St Andrews HCI Research Group

26

Jan 2012

Ken Scott-Brown, Leading questions: How embodied cognition, inter-temporal time-preferences and change blindness can lead to HCI developments in application and interface design


<!–Speaker: Ken Scott-Brown, University of Abertay Dundee
Date/Time: 1-2pm February 7th, 2012
Location: 1.33a Jack Cole, University of St Andrews (directions)–>
Abstract:
In this talk I review examples from industry engagement activity that have taken well known theory in cognitive science and used them to address common HCI problems by forming new questions that have in turn lead to interface development. In the first part of the talk I discuss how a multi-disciplinary team including input from computer arts, computer games programming, engineering and psychology developed a multi-touch application to visualise financial planning targets on a Microsoft Surface. In the second part of the talk I will discuss how assistive agents displaying deictic gaze cuing have been implemented and evaluated using touch screen displays and eye-movement recording equipment. Both examples demonstrate how a practice-based approach to animation and an appreciation of vision science contribute to the understanding and development of intuitive interface design and implementation. The critical feature is the development of authentic animation conforming to the artistic principles of animation and the biological limits of the human visual system.
Bio:
Ken Scott-Brown is a lecturer at the Centre for Psychology at Abertay. After completing his Honours Degree and PhD in Psychology here at St Andrews he then undertook post-doc research posts at Glasgow Caledonian University, St Andrews, and Nottingham before taking on his current role. He is a currently Principal Investigator on a series of industry and public sector funded grants; and a collaborator on several more cross-discipline research projects. The projects are linked by the theme of data visualisation and interaction using a blend of approaches informed by Cognitive Science and exploiting technologies and skills from the Computer Games Industry.