eyes visual hearing ears auditory smell nose olfactory taste tongue gustatory touch skin tactile (balance) vestibular system vestibular Modality “refers to the type of communication channel used to convey or acquire information. It also covers the way an idea is expressed or perceived, or the manner an action is performed.” Nigay and Coutaz, 1993 ▪ Input as well as output modalities October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 2
to extract low-level features billions of neurons working in parallel (in eye and visual cortex) ▪ orientation, colour, texture and motion ▪ results in a set of feature maps ▪ ▪ Stage 2: Pattern perception slower serial processing ▪ continuous contours, regions of same colour or texture ▪ two-visual-system theory: "Action" system and "What" system ▪ ▪ Stage 3: Visual working memory only a few objects in visual working memory ▪ may provide answers to visual query (cognitive processing) ▪ ▪ Attention affects all three stages! October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 4
▪ Pupil (aperture) ▪ Retina (sensor array) what we see ≠ image on the retina ▪ two types of cells ▪ - rods (~100 million), highly sensitive at low light levels - cones (~6 million), three distinct colour receptors (S-cones, M-cones and L-cones) (trichromacy) ▪ Brain forms our sight focal length ▪ maximum sharpness ▪ … ▪ October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 6
scale) and two chromatic (hue and saturation) dimensions ▪ Luminance refers to the measured amount of light coming from some region of space (cd/m2 or nits) ▪ Light receptors in the eye do not measure the amount of light on the retina ▪ measure relative light changes over time and over adjacent spots on the retina ▪ ▪ Eye is a change meter rather than a light meter ▪ Brightness is the perceived amount of light coming from a source October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 8
using adjustments in luminance contrast as a highlighting method. It can be applied by reducing the contrast of unimportant items or by locally adjusting the background to increase the luminance contrast of critical areas. October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 12
▪ Our visual systems evolved to provide colour constancy same surface identifiable across illumination conditions ▪ visual system might work against simple colour encodings ▪ October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 13
coding small symbols, thin lines, or other small areas. Use less saturated colours for coding large areas. October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 14
about 1% of the female population have some form of colour vision deficiency ▪ Most commonly a lack of either the L-cones (protanopia) or the M-cones (deuteranopia) ▪ October 12, 2026 both of these result in an inability to distinguish red and green Beat Signer - Department of Computer Science - [email protected] 15
of our view (fovea) fovea has around 160’000 cone cells/mm2 and the rest only 9000 cone cells/mm2 ▪ fovea cone cells have 1:1 connection to ganglion neuron cells while multiple cone cells outside of the fovea a grouped to a single ganglion neuron cell (compression) ▪ ▪ Brain’s visual cortex devotes about 50% of its processing to input from the fovea (1% of the retina) ▪ We have very poor peripheral vision but eyes move rapidly (about 3 times/s) to focus fovea on different parts of the environment ▪ brain “fills in” the gaps ▪ October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 17
▪ low-resolution cues to guide eye movements ▪ Good in detecting motion ▪ Better view in the dark rods-only vision ▪ given that there are no rods in the fovea, better not to directly focus on object in low-light conditions (e.g. stars in skye) ▪ ▪ Might for example influence where we should show messages in a user interface place important information where users will be looking ▪ only neural networks that start in the fovea are involved in reading ▪ - cannot read in the periphery October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 20
an exact depiction of what is there ▪ Perception is heavily biased by the past (our experience) ▪ the present (current context) ▪ the future (our goals) ▪ October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 21
perceptual patterns/frames ▪ e.g. do not suddenly switch the order of buttons in an interface ▪ Habituation ▪ e.g. same warning appearing again and again → users will not bother to read them anymore ▪ Attentional blink ▪ October 12, 2026 after spotting something important, we are nearly blind to other visual stimuli for 0.15 to 0.45 seconds Beat Signer - Department of Computer Science - [email protected] 22
simply a bottom-up process ▪ e.g. reading Fold napkins. Polish silverware. Wash dishes. French napkins. Polish silverware. German dishes. October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 23
goals seem to be filtered out preconsciously ▪ e.g. “cocktail party” effect ▪ Based on our current goal we might not really perceive certain elements in a user interface ▪ October 12, 2026 perception is active, not passive → we actively perceive what we need (e.g. for a task) Beat Signer - Department of Computer Science - [email protected] 25
to ensure that all users have the same interpretation ▪ Be consistent ▪ e.g. controls with the same function always in the same place ▪ Understand the goals ▪ October 12, 2026 information needed to achieve goals should be available and prominent Beat Signer - Department of Computer Science - [email protected] 26
closer together appear to be grouped ▪ Law of Similarity ▪ similar-looking items appear grouped ▪ Law of Continuity ▪ visually-aligned items are perceived as continuous forms ▪ Law of Closure ▪ visual system automatically tries to close open figures ▪ Law of Symmetry (Simplicity) ▪ October 12, 2026 parse complex scenes in a way that reduces complexity Beat Signer - Department of Computer Science - [email protected] 28
separates the visual field into figure (foreground) and ground (background) ▪ Law of Common Fate ▪ items that are moved together are perceived as grouped or related ▪ Often multiple (all) Gestalt principles used together ▪ check design whether it suggests any unintended relationships between items Liagala, reddit October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 29
storage of information (everything that we know including experiential knowledge, procedural skills, etc.) huge (if not unlimited) capacity ▪ relatively slow access time ▪ forgetting (when it occurs) happens much slower than with short-term memory ▪ ▪ Three long-term memory subsystems episodic memory: memory of events and experiences in a serial form (chronology) ▪ semantic memory: structured record of facts and concepts that we have acquired ▪ procedural skills: "know-how" memory (skills, procedures) ▪ October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 30
▪ normally up to 7±2 items (Miller, 1956) ▪ - study participants were only college students!? → number might be too large ▪ Working Memory sensory-specific working memory ▪ long-term memories reactivated through recall ▪ everything that we are conscious of at a given time (current focus of our attention) ▪ ▪ Memory formation consists of changes in the neurons involved in a neural activity pattern ▪ October 12, 2026 single memory system for immediate and long-term memory Beat Signer - Department of Computer Science - [email protected] 31
voice interface) put higher load on immediate memory ▪ Support working memory for specific tasks e.g. when using a search function do not only show the result but also the original search terms ▪ broad and shallow navigation hierarchies are easier ▪ - provide “bread crumb” paths October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 32
how people perceive, learn, reason, remember and convert intentions into action October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 33
to Understanding User Interface Design Guidelines, Jeff Johnson, Morgan Kaufmann (3rd edition), November 2020, 978-0128182024 ▪ Information Visualization: Perception for Design, Colin Ware, Morgan Kaufmann (3rd edition) May 2012, ISBN-13: 978-0123814647 ▪ McGurk Effect ▪ https://www.youtube.com/watch?v=2k8fHR9jKVM ▪ Peripheral Vision Distorting Faces ▪ October 12, 2026 https://www.youtube.com/watch?v=VT9i99D_9gI Beat Signer - Department of Computer Science - [email protected] 36