Wednesday, February 6, 2013

The Human Factor


When designing interactive systems such as a gaming console a person must take into consideration the limitations of human information processing capabilities. The first thing a person must do is understand how people perceive the world around them and how they think about certain things such as how to solve problems and handle objects that pertain to their problem or situation.

The model Human Processor consists of different systems, the perceptual system, the motor system and the cognitive system. The perceptual system, deals with sensory information, the motor system controls how a person reacts to information such as if someone close to you dies, the person would react very sad. Another example would be if someone throws a surprise birthday party, the person’s reaction would be excited and thrilled. The cognitive system connects the other two together so that they can work together. Humans can be monitored by looking at these three system, if you look at human input/output (what they take in and put out), memory storage (what a person remembers and how they remember it) and applying/processing systems (how they manipulate what they remember and what they take in and out and how they combine them together) then you can understand how humans process information. 

Let’s look at the human visual system process. This is a two-stage process, receiving the stimulus and processing the stimulus. First you must receive the visual stimulus, this is done by looking at it with your eyes, within the eye there are rods and cones, these things help a person understand what they are looking at. Cones are less sensitive to light and they come in blue, red and green, they allow us to see colour. Identifying parts of the eye and understanding how each part works is very important because when creating a game a person must know what a player can and cannot see. If a person cannot comprehend what is happening in a game he/she cannot enjoy the game. Recently I was playing Resident Evil 6 and I found the game to be very dark. I understand the creators wanted the mood of the game to be dark but as a gamer I felt that I couldn’t see what was happening on the screen and I couldn’t get into the story, my eyes started hurting and I turned the game off.  

Figure 1: Resident Evil 6 dark gameplay

When a person looks at something they can determine the depth and size of the object. This is relevant to game design because designers want to create depth in game. Even though the screen is flat you would want the player to feel that he/she is in a deep ominous tunnel or a large open meadow. Visual angle allows us to understand depth and size of an area; it indicates how much of the view is taken up by an object that is seen. Overlapping is used to determine perception of size and depth. Interpretation of brightness is based on our reaction to different levels of light. In a game scenario if a metallic item is in the sun there should be a glare or a shine on it, this would show how a human should interoperate sun light on a shiny object. The colour of an object is made up of hue, intensity and saturation. Hue is the spectral light wavelength (blues have the shortest wavelength and reds have the longest). Intensity describes the brightness of the colour (how strong the colour is). Saturation is the amount of white in a colour, by adding white to a colour it can become lighter and more faded. By changing these three components a person can see roughly seven million different colours, making blue turn into baby blue can be easily done by changing the hue, saturation and intensity. 

Figure 2: Child playing video games and looking at the different colours on the screen


When playing games it is important to use your eyes to determine what a player’s surroundings are but it is also important to hear what is going on around you too. Sight is good for a specific direction however hearing can allow a person to understand what is going on around them in a 360 degree area. Sounds can be determined by pitch, loudness and timbre. Humans are less accurate at distinguishing high frequencies rather than low ones, this is important to understand when creating games. If you want to make a distinctive sound that gives a player specific information the designer should use low frequency sounds so that a player can determine it easily. The human ear is made up of the outer ear which protects the ear and amplifies sounds, the middle ear which transmits sound waves from the outer to the inner ear and the inner ear which transmits the sounds to the brain so that they can be understood. 

Another important human information processing capability is touch. There are three receptors, thermo receptors (hot and cold), nociceptors (pain) and mechanoreceptors (pressure). Bringing touch into gaming is very important. When a controller rumbles that initiates a sense that a player is being attacked or some type of action is happening in the game. For example, in fighting games whenever the opponent hits the player, the player’s controller will begin to rumble.
Figure 3: Gaming controller that rumbles

Fitts’ Law is the time taken to move to a target. Understanding how long it takes for a mouse to move to a specific point on the screen or a cursor to hover over a specific item. A gaming example is when playing Call of Duty a player must know how long it takes to move the cross-hair from one point of the screen to another point, once you comprehend that you can determine how long it will take to shoot someone. 

Human memory is also important to the gaming world. There is sensory, short-term and long-term memory. Sensory memory is always being replaced; it is things like visual and aural senses. When someone is talking to you, you might remember what he/she said three seconds before that. Short-term memory is good for temporary recall. Completing a short term task such as writing a paragraph uses short term memory. As you continue the paragraph you remember what you had written earlier to create a well-structured paragraph. Short term memory is good for remembering something for a short period of time and then forgetting it. Long term memory is good for holding information that is important to you such as your pin for a debit or visa card. It might take a longer time to recall it however it takes a very long time to forget it. 

Figure 4: Human Information Processing

Hick’s Law describes the time a user needs to make a decision when multiple options are available. This is important to understand for game designing because a designer must know how many options he/she should give a player so that it isn’t easy to pick the right answer very fast as well as not extremely hard where the player must choose an answer out of 100 options. When a player is looking at each of the options he/she must think about what is a right answer and what is a wrong one. They must problem solve in order to come up with a solution. The player must use reasoning to determine what is correct; there are three types of reasoning. Deductive (try to find out the ending given the beginning), inductive (determine what the most right answer is in an unknown situation by using known information) and abductive reasoning (given a fact what is the cause of the situation). By using these types of reasoning a person or player can determine the best course of action to take. 

Some questions to consider when looking at human factors are:
In the lecture we discussed rods and cones being able to determine sight and colour and that some people are colour blind, can we make a game that is suited for blind people but still be interesting to people that can interpret colour?
Why can’t we create a game that incorporates hot and cold into a controller? (Create a controller that can sustain temperature changes)
Why are games that emit pain to players so popular? Can we make a controller that releases pain to players and successfully mass market it?

Personal Experience
During the years of playing video games I have come across something that will never change and it is error types. Slips and mistakes have been seen throughout the course of gaming and it is something that I believe will always be around. Slips is when you have the right intention but carry out the wrong execution such as pressing the key ‘w’ instead of ‘e’ because they are right beside each other. Mistakes are when you have a wrong intention and because of that you have an incorrect understanding. Slips are bound to happen when playing video games because when I’m playing games I need to move my fingers really quick to create button sequences for combos and sooner or later my hand will slip and I will press the wrong button even though I have the right intention.

Work Cited
Figure 1 -
"New Resident Evil 6 Gameplay Footage Released | RipTen Videogame Blog." Ripten Videogame Blog. N.p., n.d. Web. 7 Feb. 2013. <http://www.ripten.com/2012/07/20/new-resident-evil-6-gameplay-footage-released/>.
Figure 2 -
"Dürfen Kinder Videospiele spielen? Ein schlechter Einfluss? | Design weckt Leidenschaft – Design & Interface." Photoshop Tutorials Webdesign und Zeichenkurse. N.p., n.d. Web. 7 Feb. 2013. <http://tex-block.de/games/duerfen-kinder-videospiele-spielen-ohne-bedenken/3014/>. 
Figure 3 -
"Sony confirms rumbling Dual Shock 3, gives list of supported titles | Ars Technica." Ars Technica. N.p., n.d. Web. 7 Feb. 2013. <http://arstechnica.com/gaming/2007/09/sony-confirms-rumbling-dual-shock-3-gives-game-list-of-supported-titles/>. 
Figure 4 -
"NDE Reliability - Human Factors - Basic Considerations." NDT. N.p., n.d. Web. 6 Feb. 2013. <www.ndt.net/article/wcndt00/papers/idn736/idn736.htm>.

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