Visual Search + Display Controls

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Lectures 5F-6B

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91 Terms

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Visual search

Process of scanning a visual field to find a specific target among distracting items.

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Target (signal)

The object or event you are trying to detect in a visual search or SDT task.

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Distractor (visual noise)

Objects in the visual field that are not the target and make detection harder.

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Serial search model

Model where items are inspected one at a time until the target is found or the field is exhausted.

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Average inspection time (I)

The average time required to inspect one item during a serial visual search.

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Search time formula (T = N×I/2)

Equation estimating average time to find a target, assuming on average half the items must be inspected.

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Law of diminishing returns (search)

In random, unstructured search, each extra unit of time yields a smaller increase in detection probability.

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Conspicuity

How much a target stands out from its background and distractors, drawing attention.

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Bottom-up processing

Attention driven by properties of the stimulus itself (e.g., bright, moving, odd-colored items).

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Top-down processing

Attention guided by expectations, knowledge, and goals about where and what the target is.

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Feature search / Disjunctive search

Efficient search where the target differs from distractors on a single, salient feature and can be found in parallel.

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Efficient search

Visual search where detection time does not grow much with the number of items, often due to strong conspicuity.

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Discriminability from background

How visually different a target is from other items in color, size, shape, brightness, or motion.

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Simplicity of target definition

Describing targets using a single feature rather than multiple complex combinations to make them easier to find.

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Automaticity

When a familiar or highly meaningful target (e.g., your name) pops out with little effort.

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Signal Detection Theory (SDT)

Framework that separates sensitivity from decision bias when detecting signals under uncertainty.

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Noise

Background sensory activity or irrelevant stimuli present whether or not the signal is there.

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Signal + Noise

Condition where the target signal is present on top of the existing noise.

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Hit

Saying 'yes, signal present' when the signal is actually present.

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Miss

Saying 'no, signal absent' when the signal is actually present.

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False alarm

Saying 'yes, signal present' when the signal is actually absent (noise only).

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Correct rejection

Saying 'no, signal absent' when the signal is truly absent.

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Sensitivity (discriminability)

How well an observer can distinguish signal+noise from noise alone; higher means better detection.

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d′ (d-prime)

Quantitative measure of sensitivity; distance between signal+noise and noise distributions in standard deviation units.

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Response criterion

Internal decision threshold for saying 'yes, signal' versus 'no, noise' in an SDT task.

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Beta (β)

Numerical measure of response criterion; ratio of signal+noise to noise probability densities at the criterion.

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Risky criterion (low β)

Decision strategy that favors saying 'signal present', leading to more hits and more false alarms.

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Conservative criterion (high β)

Decision strategy that favors saying 'signal absent', leading to fewer false alarms and more misses.

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Optimal β (probability-based)

Value of β that minimizes errors when based only on relative probabilities of signal and noise.

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Payoffs in SDT

Values or costs assigned to hits, misses, false alarms, and correct rejections that influence optimal decision strategy.

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Optimal β (payoff-based)

Criterion that maximizes expected value by combining event probabilities with payoffs and costs.

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Sluggish beta

Tendency for people to adjust their criterion less than optimally when event probabilities or payoffs change.

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Receiver Operating Characteristic (ROC) curve

Plot of hit rate vs. false-alarm rate showing trade-offs as the decision criterion shifts.

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Iso-sensitivity curve

ROC curve for a fixed value of d′; moving along it changes criterion without changing sensitivity.

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Useful Field of View (UFOV)

Region of the visual field within which a target can be detected quickly if present.

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Eye-mind hypothesis

Assumption that where the eyes are looking is closely related to what the mind is processing.

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Eye tracking

Technique for measuring where and for how long a person looks on a visual display.

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Pursuit eye movement

Smooth eye movement used to track a moving object at roughly constant velocity.

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Saccadic eye movement

Rapid, discrete eye movement that shifts gaze from one fixation point to another.

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Fixation

Brief period when the eyes remain relatively still and visual information is taken in.

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Saccade

The quick jump of the eyes between fixations during visual scanning.

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Scanpath

Sequence of fixations and saccades that shows how the eyes move over a display.

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Initiation latency

Time between stimulus change and the start of a saccadic eye movement.

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Movement time (eye movement)

Time taken by the eyes to execute a saccade from one point to another.

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Destination time / fixation duration

Time spent fixating on the target after a saccade, within the useful field of view.

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Display

Any device or interface element that presents information about system state to the user.

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Static display

Display that presents fixed information that does not change over time (e.g., road sign).

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Dynamic display

Display whose information changes over time (e.g., gauges, dashboards, HUDs).

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Quantitative reading

Use of a display to extract precise numerical information.

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Qualitative reading

Use of a display to judge approximate level or trend (e.g., low/medium/high).

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Checking reading

Use of a display to confirm whether a value is within normal or abnormal limits.

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Situation awareness display

Display used to inform upcoming events.

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Heads-up display (HUD)

Transparent display that overlays key information in the user's forward field of view.

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Auditory display

Use of non-speech or speech sounds to convey information to the user.

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Vibrotactile display

Use of vibration on the body to convey information through the sense of touch.

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Salience compatibility (Principle 1: Attention)

Important and urgent information should stand out and capture attention.

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Minimize information access cost (Principle 2: Attention: Display)

Frequently needed information should be easy and quick to access with minimal visual movement.

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Proximity compatibility principle (Principle 3: Attention)

Information that must be mentally integrated should be placed close together in the display.

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Avoid resource competition (Principle 4: Attention)

Distribute information across different sensory and cognitive channels to reduce interference.

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Make displays legible/audible (Principle 5: Perceptual)

Ensure text, symbols, and sounds are clear and easy to perceive under expected conditions.

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Avoid absolute judgment limits (Principle 6: Perceptual)

Do not rely on users distinguishing many levels of a single sensory dimension (e.g., many similar colors).

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Support top-down processing (Principle 7: Perceptual: Display)

Design displays that conform to users' expectations and prior knowledge when possible.

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Exploit redundancy gain (Principle 8: Perceptual: Display)

Use multiple cues (e.g., color AND shape or position) to convey important information.

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Make discriminable (similarity causes confusion) (Principle 9: Perceptual)

Reduce unnecessary similarity and highlight distinctive features so items are not confused.

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Knowledge in the world (Principle 10: Memory)

Place needed information and cues in the environment so users do not rely solely on memory.

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Support visual momentum (Principle 11: Memory)

Organize displays to help users maintain orientation and follow changes smoothly across views.

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Provide predictive aiding (Principle 12: Memory)

Give users information about future states to support proactive decisions.

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Principle of Consistency (Principle 13: Memory)

Use consistent formats, codes, and locations so skills transfer and errors are reduced.

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Principle of pictorial realism (Principle 14: Mental Model)

Display should look like the variable it represents (e.g., high on display means high in the system).

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Principle of moving parts (Principle 15: Mental Model)

Movement in a display should be congruent with the system’s physical movement or user's mental model.

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Orders of control

Classification of control systems based on how control input affects system state (e.g., position, rate).

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Control–display gain

Ratio of the movement of the display or cursor to the movement of the control device.

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Hick-Hyman Law (Principle 12:Response Selection: Control)

Model showing that the time it takes to make a decision increases logarithmically as the number of choices increases (RT = a + b·log2 N).

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Fitts's Law (Principle 13:Response Selection: Control)

Model that predicts movement time to a target based on distance and target width (MT = a + b·log2(2A/W)).

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Movement time (MT)

Time required to move a control or pointer from start position to target.

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Amplitude of movement (A)

Distance that the control or pointer must move to reach the target.

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Target width (W)

Size of the target region that must be acquired in a pointing or control task.

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Index of difficulty (ID)

Quantifies how hard it is to reach a target; log2(2A/W) in Fitts's Law.

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Throughput

Combined measure of speed and accuracy in pointing tasks, typically ID divided by MT (bits/second).

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Make controls accessible (Principle 3: Perceptual: Control)

Controls should be within easy reach and convenient for the operator to use.

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Make controls discriminable (Principle 4: Perceptual: Control)

Controls should look and feel distinct so they are easily identified and not confused.

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Exploit redundancy gain in controls (Principle 5: Perceptual: Control)

Use multiple codes (shape, size, color, labeling) to help users identify controls.

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Avoid absolute judgment limits (Principle 6: Perceptual: Control)

Do not depend on users distinguishing too many levels of one control code (e.g., many similar colors).

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Location compatibility (Principle 9: Mental Model: Control)

Controls should be located near the displays or system elements they affect.

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Movement compatibility (Principle 10: Mental Model: Control)

Direction of control movement should match the corresponding system or display movement.

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Avoid accidental activation (Principle 11:Response Selection: Control)

Design controls and forcing functions to prevent unintended activation that could cause errors.

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Decision complexity advantage  (Principle 14:Response Selection: Control)

For some tasks, one complex decision can be faster than several simple sequential choices.

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Provide feedback (Principle 15:Response Selection: Control)

Controls should give immediate, perceivable feedback that an action has been carried out.

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avoid resource competition (Principle 2: Attention: Control)

When human are performing more than one

task at the same time, multiple resource theory predicts a benefit of

dividing the tasks across different mental resources.

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knowledge in the world  (Principle 7: Memory: Control)

The actuation of the control should be reflected in the

control itself

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be consistent   (Principle 8: Memory: Control)

Consistency makes it possible for people to apply skills from one

situation to another, reducing errors and response time (standardization)