Human Perception & Information Presentation Kaan Bal 2006638500 - - PowerPoint PPT Presentation

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Human Perception & Information Presentation Kaan Bal 2006638500 - - PowerPoint PPT Presentation

Human Perception & Information Presentation Kaan Bal 2006638500 It's not about making computers more human, but about removing the barriers between humans and computers (B.J. Fogg) Overview Motivation for perception and


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Human Perception & Information Presentation

Kaan Başlı 2006638500

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”It's not about making computers more human, but about removing the barriers between humans and computers” (B.J. Fogg)

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Overview

  • Motivation for ”perception and cognition”
  • Design possibilites
  • Perception

▫ Visual, auditiv, haptic, taste, smell ▫ Multimodal systems

  • Cognition
  • Attention
  • Communication
  • Emotions
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What motivates such knowledge?

  • Knowledge of perception and cognition (already

has and) will affect areas like AI, Ambient Intelligence, HCI, design, architecture and more…

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Intelligent products

  • ”An intelligent product is an everyday artefact,

where computation is used to invisibly support

  • r enhance its intended use”

(Lars Erik Holmquist)

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Ambient Intelligence

  • Ubiquitous computing (system integration, ad

hoc-, wireless networking)

  • Context awareness (sensors, tracking, position)
  • Intelligence (learning algorithms, user profiling,

recommenders, autonomous intelligence)

  • Natural user -system interaction, ambient

technologies, multimodal interaction, interaction styles… European Symposium on Ambient Intelligence Nov 3-4, 2003

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User perspective

  • ”The users goal is not to interact with an

intelligent product but to

▫ create, communicate, explore, plan, draw, design, learn…”

(Keyson)

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Interaction Design is about:

  • Defining the behavior of artifacts, environments,

and systems (i.e., products) …and therefore concerned with:

▫ Defining the form of products as they relate to their behavior and use ▫ Anticipating how the use of products will mediate human relationships and affect human understanding ▫ Exploring the dialogue between products, people, and contexts (physical, cultural, historical) (R. Reimann)

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Cogntion & Perception

  • Relates to how humans percieve their world,

reason and act in it.

  • Any design of products, intelligent or not, will be

percieved and interacted with, based on people’s perception, cognition in a specific situation.

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Cognition

  • Processes that have a ”content” (Lundh,

Montgomery, Waern, 2001):

▫ Perception ▫ Memory ▫ Language ▫ Thought

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Perception

  • The acqusition and processing of sensory

information in order to see, hear , taste, smell, or feel objects in the world; also guides an

  • rganism’s actions with respect to those objects.

Sekuler & Blake (1994)

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The desktop computer

  • How are our senses used in the design?
  • Acting by touch, getting visual feedback, ..

▫ sound feedback… ▫ touch feedback? ▫ taste, smell?

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Consider the things we've given up in the physical world which might be nice to have back… but augmented with computation and

  • connectivity. Paintbrush and pencils and

musical instruments; a single personal key that lets you into home, car and work and has a distinct feel as you insert it in a lock depending

  • n whether your spouse, a friend or a stranger

has been by in your absence; a bank card that feels as heavy as your account balance when you swipe it in the ATM.

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Two ”perspectives” of how to use knowledge of human perception

  • … for systems/artefacts that have attentive

and reactive users (HCI)

  • …for designing attentive and reactive
  • bjects/systems (AI or not)
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First perspective: Using perception in design

  • Information visualisation (Tufte, 1990)
  • General HCI design guidelines, like

▫ Group similar information… ▫ Give proper feedback.. ▫ Minimalistic design…

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Using perception in design

  • Affordances of objects (Norman, 1990)

▫ Constraints that guides use and can be physical, logical, semantic or cultural.

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Affordances

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Artefacts that ”imitate” perception

  • Furby, A/Barney, Aibo, Spookies
  • Sensing capabilites similar to humans
  • Constrained sensing capabilites vs. capabilites

”beyond” humans

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Back to our perception…

The acqusition and processing of sensory information in order to see, hear , taste, smell,

  • r feel objects in the world; also guides an
  • rganism’s actions with respect to those objects.
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Visual perception

  • Ocularcentrism
  • ”We live in a visual society”…
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(electron micrograph by Scott Mittman)

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Visual perception

  • The brain assume that we live in a three-

dimensional world

  • The brain tries to find depth in everything that it

sees.

  • The brain assume that everything is constant in

shape, color and size.

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Visual perception example

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Visual perception

  • Organisation of objects
  • Movement perception
  • Spatial perception
  • Perception of objects

(e.g. Gestalt Principles)

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Gestalt Principles

  • The principle of

▫ Proximity ▫ Similarity ▫ Good continuity ▫ Closure ▫ Movement

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Gestalt Principles

  • The principle of Proximity

▫ features which are close together are associated

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Gestalt Principles

  • The principle of similarity
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Gestalt Principles

  • The principle of good continuity
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Gestalt Principles

  • The principle of closure

▫ Close unfinished shapes ▫ When the information is diffuse or indistinct, our expectations will create the impression for us.. ▫ Group information

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Closure

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Perception of objects

  • How do we recognize something e.g. A chair as a

chair?

  • Figure/ground organization
  • Learned ”Stereotypes” or ”prototypes”

▫ a A a A a A ▫ Useful when designing icons

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Spatial perception

  • We perceive relative sizes and distance by using

▫ Perspective (e.g. Linear) ▫ Overlap ▫ Known sizes ▫ Texture gradients ▫ Shading

  • Absolute distance- Relative distance
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Movement perception

  • The principle of Movement

▫ React fast on movement ▫ The eye is drawn towards movement ▫ Movement towards background

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Hearing

  • Recognize identity of

soundsource

  • Give information on the

nature of the environment via echoes, reverberation (normal room, cathedral,

  • pen field)
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Hearing example

Multimodal system presented at the Interact Conference’03:

  • Non-visual exploration of digital

pictures (Root, 2003)

  • Active auditory representation
  • Passive auditory representation

(Verbal summary)

  • Haptic representation (contour, surface
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Smell

  • Olfactory
  • Can distinguish different 10.000 smells
  • A chemical sense (A substance has to be

volatile…)

  • Recognition
  • influence mood, memory, emotions
  • We can actually communicate by smell
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Smell example

  • Fire fighting training, remote surgery,

entertainment..

  • Joseph Kaye (MIT)

▫ The olfactory display of Abstract Information ▫ Remember dinner at five… (smelling curry)

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Taste

  • Also a chemical sense…
  • Gustatory sensation
  • Substance must be soluable
  • Sour, salty sweet, bitter by tastebuds are also

located in cheeks, in the throat…

  • Recognition, Influence memory…
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Taste example

  • Food simulator, Siggraph Conference 2003
  • Haptic displays displays with biting force
  • Auditory, chemical sensations of eating
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Tactile perception

  • Haptics

▫ Thermoreceptors (temperature) ▫ Mechanoreceptors (pressure, vibration) ▫ Painreceptors

  • Kinesthetics
  • Vision/audition usually dominate haptic

perception

  • Muscle memory
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Haptics example

  • Tangible interfaces
  • Brygg Ullmer (MIT and ZIB)

▫ Tangible bits ▫ MetaDESK ▫ MediaBlocks ▫ Tangible Query Interfaces

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Why use tactile information?

  • Clarify ambiquity in dominant modality
  • Some parameters not availible in dominant

modality

  • Continous control vs Discrete control

(Karon Maclean)

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Multimodal distinctions

  • Crossmodal, intermodal. One modality

subconsciously influences perception in another modality

  • Multimodal: an event is perceived and

integrated by multiple senses

  • Supramodal: phenomenon that applies to all

senses.

  • Grounded vs ungrounded interfaces
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A multimodal example

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Why use multimodal interaction?

  • Avoid overkill: find most efficient path to

desired result

  • Exploit illusions: work around hardware

limitations to clever compensation

  • Design rules: control net percept in user
  • Ecological verity: respect perceptual latency

thresholds for perceived synchrony

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But how many things can we attend to in the same time?

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Attention

  • Selective ability
  • Our brain compensates…
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Change blindness

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Attention

  • Guidance of attention

▫ High level control ▫ Low level salience (movement) ▫ Can send the attention of the user to an appropriate location at an appropriate time. ▫ Change blindness transitions can become effectively invisible if attention is not drawn to them. ▫ Soft warning: User automatically sees what they should see!

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Cognition

  • The world as an external memory

▫ Distributed cogntion (Hollan, Hutchins, Kirsh, 2000)

 Culture, history & context affects distr cognition

▫ Situated cognition ▫ Embodied cognition

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Cognition is also about language…. and thus communication

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Communication

  • Verbal, Nonverbal…
  • Sender

Reciever

  • Language (speaking) are means for

communication

  • Technology can act as an ”amplifyer” of our

ability to communicate. Makes communication possible despite the distance e.g. Phones, sms Constraints/shapes the communication….

  • People have to ”communicate” with a device in
  • rder to be able to create, explore, plan, draw,

design, learn…”

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An example…

  • Amigo (instant messaging) vs. SMS
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One last thing that affect cogntion… and that is affected by our senses…

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Emotions

  • “If you want a golden rule that will fit

everybody, this is it: Have nothing in your houses that you do not know to be useful, or believe to be beautiful.” William Morris “The Beauty of Life,” 1880

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Emotions

  • Moods vs emotions towards an object
  • Affective computing

▫ ”computing that relates to, arises from, or deliberately influences emotions”

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Affective design…

  • Robots and artificial creatures on computer

displays are being designed to show more

  • emotion. The goal is better communication with

people.

  • Panasonic’s Tama
  • Nec’s Robot R100
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So, why try to understand cognition and perception?

  • It affects how we percieve and interact with

devices around us, thus also what you intend to design.

  • It can be used as inspiration to think beyond

current interfaces…

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Thank you for listening

Kaan Başlı 2006638500