How People See Flashcards

1
Q

Explain why what you see isn’t what you brain gets and what the takeways of this are as a designer?

A

The brain receives a huge amount of sensory input that it needs to process quickly.

  • To acheive this it makes shortcuts. Guesses based on past experience.
  • Optical illusions show us the errors
  • You see triangles but they are not really there
  • Shapes and colors can infuence what people see, or think they see. (figure below shows how color can draw attention to one message over another)
  • Takeaway - What you think people are going to see on your webpage may not be what they do see. it might depend on their background, knowledge, familiarity with what they are looking at, and expectations.
  • ​*
  • Takeaway - You may be able to persuade people to see things in a different way, depending on how they are presented.
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2
Q

What is the difference between peripheral and central vision and which is used more - and why?

A
  • Central vision is used to see detail and recognise objects
  • Peripheral vision is more important that central vision in understanding the world around us.
  • Peripheral vision is important for getting the gist of a scene.
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3
Q

Which type of vision is quicker to recognise danger?

A

Peripheral vision takes roughly half the time to react to fearful stimuli than central vision. (apprx 80ms)

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4
Q

Give three reasons why considering peripheral vision is important in design?

A
  1. People usually decide what a page is about based on a quick glimpse through their peripheral vision.
  2. Make sure the information in the periphery communicates clearly the purpose of the design.
  3. If you want users to concentrate on a certain area - don’t use distracting animation elsewhere.

Ref: See p.6 - 100 things Dimitri Bayle (2009)

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5
Q

What is the benefit of the brain recognising patterns?

A

People identify objects by recognizing patterns.

Patterns enable you to make quick sense of the sensory input that comes to you every second. Your eyes and brain want to create patterns even if they are not there.

(e.g. two close dots interpreted as 4 groups instead of 8 individuals).

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6
Q

Explain the Geon theory of object recognition

A
  • As opposed to storing an image of everything ever seen. The brain recognises basic shapes or geons (about 24) in what you look at.
  • They forms the building blocks of all objects we see and identify.

ref: Irving Biederman - 1985 (geons)

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7
Q

When is the visual cortex most active?

A

When you are imagining things.

The theory is that the cortex has to work harder to since the stimulus is not actually present.

ref -Solso 2005

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8
Q

What are the three main takeaways for making a design easy to process and recognise?

A
  • Use patterns as much as possible, since people will automatically be looking for them. Use grouping and white space to create patterns.
  • Use a simple geometric drawing of an object. This will make it easier to recognize the underlying geons, making the object easier and faster to recognise.
  • Favour 2D elements over 3D ones. The eyes communicate what they see as a 2D object. 3D representations may actually slow down recognition and comprehension.
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9
Q

What is the name of the part of the brain that is dedciated to recognising faces?

A

fusiform face area (FFA)

The FFA allows faces to bypass the brain’s usual interpretive channels and helps us to identify them more quickly than objects.

The FFA is near the amygdala the brains emotional center.

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10
Q

What disadvantage do autistic people have in regard to recognising faces?

A

Autistic people dont use their FFA when looking at faces. They use regular visual cortex that is used for recognising objects.

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11
Q

what effect do faces have on people and what are the two takeways in regards to design.

A

People recognize and react to faces faster than anything else on the page. (at least by those who are not autistic)

Faces looking right at people will have the greatest emotional impact on a web page.

If a face on a webpage looks at another spot or product on the page, people will also tend to look at the product. This doesn’t necessarily mean they paid attention to it, just that they physically looked at it.

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12
Q

How do we generally see objects in our head and what is this known as?

A

Most people imagine/draw objects tilted and at a slight angle above.

It seems to be a universal trait that we all see from this canonical perspective.

NB. The canonical perspective is not the view you see an item from most.

ref steven palmer (1981)

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13
Q

Why is the canonical perspective important in relation to design?

A

People recognize a drawing or object faster and remember it better if it’s shown in the canonical perspective.

If you have icons, draw them from a canonical perspective.

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14
Q

What do people scan pages based on and why? What are the takeways from this?

A

Past experiences & Expectations

People have a mental model of what they want to see and where they want to see it based on products or sites they use regularly.

  1. Put the most important information in the top third of the screen or in the middle.
  2. Avoid putting anything important at the edges, since people tend not to look there.
  3. Design the screen or page so that people can move in their normla reading pattern. Avoid a pattern where people have to bounce back and forth.
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15
Q

What are perceived affordances? Look for one around you as an example.

A

If you want people to take action on an object, in real life or on a screen. You need to make sure they can easily perceive, figure out and interpret what they can and should do with it. People automatically look for objects to help them perform a task

If an object doesnt function in the way a user expects, it is frustrating.

e.g a door handle. Because of its shape, you’ll tend to grab and pull it down. If that’s the way it works you’d say it is well design and has a clear perceived affordance.

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16
Q

Give an example of an incorrect affordance?

A

A pull door handle that has push written above it

17
Q

Why are affordance cues important and what should you bear them in mind while designing?

A
  1. By giving people cues about what they can do with a particular object, they more likely to interact with it.
  2. Use shading to show when an object is chosen or active.
  3. Avoid providing ineffective affordance cues.

Rethink hover cues if you’re designing for a touch device.on the internet.

Hyperlinks in flat design are losing their affodance cues.

18
Q

What is inattention bindness?

A

If you are paying attention to one thing and don’t expect changes to appear, you can easily miss changes that do occur.

19
Q

Why can eye tracking data sometime be misleading?

A
  1. Eye tracking may tell you where a person has looked but not necessarily whether they paid attention to it.
  2. Eye tracking doesn’t measure peripheral visual (important)
  3. Questions can influence where people will look during eye tracking studies.
20
Q

What are the takeaways from the fact that people can miss changes in their visual field? (inattention blindness)

A
  • Don’t assume someone will see something just because its there.
  • If you want to be sure they notice a change in their visual fields - add additional visual cues. (blinking / auditory)
  • Be cautious about interpretting eye tracking data.
21
Q

People believe that thing are close together …

What are the two takeaways from this?

A

Before you use lines or boxes to seperate items or group them together, experiement with adding space between them first.

less space between items that do go together - more between those that don’t

22
Q

What is Chromostereopsis and how can it be avoided?

A

Chromostereopsis is caused when lines of text of different colors are displayed, the depths may appears to be different. One color may jump out while another is recessed. It is hard on the eyes and best to avoid.

  • Avoid putting blue & red or green & red near each other on a screen.
  • Avoid blue or green text on a red background, and red or green text on a blue background.
23
Q

How can you check if your design accomodates those that are color blind?

A

Check images and sites with vischeck.com

24
Q

What is a redundant coding scheme and why would it be important for accessiblity?

A

If you use color to imply a certain meaning (e.g items in red) user a redundant coding scheme (items in green with a box around them )

25
Q

When designing color swatch, what should one bear in mind in regards to accessiblity?

A

Consider colours that work for everyone.

e.g. varying shades of brown and yellow.

Avoid red, green, blue.

26
Q

Why can’t you just use a random selection of colors in design?

A
27
Q

Describe examples of how color affects peoples moods

A

e.g in hospitality this applies. In US, orange makes people agitated and leave quicker (good for fast food) whereas blues and brownsare relaxing and people tend to stick aroind for longer (good for a bar)

28
Q

How to prevent issues with color?

A

Choose color carefully and research their cultural meaning.

http://www.informationisbeautiful.net/visualizations/colours-in-cultures/