Chapter 3: Users Physical Capabilities

The User’s Physical Capabilities

Definition

  • The user (human) is the one whom computer systems are designed to assist.
  • Information is received and responses are given via a number of input and output channels:
    • Visual channel
    • Auditory channel
    • Haptic channel (Touch)
    • Movement

Causes

  • Not specified in notes

Goals / Objectives

  • To design something for someone, we need to understand the capabilities and limitations of that person.
  • We need to know user (human) capabilities and limitations to design computer systems to assist them 103].

Importance

  • Understanding human capabilities and limitations is important because humans are limited in their capacity to process information, which has important implications for design.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Humans are limited in their capacity to process information.

Impact / Effect

  • Not specified in notes

Examples

  • Not specified in notes

Vision

Definition

  • Vision is the mechanism for receiving light and transforming it into electrical energy.
  • Light reflects from objects.
  • Images are focused upside-down on the retina.
  • Cones are concentrated at the front of the retina.
  • Rods are concentrated at the sides of the retina.
  • Periphery vision is the vision within the area where the eye is not sensitive to colour (the periphery).

Causes

  • Light reflects from objects, and images are focused on the retina to create vision.

Goals / Objectives

  • Not specified in notes

Importance

  • Colour detection is good when images are placed in front of the eye due to the concentration of cones.
  • The eye is not sensitive to colour at the periphery.
  • Peripheral vision is far better at perceiving movement, which is needed to identify potential risks quickly.

Procedures

  • Light reflects from objects.
  • Light is received and transformed into electrical energy.
  • Images are focused upside-down on the retina.
  • The eye components involved include: Lens, Iris, Cornea, Pupil, Liquid, Ligaments, Cilliary Muscle, Retina, and Optical nerve.

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Colour detection is good for images placed in front of the eye.
    • Peripheral vision is motion sensitive.
  • Disadvantages:
    • The eye is not sensitive to colour at the periphery.
    • Peripheral vision is insensitive to detail and colour.
    • Peripheral animation is distracting (e.g., animating sidebars zooming in and out).

Impact / Effect

  • Elements out of central vision do not require detailed colour.
  • If an urgent update is needed on a sidebar, use motion instead of colour.

Examples

  • Peripheral field of view includes a area of direct vision.
  • The total peripheral field of view is about (or depending on the context/diagram).

Visual Processing and Reading

Definition

  • Visual processing involves interpreting the signal (light transformed into electrical energy).
  • Reading involves several stages: visual pattern perceived, decoded using internal representation of language, and interpreted using knowledge of syntax (operating on phrases or sentences).
  • Law of size constancy states that familiar objects are perceived as constant in size.

Causes

  • Ambiguity in the visual signal is resolved using context.
  • Optical illusions sometimes occur due to overcompensation.

Goals / Objectives

  • Not specified in notes

Importance

  • Perception of size relies on factors other than the visual angle.
  • Familiar words are recognized quickly using word shape.
  • Removing word shape clues (like capitalizing words) will slow down reading speed and accuracy.
  • Text in all caps reduces the shape contrast for each word.

Procedures

  • Context is used to resolve ambiguity in the signal.
  • Cues like overlapping help with the perception of size and depth.
  • In reading:
    • The visual pattern is perceived.
    • The pattern is decoded using an internal representation of language.
    • The information is interpreted using knowledge of syntax, operating on phrases or sentences.

Benefits

  • Words can be recognized as quickly as single characters.

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • A small percentage of people are colour blind (8% male, 1% female, per Faulkner, 1998).
    • The most common colour blindness is red-green.
    • A very small percentage of people have no colour vision at all.
    • Optical illusions can occur due to over compensation.

Impact / Effect

  • Builders of interfaces need to take the fact of colour blindness into account.

Examples

  • Colour Illusions.
  • The ability to read a jumbled sentence like “The qcuik borwn fox jmup oevr the lzay dog”.
  • Optical Illusions include the Muller-Lyer illusion and the Ponzo illusion.
  • Context resolving ambiguity examples (interpreting a line segment as part of a ‘13’ or a ‘B’, or as part of ‘ABC’ or ‘1234’).

Hearing

Definition

  • Auditory system refers to the system that filters sounds.
  • The cocktail party phenomenon is the ability to focus on a single conversation in a noisy room.

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Not specified in notes

Procedures

  • The auditory system filters sounds, which allows a person to attend to sounds over background noise.

Benefits

  • Humans can hear frequencies from 20Hz to 15kHz.

Advantages & Disadvantages

  • Advantages:
    • Ability to attend to sounds over background noise (cocktail party phenomenon).
    • Sound can be used for feedback and/or attracting attention when:
      • The information is short and simple.
      • An immediate response is needed (for alerts and warnings).
      • The visual system is already overburdened.
      • The user is moving about from place to place.
      • Poor illumination makes vision unreliable.
  • Disadvantages:
    • The ability to detect the lower and upper frequency ranges deteriorates with age and is also affected by health.
    • Sound can be a source of annoyance & distraction.

Impact / Effect

  • Sounds are commonly used:
    • As a means to locate things.
    • As a means to provide feedback.
    • As a means to attract attention.

Examples

  • Common usage of sounds is seen in ATMs, telephones, washing machines, and air conditioners.
  • The McGurk effect is an auditory illusion where what we see conflicts with what we hear.

Haptic (Touch)

Definition

  • Haptic refers to the sense of Touch.
  • Tactile feedback is the feedback given to the user (e.g., from a keyboard).

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Provides important feedback about the environment.
  • May be the key sense for someone who is visually impaired.
  • Affects comfort and performance.

Procedures

  • Not specified in notes

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Some areas (e.g., fingers) are more sensitive than others.
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Keyboard design should give adequate tactile feedback to the user.

Examples

  • A watch designed to let blind people feel time using touch.

Movement and Response Time

Definition

  • Movement refers to how we move and how it affects our interaction with computers.
  • Time taken to respond to stimulus is the amount of time that takes place between when a person perceives something and responds to it.
  • Total response time is calculated as reaction time + movement time.
  • Reaction time is the time taken to detect and process a stimulus.

Causes

  • Movement time is dependent on age, fitness, etc..
  • Reaction time is dependent on the stimulus type.

Goals / Objectives

  • Not specified in notes

Importance

  • We need to consider motor control in design.

Procedures

  • The process of responding to a stimulus is: detect > process > respond.

Benefits

  • Not specified in notes

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • User still feels in control when the system delay is noticed (up to 1 sec).
    • User feels the computer is slow when the response time limit is reached (10 sec).

Impact / Effect

  • System Response Time Limits (Nielsen 1993):
    • 0.1 sec: The system feels like it’s reacting immediately.
    • 1 sec: The user notices the system delay but still feels being in control.
    • 10 sec: This is the limit for keeping the user’s attention with the system; the user feels the computer respond slowly.
  • Reaction Times (dependent on stimulus type):
    • Visual .
    • Auditory .

Examples

  • Not specified in notes

Movement: Fitts’ Law

Definition

  • Fitts’ Law is a movement time prediction model.
  • T is the movement time.
  • a and b are empirically determined constants that are device dependent.
  • D is the distance of movement from the start to the target center.
  • W is the width of the target, which corresponds to accuracy.
  • The formula is: .

Causes

  • Not specified in notes

Goals / Objectives

  • Not specified in notes

Importance

  • Not specified in notes

Procedures

  • Not specified in notes

Benefits

  • Corners are the easiest places to reach because they have infinite dimensions.
  • Edge/corners can be considered to have an “infinite” width.

Advantages & Disadvantages

  • Advantages:
    • Not specified in notes
  • Disadvantages:
    • Not specified in notes

Impact / Effect

  • Not specified in notes

Examples

  • Fitts’ reciprocal tapping paradigm involved subjects moving a stylus back and forth between two plates as quickly as possible and tapping the plates at their centers.
  • The law applies to interfaces, such as the design of wheel menus and list menus.
  • Corners and edges of a screen (e.g., the Windows Taskbar or macOS menu bar) have an infinite target width, making them easy to target.