Human-Computer Interaction
17 Aug 2026
Part II of Hornbæk et al. (2025)
Perception · Motor Control · Cognition
You can’t design for people you don’t understand. It’s tempting to start from how you want people to act, but people bring their existing perception, motor habits, and mental models to everything they touch, and those systems don’t renegotiate on your schedule.
This week’s question: what does the human processing pipeline (seeing, moving, thinking) let designers predict before anything ships?
Aside from the obvious (not anticipating the volume)
Note
Perception is the ability to collect and organize information about the environment through physiological sensory systems. In HCI it is understood through three interacting components:
Note
Visual saliency is the probability that a graphical element attracts visual attention during the first few seconds of viewing a display. It depends on the element’s visual features relative to the rest of the display, on user expectations, and on the user’s attentional strategy.
Note
Ware’s windows of visibility name the physiological limits every display fights:
In the wild
Are the Gestalt ‘laws’ really laws?
Pause and think
Open any app on your phone. In 2 seconds: What’s the most salient element? Is it the most important one? Now find one grouping the layout implies that the designer probably didn’t intend.
Note
Fitts’ Law predicts the average time to acquire a target as a linear function of task difficulty:
\[MT = a + b \cdot ID, \qquad ID = \log_2\left(\frac{D}{W} + 1\right)\]
where D is the distance to the target, W is its width, ID is the index of difficulty (in bits), and a, b are empirically fitted constants. It is not a natural law; it is a statistical regularity Fitts discovered through experiment.
In the wild
Not so fast…
Note
Steering law (Accot & Zhai) predicts the time to move a cursor through a tunnel constraint:
\[T = a + b \int_C \frac{ds}{W(s)}\]
The narrower the tunnel W(s), the slower you must go. Difficulty grows with the length of the path, not the log of it like Fitts.
Pause and think
Think about an app you use on your phone one-handed. Where do you make the most errors? What do you avoid doing entirely because it’s too error-prone? Did the designers account for how you’re actually holding the device?
Note
Working memory (WM) is the temporary maintenance and manipulation of the representations needed for the action at hand. It is set apart from long-term memory by being sharply limited in both capacity and time: items fade quickly unless actively rehearsed.
Note
Is it seven, or four, or three?
Pause and think
A signup flow emails a verification code, then opens a new tab with the code field, hiding the email. Which memory system is being overloaded, and what is the one-line fix that turns a recall task into a recognition task?
Note
The power law of practice (\(RT = aP^{-b} + c\)): performance improves with practice but with diminishing returns. Big early gains, then a long slow plateau.
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Multitasking is a resource-sharing problem across attention, the motor system, and working memory. Wickens’ Multiple Resource Theory (MRT) models it as a cube with three axes:
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A mental model is a memory-based representation of an interactive system, used for reasoning, inference, and prediction. It represents the system and how the user’s inputs change its state, letting the user simulate outcomes for parts of the system they cannot directly observe.
Note
Kahneman’s two systems: System 1 is fast, intuitive, associative, and effortless; System 2 is slow, deliberate, and effortful, monitoring System 1 and intervening when intuition is not enough. A heuristic is a System 1 rule of thumb that reaches a quick solution and, in doing so, introduces predictable biases.
In the wild
How solid is the System 1 story?
Pause and think
An AI assistant silently changes a document’s formatting when you accept a suggestion. Users are angry even though the edit was “correct.” Using mental models and legibility, explain the anger, then name one design change that repairs the user’s model.
Defaults, loss framing, and recognition-over-recall all steer behavior whether or not the user notices.
The same cognitive levers that make an interface effortless are the ones that power dark patterns. Where is the line between a helpful default and manipulation, and who gets to draw it? This is the central ethics-of-captology debate, and there is no clean answer.
The book argues theories of perception, memory, and motor control generalize across users and contexts; critics say every situation is too particular.
Lincoln and Guba argued generalization smuggles in determinism and reductionism. Landauer said we should “get real” and just test with users. If general theory is weak, why teach Fitts and Cowan at all? If it is strong, why does user research still exist? Argue where the line sits.
When an agent books, buys, or writes for you, the perceiving-deciding human is partly out of the loop.
Every model in this deck assumes a human perceiving a display and choosing an action. An agent breaks that: perception, memory, and decision-making are split between person and machine. Does Fitts’ Law even apply when nobody points? Whose mental model matters when the human never sees the interface? Push on what “human-centered” means here.
We tell designers to show options so users can recognize, not recall. Generative UIs assemble a fresh, unfamiliar layout every time.
If the interface is different on every visit, users cannot build the long-term memory that makes recognition and expectation work; every screen is a novice screen. Is a personalized, ever-changing UI a gift or a tax on cognition? When does adaptivity help, and when does consistency win?
The same red-and-large treatment that guides a novice to the primary action is what an infinite-scroll app spends to keep you there. When is spending your saliency budget for the user, and when is it spending it on them? Is there a perceptual equivalent of a dark pattern, and could a color-blind or low-vision user even see it coming?
Task: In groups of 3 to 4, pick one real screen (a checkout, a booking flow, a settings page) and audit it against the Perception and Motor Control material.
Produce: An annotated screenshot marked up in place: a heat-order overlay (number the elements 1–5 in the order the eye lands) and a callout arrow on each primary target labeled with its rough D/W. Include at least one feature flagged “this design decision is wrong, and here is our argument.”
Time: 25 min group work · 10 min share-out
Debrief: Where did saliency and Fitts agree that an element was mis-designed, and where did they conflict?
Task: In groups of 3 to 4, take an AI feature you all use (autocomplete, a chat assistant, an agentic “do it for me” button) and map the mental model it invites versus the one it actually deserves.
Produce: A two-column table with at least 6 rows: “what users predict it will do” vs “what it actually does,” plus a legibility fix for each mismatch. End with one position statement: name one place the product exploits a heuristic (availability, status quo, loss framing) and argue whether that is acceptable. For each finding, who is excluded or harmed, and is the exclusion designed-in or incidental?
Time: 28 min group work · 12 min share-out
Debrief: Which mismatch would cause the most damage if the assistant acted autonomously, and why?
Task: In groups of 3–4, take one real multi-step flow (a checkout, a 2-factor login, a form wizard). Do two passes. Pass 1 (perception): screenshot it, then convert to greyscale (phone accessibility setting or a filter) and mark every place where meaning was carried by color alone. Pass 2 (memory): mark every place the flow forces the user to hold a value in working memory across a screen or step.
Produce: An annotated flow with (a) at least 3 color-only failures and a redundant-encoding fix for each, and (b) at least 2 working-memory loads with a “carry-state-forward” redesign for each. End by naming which single change would help the most users and estimating who it excludes today.
Time: 20 min group · 10 min share-out
Debrief: Which was more common in your flow — color-only signals or memory loads — and which is cheaper to fix?
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