Psychology of Computing: Crash Course Computer Science #38
CrashCourse
0:03 Hi, I’m Carrie Anne, and welcome to Crash Course Computer Science!
0:05 So, over the course of this series,
0:07 we’ve focused almost exclusively on computers–
0:09 the circuits and algorithms that make them tick.
0:12 Because...this is Crash Course Computer Science.
0:15 But ultimately, computers are tools employed by people.
0:17 And humans are… well… messy.
0:19 We haven’t been designed by human engineers
0:21 from the ground up with known performance specifications.
0:24 We can be logical one moment and irrational the next.
0:27 Have you ever gotten angry at your navigation system?
0:30 Surfed wikipedia aimlessly?
0:31 Begged your internet browser to load faster?
0:34 Nicknamed your roomba?
0:35 These behaviors are quintessentially human!
0:37 To build computer systems that are useful, usable and enjoyable,
0:40 we need to understand the strengths and weaknesses of both computers and humans.
0:45 And for this reason, when good system designers are creating software,
0:49 they employ social, cognitive, behavioral, and perceptual psychology principles.
0:53 INTRO No doubt you’ve encountered a physical
1:04 or computer interface that was frustrating to use, impeding your progress.
1:08 Maybe it was so badly designed that you couldn’t figure it out and just gave up.
1:12 That interface had poor usability.
1:14 Usability is the degree to which a human-made artifact– like
1:17 software– can be used to achieve an objective effectively and efficiently.
1:21 To facilitate human work,
1:22 we need to understand humans- from how they see and think,
1:25 to how they react and interact.
1:27 For instance, the human visual system has been well studied by Psychologists.
1:31 Like, we know that people are good at ordering intensities of colors.
1:34 Here are three.
1:35 Can you arrange these from lightest to darkest?
1:38 You probably don’t have to think too much about it.
1:40 Because of this innate ability,
1:41 color intensity is a great choice for displaying data with continuous values.
1:45 On the other hand, humans are terrible at ordering colors.
1:48 Here’s another example for you to put
1:50 in order… is orange before blue, or after blue?
1:53 Where does green go?
1:54 You might be thinking we could order this by wavelength of light,
1:56 like a rainbow, but that’s a lot more to think about.
1:59 Most people are going to be much slower and error-prone at ordering.
2:03 Because of this innate ineptitude of your visual system,
2:05 displaying continuous data using colors can be a disastrous design choice.
2:09 You’ll find yourself constantly referring back
2:11 to a color legend to compare items.
2:14 However, colors are perfect for when the data is discrete with no ordering,
2:17 like categorical data.
2:19 This might seem obvious,
2:20 but you’d be amazed at how many interfaces get basic things like this wrong.
2:23 Beyond visual perception,
2:25 understanding human cognition helps us design interfaces
2:27 that align with how the mind works.
2:30 Like, humans can read,
2:31 remember and process information more effectively when it’s chunked– that is,
2:36 when items are put together into small, meaningful groups.
2:38 Humans can generally juggle seven items,
2:41 plus-or-minus two, in short-term memory.
2:43 To be conservative, we typically see groupings of five or less.
2:46 That’s why telephone numbers are broken into chunks, like 317, 555, 3897.
2:51 Instead of being ten individual digits that we’d likely forget,
2:54 it’s three chunks, which we can handle better.
2:56 From a computer's standpoint,
2:58 this needlessly takes more time and space, so it’s less efficient.
3:01 But, it’s way more efficient for us humans–
3:04 a tradeoff we almost always make in our favor,
3:06 since we’re the ones running the show...for now.
3:09 Chunking has been applied to computer interfaces for things
3:11 like drop-down menu items and menu bars with buttons.
3:14 It’d be more efficient for computers to just pack all those together,
3:17 edge to edge– it’s wasted memory and screen real estate.
3:20 But designing interfaces in this way makes them much easier to visually scan,
3:24 remember and access.
3:25 Another central concept used in interface design is affordances.
3:29 According to Don Norman, who popularized the term in computing,
3:33 “affordances provide strong clues to the operations of things.
3:36 Plates are for pushing.
3:37 Knobs are for turning.
3:39 Slots are for inserting things into.
3:41 When affordances are taken advantage of, the user knows
3:44 what to do just by looking: no picture, label,
3:47 or instruction needed.” If you’ve ever tried to pull a door handle,
3:50 only to realize that you have to push it open,
3:52 you’ve discovered a broken affordance.
3:54 On the other hand, a door plate is a better
3:56 design because it only gives you the option to push.
3:58 Doors are pretty straightforward– if you
4:00 need to put written instructions on them,
4:01 you should probably go back to the drawing board.
4:04 Affordances are used extensively in graphical user interfaces,
4:06 which we discussed in episode 26.
4:09 It’s one of the reasons why computers became
4:11 so much easier to use than with command lines.
4:13 You don’t have to guess what things on-screen are clickable,
4:16 because they look like buttons.
4:18 They pop out, just waiting for you to press them!
4:20 One of my favorite affordances,
4:21 which suggests to users that an on-screen element is draggable,
4:24 is knurling– that texture added to objects to improve
4:27 grip and show you where to best grab them.
4:30 This idea and pattern was borrowed from real world physical tools.
4:33 Related to the concept of affordances
4:35 is the psychology of recognition vs recall.
4:38 You know this effect well from tests– it’s
4:40 why multiple choice questions are easier than fill-in-the-blank ones.
4:43 In general, human memory is much better when it’s triggered by a sensory cue,
4:47 like a word, picture or sound.
4:48 That’s why interfaces use icons– pictorial representations of functions– like
4:52 a trash can for where files go to be deleted.
4:55 We don’t have to recall what that icon does, we just have to recognise the icon.
4:59 This was also a huge improvement over command line interfaces,
5:02 where you had to rely on your memory for what commands to use.
5:05 Do I have to type “delete”, or “remove”, or...
5:08 “trash”, or… shoot, it could be anything!
5:10 It’s actually “rm” in linux, but anyway,
5:12 making everything easy to discover and learn sometimes means slow to access,
5:16 which conflicts with another psychology concept: expertise.
5:19 As you gain experience with interfaces, you get faster,
5:22 building mental models of how to do things efficiently.
5:25 So, good interfaces should offer multiple paths to accomplish goals.
5:28 A great example of this is copy and paste,
5:30 which can be found in the edit dropdown menu of word processors,
5:33 and is also triggered with keyboard shortcuts.
5:36 One approach caters to novices,
5:38 while the other caters to experts, slowing down neither.
5:41 So, you can have your cake and eat it too!
5:43 In addition to making humans more efficient,
5:45 we’d also like computers to be emotionally intelligent– adapting their behavior
5:49 to respond appropriately to their users’ emotional state– also called affect.
5:54 That could make experiences more empathetic, enjoyable, or even delightful.
5:58 This vision was articulated by Rosalind Picard
6:01 in her 1995 paper on Affective Computing,
6:03 which kickstarted an interdisciplinary field combining aspects of psychology,
6:07 social and computer sciences.
6:09 It spurred work on computing systems that could recognize,
6:12 interpret, simulate and alter human affect.
6:14 This was a huge deal, because we know emotion influences cognition
6:18 and perception in everyday tasks like learning,
6:21 communication, and decision making.
6:23 Affect-aware systems use sensors, sometimes worn,
6:25 that capture things like speech and video of the face,
6:28 as well as biometrics, like sweatiness and heart rate.
6:31 This multimodal sensor data is used in conjunction with computational
6:34 models that represent how people develop and express affective states,
6:38 like happiness and frustration, and social states, like friendship and trust.
6:42 These models estimate the likelihood of a user being in a particular state,
6:46 and figure out how to best respond to that state,
6:48 in order to achieve the goals of the system.
6:50 This might be to calm the user down,
6:52 build trust, or help them get their homework done.
6:55 A study, looking at user affect, was conducted by Facebook in 2012.
6:59 For one week, data scientists altered the content
7:01 on hundreds of thousands of users’ feeds.
7:03 Some people were shown more items with positive content,
7:06 while others were presented with more negative content.
7:08 The researchers analyzed people's posts during that week,
7:10 and found that users who were shown more positive content,
7:13 tended to also post more positive content.
7:16 On the other hand, users who saw more negative content,
7:19 tended to have more negative posts.
7:21 Clearly, what Facebook and other services show
7:23 you can absolutely have an affect on you.
7:25 As gatekeepers of content, that’s a huge opportunity and responsibility.
7:29 Which is why this study ended up being pretty controversial.
7:32 Also, it raises some interesting questions about
7:34 how computer programs should respond to human communication.
7:37 If the user is being negative, maybe the computer shouldn’t be annoying
7:40 by responding in a cheery, upbeat manner.
7:43 Or, maybe the computer should attempt to evoke a positive response,
7:45 even if it’s a bit awkward.
7:48 The “correct” behavior is very much an open research question.
7:51 Speaking of Facebook, it’s a great example of computer-mediated communication,
7:55 or CMC, another large field of research.
7:57 This includes synchronous communication– like video calls,
8:00 where all participants are online simultaneously–
8:02 as well as asynchronous communication– like tweets,
8:05 emails, and text messages, where people respond whenever they can or want.
8:09 Researchers study things like the use of emoticons, rules such as turn-taking,
8:13 and language used in different communication channels.
8:15 One interesting finding is that people
8:17 exhibit higher levels of self-disclosure– that is,
8:19 reveal personal information– in computer-mediated conversations,
8:23 as opposed to face-to-face interactions.
8:25 So if you want to build a system that knows how
8:27 many hours a user truly spent watching The Great British Bakeoff,
8:30 it might be better to build a chatbot than a virtual agent with a face.
8:34 Psychology research has also demonstrated that eye
8:36 gaze is extremely important in persuading,
8:38 teaching and getting people's attention.
8:40 Looking at others while talking is called mutual gaze.
8:43 This has been shown to boost engagement
8:45 and help achieve the goals of a conversation,
8:47 whether that’s learning, making a friend, or closing a business deal.
8:50 In settings like a videotaped lecture, the instructor rarely, if ever,
8:53 looks into the camera,
8:55 and instead generally looks at the students who are physically present.
8:58 That’s ok for them, but it means people
9:00 who watch the lectures online have reduced engagement.
9:03 In response, researchers have developed computer vision and graphics
9:05 software that can warp the head and eyes,
9:08 making it appear as though the instructor is
9:09 looking into the camera– right at the remote viewer.
9:12 This technique is called augmented gaze.
9:15 Similar techniques have also been applied to video conference calls,
9:17 to correct for the placement of webcams,
9:19 which are almost always located above screens.
9:21 Since you’re typically looking at the video of your conversation partner,
9:24 rather than directly into the webcam,
9:26 you’ll always appear to them as though you’re looking downwards– breaking
9:29 mutual gaze– which can create all kinds of unfortunate social side effects,
9:33 like a power imbalance.
9:35 Fortunately, this can be corrected digitally,
9:37 and appear to participants as though you’re lovingly gazing into their eyes.
9:41 Humans also love anthropomorphizing objects, and computers are no exception,
9:45 especially if they move, like our Robots from last episode.
9:49 Beyond industrial uses that prevailed over the last century,
9:52 robots are used increasingly in medical, education, and entertainment settings,
9:56 where they frequently interact with humans.
9:58 Human-Robot Interaction– or HRI– is
10:01 a field dedicated to studying these interactions,
10:03 like how people perceive different robots behaviors and forms,
10:06 or how robots can interpret human social cues
10:08 to blend in and not be super awkward.
10:11 As we discussed last episode, there’s an ongoing quest to make robots
10:14 as human-like in their appearance and interactions as possible.
10:17 When engineers first made robots in the 1940s and 50s,
10:20 they didn’t look very human at all.
10:22 They were almost exclusively industrial machines with no human-likeness.
10:25 Over time, engineers got better and better at making human-like
10:28 robots– they gained heads and walked around on two legs,
10:32 but… they couldn’t exactly go to restaurants and masquerade as humans.
10:35 As people pushed closer and closer to human likeness,
10:38 replacing cameras with artificial eyeballs,
10:40 and covering metal chassis with synthetic flesh, things started to get a bit...
10:44 uncanny...
10:44 eliciting an eerie and unsettling feeling.
10:47 This dip in realism between almost-human
10:50 and actually-human became known as the uncanny valley.
10:53 There’s debate over whether robots should act like humans too.
10:56 Lots of evidence already suggests that even if robots don’t act like us,
10:59 people will treat them as though they know our social conventions.
11:02 And when they violate these rules– such as not apologizing if they cut
11:05 in front of you or roll over your foot– people get really mad!
11:09 Without a doubt, psychology and computer science are a potent combination,
11:12 and have tremendous potential to affect our everyday lives.
11:16 Which leaves us with a lot of question like you might lie to your laptop,
11:19 but should your laptop lie to you?
11:21 What if it makes you more efficient or happy?
11:23 Or should social media companies curate the content they show you to make
11:26 you stay on their site longer to make you buy more products?
11:29 They do by the way.
11:31 These types of ethical considerations aren’t easy to answer,
11:34 but psychology can at least help us understand the effects
11:37 and implications of design choices in our computing systems.
11:40 But, on the positive side, understanding the psychology behind design
11:43 might lead to increased accessibility.
11:46 A greater number of people can understand and use
11:48 computers now that they're more intuitive than ever.
11:51 Conference calls and virtual classrooms are becoming more agreeable experiences.
11:55 As robot technology continues to improve,
11:57 the population will grow more comfortable in those interactions.
12:00 Plus, thanks to psychology, we can all bond over our love of knurling.
12:04 I’ll see you next week.