C3 Crash course 02 · The Human

Chapter 02 Weeks 3–4 Lecture 02, Parts 1 & 2

The Human

The human as an information processor: input, throughput, output. Where the machine is exact and stable, the human is adaptive and unstable — and that is not a defect to be engineered away but the constraint the design has to fit.

8 concept checks 3 exam-style questions 1 formula you must compute ≈ 25 min read

Every computer system requires human involvement, so the design has to start from what humans can perceive, remember, reason about and physically do. This chapter is the inventory of those limits and possibilities — and the vocabulary the examiner expects you to use on a case.

01The human information processor

INPUT Perception visual · audio · haptic image · text · speech THROUGHPUT Memory sensory · short · long term Cognitive processing Affective processing OUTPUT Motor response speed vs accuracy Fitts' law · evaluation
The model the whole chapter hangs on. Input is physical reception plus interpretation; throughput is memory, cognitive and affective processing; output is motor response measured by speed and accuracy. The lecture focuses on throughput in Part 1 and on motor output in Part 2.

Two claims to memorise:

  • Human information processing differs from computation because perception, memory, problem solving and motor response are less stable but also more adaptive.
  • All the visual, textual, sound and touch input becomes an integrated whole and recedes in memory — sometimes into a single cell (faces, places).

Input, by channel

ChannelPhysical receptionInterpretationDesign use
Visual — imageLight, retina, ganglion cells3D, colourImages, icons, layout
Visual — textSame eye, but codedSemantics, pragmaticsLabels, instructions, messages
Auditory — soundPressure waves, cochleaSemantics, pragmaticsSonification of the interface, alerts
Auditory — speechSameSemantics, pragmaticsSpoken commands, conversational agents

02Memory: three stores, one moving target

  • Sensory memory (iconic for vision, echoic for sound) — very brief buffer; most of it never reaches awareness.
  • Short-term / working memory — small capacity, holds the current task. This is why “reduce short-term memory load” is a design principle and why recognition beats recall.
  • Long-term memory — effectively unlimited, but reconstructive rather than photographic.

The neuroscience the lecture actually wants you to quote

  • The brain is ~1.5 kg with ~150,000 km of white-matter wiring (four times around the earth), about 70 billion brain cells. Complex, not chaotic.
  • Connections are selective: each nerve cell contacts just one other cell, avoiding all others. Fried (2005) found the “Jennifer Aniston neuron”; Quian Quiroga found cells for Oprah Winfrey, the Golden Gate Bridge, the Eiffel Tower. Highly specific information (faces, places) can be stored in one or two cells.
  • Memory physically changes the brain. When you remember, new contact points appear and others fade. Memory is therefore not fixed, it changes over time, and it is context-sensitive.
  • Ramirez et al.'s false-memory experiment: a mouse explores box 1 with no shock; in box 2 it receives a shock; back in box 1, activating the neurons associated with the box-2 fear produces a fear response without any shock. The memory of the place was re-associated with fear.
  • About 84% of all genes are active in the adult brain; each neuron type uses a specific range of genes (light receptors make photon-catching proteins; neurons in the substantia nigra make dopamine, central to reward and affective processing).
Design consequence Because memory is reconstructive and context-dependent, an interface cannot rely on the user remembering a value from three screens ago. Show it, or let them recognise it. This is the same argument that returns in chapters 3 (recognition over recall, labels) and 4 (scripts, “no jargon”).

03Problem solving: the vocabulary

TermDefinition to reproduce
Problem solvingThe strategies, means and procedures used to achieve a goal; “how do I get what I want?”
ProblemThe gap between the current state and the goal state.
Goal stateThe desired end state or solution of the problem-solving activity.
Sub-goalA middle-term goal along the way; goal decomposition breaks a complex problem into smaller ones by determining sub-goals.
Problem spaceThe short-, middle- and long-term goal states and the information needed at each step. Solving = “X should change so as to overlap Y”.
Well-defined problemFull specification of the provided data, actions, strategies and goal states, which can be represented in a problem space. Example: find the missing semicolon.
Ill-defined problemPartial or imprecise specification of data, actions, strategies and goal states, which cannot be entirely represented in a problem space. Example: a mission statement.

Goal satisfaction is often incomplete: people accept a good-enough solution rather than the optimum. That is a fact about users, not a flaw in your design — design for satisficing.

The lecture's mission-statement example shows goal decomposition in action: “mission: online community” decomposes into business goals (aid e-commerce and edutainment, revitalise economic partnerships, publish enlightening websites, maintain personal and company ethics), each with targets such as “5% up in two years”.

04Seven strategies, and when each one fails

StrategyHow it worksWhere it breaks
Rule following Apply a known procedure. No rule for a novel situation; rules can be wrong or conflicting.
Difference reduction Find the difference between current state and goal, and take the step that reduces it most visibly. Local maxima. It never takes a step that increases the distance, so it cannot cross a valley. Also determines your technology: the lorry example forces a smaller lorry that makes more miles and more wear.
Means–end analysis Compare current and goal state, and create sub-goals for the differences — even sub-goals that temporarily increase the distance to the goal. Cognitively expensive; needs a model of the whole space. In the lorry example it justifies one big lorry that transports everything at once.
Forward reasoning From data and rules to a conclusion: if A = 1 and B = 2 then C = 3; if C = 3 then D = 4. Cause known → effect predicted. Only valid for known problems with a one-to-one relationship.
Backward reasoning From symptom or goal back to the cause: A = 1 and D = 4, what is missing? If more than one explanation fits the same phenomenon, neither direction is allowed without empirical validation excluding all causes but one.
Analogical reasoning Find relations between features and categories that are similar to relations elsewhere. Clock signal : computer :: heartbeat : human being; case-based reasoning is a type of analogy. Halfway intelligent, half associative: the analogy can be superficially appealing and functionally wrong (woodpecker → camp axe works; planetarium ↔ mosque is ambiguous).
Random trial and error Low-level strategy, common with novices: follow the first association. Violates the demand for systematic analysis and planned action. Classic evidence: novices look for Find under Edit because “find” is not semantically related to editing; they end up in Tools ▸ Goal Seek and start setting cells to values.
Creative problem solving Give a different function to the standard means available — fuse two domains. Unpredictable; hard to evaluate before it exists.
The sentence that earns marks “The choice of problem-solving strategy takes effect on the technology you buy, develop or apply.” Difference reduction demands a smaller lorry (more miles, more wear); means–end analysis demands a larger one (all goods at once). The strategy is therefore a design decision, not a personality trait.

Creative problem solving, in the lecture's examples

  • OmniTouch — a wearable projector turns any surface (a table, your hand) into a touchscreen; the means (a projector) is given a new function (an input surface).
  • Worm robot — locomotion of a nematode applied to a search-and-rescue robot.
  • Crowd PC — use the back cover of a closed laptop as an interface.
  • Deep learning — “signal detection in an advanced configuration”. Layers detect lines → edges → features → categories; weights encode relative importance and are tuned by training data. Its errors are interesting: an elephant face and Joseph Merrick share eyes, lumpy ears and a puffy face; a “car face”, an elephant chair. Hybrids exist, so error is only error in a rigid system — taxonomy should be fuzzy, and misclassification is at the basis of creative crossover.

05Representation: how you frame it decides the answer

How you represent a problem affects its solution — also in user interfaces. The lecture uses one problem (ice melting) at four levels of aggregation. Each level produces a different family of solutions, and changing one level changes the others: that is insight.

LevelWhat it foregroundsIce-cream solutions it suggests
Surface / phenomenologicalColour changes, shapes, texture, deformation of solids, sun, stainsWalk in the shadow, use napkins, change detergent
StructuralLoss of structure, processes and mechanisms, work units and actionsAdd emulsifiers or more sodium chloride; manage crystal formation so the ice does not turn gritty
SymbolicLogic, reasoning, abstraction, formal transitionsH₂O(s) ⇌ H₂O(l); protein binding; derive the conditions from the equation
MolecularAtoms and ions, changes in structure and process (animation)Simulate the transition and intervene at the molecular level

Text vs image. Text explains abstractions better (“infinity”, “intelligence”); images work better for spatial orientation and localisation — where is what. A designer should therefore make multiple representations, each addressing another aspect of the work to be done.

The designer's move Your client will represent the problem in one specific way. Draw in more information than the representation your client offers — that is problem finding and opportunity seeking. When the client says “you copied everything from the internet, we have a legal issue”, the reframing might be “let's try a new business model”.

Two mindsets — name them and their habitat

Logic rationalistAssociative empiricist
Feels at home inClosed systems — “like a fish in a tank”Open systems — “like a bird in a tree”
Decision typeStructured decisions, usually well-defined problems with a precise problem stateUnstructured decisions, usually ill-defined problems with a vague problem state
RiskCannot cope when the problem space is not closedFirst association may be wrong — but empirical association followed by verification can lead to better accuracy

Neither is “stupid”. The lecture's punchline is that the product life cycle follows the innovation S-curve: exploration rewards associative breadth, exploitation rewards rational discipline.

06Motor output: Fitts' law

Fitts (1954), a US Air Force lieutenant-colonel and later professor, modelled pointing: the time to move a pointer to a target is a function of the distance divided by the target's size. The wider the widget and the closer it is to the pointer, the easier to hit it — particularly when the pointer is wide too (a fat finger).

T = a + b · log2(2D / W)

ID = log2(A/W + 1)   ·   IP = 1 / b

T movement time · D (or A) distance to the target · W target width (the tolerance) · a y-intercept (start-up cost) · b slope in seconds per bit · ID Index of Difficulty in bits · IP Index of Performance, a.k.a. throughput. The original formulation is ID = log2(2A/W); the Shannon-style version uses log2(A/W + 1), or log2(A/W + 0.5) when ID < 3 bits.

Why a logarithm — four reasons, any of which earns a mark

  1. Speed–accuracy trade-off. Farther or smaller targets are harder, but difficulty does not grow linearly; it grows more slowly as you keep making the task harder.
  2. Information theory. Fitts was inspired by Shannon: pointing is “transmitting information” from brain to muscles, and information capacity is measured in bits.
  3. Empirical fit. A logarithmic relationship fitted the measured data better than a linear one.
  4. Doubling/halving effect. Double the distance → the log term rises by 1 bit; halve the width → also 1 bit. Twice as hard is not twice as long, only a little longer.

Reading the device off the constants

  • ID depends on the task, not on the device: distance and width are properties of the target.
  • a and b depend on the device and the user: the regression constants say how fast that modality completes the task. b is the slope in seconds/bit; IP = 1/b is the throughput.
  • Fitts' law therefore measures the efficiency of system performance — one of the three performance criteria (effectiveness, efficiency, effort).
  • Fitts models the experience side of performance (human movement), not the physical side of the hardware.
Two exam traps (1) “Does the law survive in 3D or microgravity?” — the form remains; the constants change (and so may the logarithmic relationship's fit, but the correct lecture answer is: form stays, a and b adapt). (2) Speed and accuracy are a trade-off, but trained users achieve both: fast + accurate is what training buys (pro-team gamers, fighter pilots). Untrained users may not.

Fitts is also the explanation of the fat finger

A tiny on-screen target, a wide pointer (finger), high stress and no confirmation: the Mizuho trade is a Fitts problem, not a moral one. Reduce distance, enlarge the target, or add a confirmation step that costs one bit of attention instead of US$225 million.

07Worked example — do this once by hand

A button is 400 px from the current pointer position and 40 px wide. The device has a = 0.15 s and b = 0.12 s/bit.

  1. Shannon ID = log₂(400/40 + 1) = log₂(11) ≈ 3.46 bits.
  2. T = 0.15 + 0.12 × 3.46 ≈ 0.15 + 0.42 = 0.57 s.
  3. Move the button twice as far (800 px): ID = log₂(21) ≈ 4.39 bits → T ≈ 0.15 + 0.53 = 0.68 s. Difficulty rose by ~0.93 bit, time by ~0.11 s.
  4. Halve the width instead (20 px): ID = log₂(21) ≈ 4.39 bits — the same increment. Doubling distance and halving width cost the same one bit.
  5. If the original formula is used, ID = log₂(2×400/40) = log₂(20) ≈ 4.32 bits. State which formulation you used; the marker is checking the method, not the third decimal.
T (s) ID (bits) a one extra bit ≈ +b s slope b (s/bit)
Fitts' law is linear in ID. The intercept a is the start-up cost of the modality; the slope b is how many seconds each extra bit of difficulty costs. Throughput IP = 1/b is the single number used to compare devices.

08Time scales, reaction time, and mental chronometry

Response time = reaction time (perceive and decide) + movement time (motor execution). Reaction time depends on stimulus type and is measured in milliseconds; movement time is what Fitts predicts.

BandScaleBehaviour
Biological10⁻⁴ – 10⁻³ sNeural and muscular events
Cognitive10⁰ – 10¹ sImmediate behaviour: perceive, decide, act (reaction times sit here)
Rational10² – 10³ s (minutes–hours)Adaptive behaviour, problem solving
Social10⁵ – 10⁷ s (days–months)Social behaviour, routines, culture
  • Typical values quoted in the deck: visual ≈ 200 ms, pain ≈ 700 ms; auditory is the fastest channel. Movement time adds on top and depends on the subject's age and fitness.
  • Mental chronometry measures the speed of cognitive processing — used to assess the complexity of mental operations, practice and learning effects, decision-making, attentional mechanisms, and to compare populations (age groups, clinical vs non-clinical).
  • The gaming experiment: a life-size projection of a hotel lobby, two elevators, an opponent who may or may not appear after a warning; the participant fires an infrared rifle. Measured: reaction time of pulling the trigger and accuracy of the shot. The model behind it is temporal preparation — the effective preparation period (EPP) runs from warning signal (S1) to target (S2), and SOA is the stimulus onset asynchrony between them.
Evaluating performance — always two questions Performance: how fast and how accurate (Fitts, ID, IP, error rate). Preference: like or dislike. A system can be efficient and disliked, or pleasant and slow; the lecture insists you ask both.

09Concept check

0 / 8 correct One best answer each.

Question 1A target is 600 px away and 60 px wide. Using the Shannon formulation, what is the Index of Difficulty?

Question 2In T = a + b·ID, which statement is correct?

Question 3When is a problem “well-defined”?

Question 4A dispatcher always sends the van to the nearest town first, and runs out of battery. Which strategy did he use, and which would have worked?

Question 5A user reports a crash you have never seen, and three different causes would each explain it. What does the lecture allow?

Question 6“Solutions become focused on colour changes, shapes, texture, deformation of solids, sun and stains.” Which representation level is this?

Question 7Which claim about memory is false according to the lecture?

Question 8Response time in a pointing task is best described as…

10Exam-style questions

Short · formula10 marks

(a) Describe the parameters that participate in Fitts' law. (5 marks)

(b) A VR user selects an object and places it at a target location anywhere in 3D space. Can Fitts' law be used to assess this picking task? Justify yes or no. (5 marks)

Show model answer

(a) T = movement time; D (or A) = distance from start to target; W = width of the target, i.e. the tolerance for error; a = intercept, the start-up cost of the modality; b = slope in seconds per bit; ID = log₂(2D/W) or log₂(D/W + 1), the Index of Difficulty in bits; IP = 1/b, throughput. ID depends on the task; a and b are empirically determined per device and user. One mark each, up to five.

(b) Yes. The task is still pointing: the hand or controller travels a distance to a target with a finite tolerance, so the same information-theoretic model applies. What changes is that the target is a sphere (or box) in three dimensions, so the effective width is the projected tolerance along the approach direction, the distance includes the depth axis, and the constants must be re-estimated for the controller, the reachable volume and the visual feedback in stereo. Selection can also require a second action (grab, release), which must be modelled as a separate pointing subtask. A defensible “no” earns marks only if it argues that 3D pointing is not reducible to one D and one W (e.g. two-stage selection, occlusion, no fixed frame of reference) — but the lecture position is that the law still applies.

Marking note. In (b) the decisive phrase is “the form remains, the constants change”, the same answer the lecturer gave for Fitts in microgravity.

Short · case analysis10 marks

A dispatcher must deliver to towns X, Y and Z with one electric van and return with the highest possible charge. On screen, X is the closest (5 km) but uphill (3× energy); Y and Z are 15 km on flat roads. The dispatcher says: “X is right there, I'll get that one off the list first”, and strands the van.

(a) Characterise his problem-solving style and representation level, with evidence. (3)
(b) Name the strategy he used and explain why it failed. (4)
(c) Which strategy should the system have encouraged, and how does it differ? (3)

Show model answer

(a) He is an associative empiricist, not a logic rationalist: he reasons from the first salient association (“nearest = easiest”) in an open, under-specified situation rather than closing the problem formally. He works at the surface / phenomenological level — the map's apparent distance — and ignores the structural–symbolic information (energy per gradient, battery state as a constraint). Evidence: “right there”, “closest to the depot”, “get that one off the list”.

(b) Difference reduction. He repeatedly takes the action that most visibly reduces the difference between current state (3 undelivered towns) and goal state (all delivered, van home). It fails because the metric is wrong: the visible difference counts towns, not charge. Because the strategy never accepts a step that increases the distance, he cannot take the “detour” of doing the far, flat towns first — a local maximum.

(c) Means–end analysis. It decomposes the goal into sub-goals — “preserve enough charge to return” — and is willing to accept a sub-goal that temporarily increases the distance to the final goal (drive past X to Y and Z, come back to X last, or recharge mid-route). The system should therefore display energy, not only distance, and propose an ordering that satisfies the constraint.

Marking note. Naming the strategy without the current-state/goal-state mechanism caps (b) at 2. The “local maximum” phrase is worth a mark.

Short · design implication6 marks

Explain how the representation of a problem changes its solution, using the ice-cream example at three levels. What should a designer do with this fact when a client presents a requirement?

Show model answer
  • Surface: the problem is “melting looks messy” → solutions about colour, texture, deformation, stains: napkins, shadow, detergent.
  • Structural: the problem is “loss of structure and gritty crystal formation” → emulsifiers, sodium chloride, process control.
  • Symbolic: the problem is a phase transition H₂O(s) ⇌ H₂O(l) → solutions derived from logic and binding chemistry.

Each level makes a different family of solutions visible, and changing one level changes the others — that is where insight comes from. A designer should therefore make multiple representations, each addressing another aspect of the work, and should draw in more information than the representation the client offers. That is problem finding and opportunity seeking: the stated requirement is one level, the actual need may be another (the client's “legal issue” may really be a business-model question).

Marking note. Three levels correctly instantiated = 3; the designer's move (multiple representations + reframing) = 2; a concrete example of reframing = 1.