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Human Perception and Cognition - Lecture 4 - Hu...

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October 12, 2026

Human Perception and Cognition - Lecture 4 - Human-Computer Interaction (1023841ANR)

This lecture forms part of the course Human-Computer Interaction given at the Vrije Universiteit Brussel.

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October 12, 2026

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  1. Human-Computer Interaction Human Perception and Cognition Prof. Beat Signer Department

    Vrije beatsigner.com Universiteit of Computer Brussel Science Department of Computer Science Vrije Universiteit Brussel beatsigner.com 2 December 2005
  2. Human Senses and Modalities Sensory Perception Sense Organ Modality sight

    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
  3. Model of Perceptual Processing ... ▪ Stage 1: Parallel processing

    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
  4. Anatomy of the Human Eye ... ▪ Variable focus lens

    ▪ 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
  5. Brightness ▪ Colour space can be divided into luminance (grey

    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
  6. Brightness Illusions ▪ Retinal ganglion cell receives input from multiple

    receptors (receptive field) ▪ Processing tries to enhance edges ▪ lateral inhibition from neighbouring neurons Herman grid illusion [Information Visualization, Colin Ware, 2013] October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 9
  7. Relative Luminance Perception ▪ Perception of luminance is contextual based

    on the contrast with surrounding colours October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 10
  8. Highlighting via Contrast Highlighting [Information Visualization, Colin Ware, 2013] Consider

    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
  9. Colour (Hue) Perception [Visualization Analysis & Design, Tamara Munzner, 2014]

    ▪ 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
  10. Saturation of Small/Large Areas Use more saturated colours when colour

    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
  11. Colour Blindness ▪ About 10% of the male population and

    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
  12. Peripheral Vision ▪ Pixel density much higher in the centre

    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
  13. Peripheral Vision ▪ Guides fovea towards objects matching our goals

    ▪ 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
  14. Perception ▪ Perception of the world around us is not

    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
  15. Perception Biased by Past (Experience) ▪ Perceptual priming ▪ Familiar

    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
  16. Perception Biased by Present Context ▪ Visual perception is not

    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
  17. McGurk Effect ▪ Modalities can affect each other ▪ October

    12, 2026 e.g. what we see can override what we hear Beat Signer - Department of Computer Science - [email protected] 24
  18. Perception Biased by Future (Goals) ▪ Things unrelated to our

    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
  19. Designing for Biased Perception ▪ Avoid ambiguity ▪ test design

    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
  20. Gestalt Principles ▪ Law of Proximity ▪ items that are

    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
  21. Gestalt Principles … ▪ Law of Figure/Ground ▪ our mind

    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
  22. Long-Term Memory ▪ Permanent memory store intended for the long-term

    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
  23. Immediate Memory ▪ Short-Term Memory simple “storage” of individual items

    ▪ 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
  24. Design Implications by Working Memory ▪ Some interface types (e.g.

    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
  25. Design Guidelines ▪ Design guidelines are based on human psychology:

    how people perceive, learn, reason, remember and convert intentions into action October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 33
  26. Further Reading ▪ Major parts of this lecture are based

    on the book Designing with the Mind in Mind October 12, 2026 Beat Signer - Department of Computer Science - [email protected] 35
  27. References ▪ Designing with the Mind in Mind: Simple Guide

    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