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Explore the intricacies of human perception, sensory input, and user interface design in this comprehensive guide. Learn about the fascinating ways our senses interact with the environment and how design can optimize user experience. Discover the principles of perception, from visual to auditory sensations, and the impact on user interactions. Gain insights into perception-driven design decisions that enhance usability.
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Announcements • Notice upcoming due dates (web page). • Where we are in PRICPE: • Predispositions: Did this in Project Proposal. • RI: Research is in process (studying users), due soon. Should lead to Insights. • CP: soon… Concept and initial (very low-fi) Prototypes coming soon! • Evaluate throughout, repeat iteratively!!
Perception and the Senses • Senses: smell, taste, sight, hearing, touch, proprioception (body position awareness), pain, temperature, balance, ... • Change: • Habituation: Senses physically react to change. • Absence of change leads us to physically lose sensitivity. • Eye compensates some by shifting around, but nose can't (so we become sensitized to a smell). • But: there is a “just noticeable difference” (jnd) • eg: Doubling # photons does not double perceived intensity of a picture.
Perception • How information is acquired from the world by senses • they are the input devices to the brain’s “ALU” • so, if doesn’t make it thru senses => not delivered to brain. • UI: design UI features that are readily perceivable • Q: How can we tell when they are and when they aren’t? • A: see next slides.
Perception is Demand-driven and Expectation-driven • Pulls in only what it needs (lazy, not eager). • No change dulls perception: • UI: Repeated “Are you sure?” messages. • UI: The rightmost button is always “OK”? • Frames (patterns): Sense what you normally sense. • This is a a room in a house, so… • Priming: Sense what you expect to sense. • Look at this bathroom. • Biased by context. • Makes ventriloquism work (video: 0:52-2:01) Paul Zerdin
Visualperception (low level) • Eye: Pupil/lens, place image on retina. From there, to brain. • Retina has photoreceptorcells: rods and cones. • Rods: tell us dark vs. light. Can detect in very dim light. Lots of rods (120M). • Cones can detect color. But need much light to do this. Only a few cones (6-7M). • 64% of cones see red, 32% see green, only 2% see blue.
Our visual system reduces complexity • We see structure(s) (Gestalt principle). • Figure/ground. • Symmetry. • We see groups. • Proximity, similarity, continuity. • Common fate.
Exercise: Gestalt Principles • Which one(s) do you see in here?
Colors • Color-blindness • Red/green color blindness most common: 7-8% of males red from green, 0.4% of women. • Excessive/gratuitous colorings • distracting • unprofessional • impart meaning where none/different intended Interface Hall of shame: Compuserve's WinCim 2.0 application
Basic Principles • Hue (“color”) • eg, Red • vs. light • “how much light it reflects” (regardlessof hue) • eg: closeness to black • vs saturation (“how much paint you added”). Light Not much light
Contrast – Howto’s • Choose 1 hue, from light recommended hues, lighten, desaturate • Choose 2nd hue from dark recommendations, darken, saturate. And not adjacent colors. Effective Not aseffective Not aseffective
Which is easiest to read and why? What is the time? What is the time? What is the time? What is the time? What is the time?
Other senses • Sound (hearing): • Pitch – frequency, loudness – amplitude, location • We are good at sound! We have a lot of bandwidth, in part because of language facilities. • UIs can use when appropriate • but can hog our attention. • Touch: • Pressure, pain, temperature (hot/cold). • Potential for use in advanced UIs. • Motor system (input & output system): Often causes errors: wrong button, double-click vs. single-click, ...
Perception take-aways 1 • Some UI devices/paradigms leverage more senses than others. • eg: WIMP? • eg: (fairly basic) cell phone? • eg: iPhone? • eg: Wii?
Perception take-aways 2 • These are pre-brain (or at least pre-“ALU”)! • If you want info to get to/from brain, has to make it thru senses first. • These are the human UI to the brain. • Must be: • discernable • distinguishable from similar • if combined with Change, will be more likely to be perceived, but can steal your attention • eg: banner ad examples