxiety, frustration, anger) • Environmental factors: – heat, cold, noise, visual stimuli, motion 12Summer 2011: INFO 110 - Human-Computer Interaction I THE HUMAN INFORMATION PROCESSOR • Input – Perceptual Processor • Processing –Memories – Learning – Skill Acquisition – Reasoning – Problem Solving • Output –Motor Systems – Speech Input Output Processing 15Summer 2011: INFO 110 - Human-Computer Interaction I INFORMATION PROCESSING MODELS • Serial (in order) • Parallel (all at once) • Hybrid Input A B C D Input A B C D Input B A C 16Summer 2011: INFO 110 - Human-Computer Interaction I http://www.isrc.umbc.edu/HCIhandbook/figures/6-01.jpg MODEL OF HUMAN INFORMATION PROCESSING Summer 2011: INFO 110 - Human-Computer Interaction I 17 GESTALT PRINCIPLES OF PERCEPTION As designers, what can we do? Summer 2011: INFO 110 - Human-Computer Interaction I 20 GRAPHIC DESIGN IS IMPORTANT, TOO • Remember: attention is immediate and selective. – ~50 milliseconds (Lindgaard, Fernandes, Dudek & Brown, 2006) – Users form immediate reactions based on an object’s appearance. • Aesthetics, or attractiveness, has an important (but still unclear) relationship to usability. – Attractive things are more usable (Tractinsky & Ikar, 2000) – Attractive things tend to be perceived as more usable (De Angeli, Sutcliffe, & Hartmann, 2006) – Attractive things tend to be perceived as better, and better things are more usable (Hassenzahl & Monk, 2010) Summer 2011: INFO 110 - Human-Computer Interaction I 21 AESTHETICS & FUNCTIONALITY Summer 2011: INFO 110 - Human-Computer Interaction I 22 A B What do these websites do? PROXIMITY • Things that are close to one another are perceived to be more related than things that are spaced farther apart. Summer 2011: INFO 110 - Human-Computer Interaction I 25 Theory Practice SIMILARITY • Things that are similar are perceived to be more related than things that are dissimilar. Summer 2011: INFO 110 - Human-Computer Interaction I 26 Theory Practice CLOSURE • When looking at a complex arrangement of individual elements, humans tend to first look for a single, recognizable pattern. Summer 2011: INFO 110 - Human-Computer Interaction I 27 Theory Practice GROUP ACTIVITY: DESIGN CRITIQUE Applying the Gestalt Principles of Perception 30Summer 2011: INFO 110 - Human-Computer Interaction I EXAMPLE: MICROSOFT Summer 2011: INFO 110 - Human-Computer Interaction I 31 EXAMPLE: APPLE Summer 2011: INFO 110 - Human-Computer Interaction I 32
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