Models of Perception

Gaurav Rawat
2 min readSep 29, 2021

--

What is perception?

Perception refers to the way sensory information is organised, interpreted, and consciously experienced.

There are two types of processing involved in perception

Bottom-up processing — this is built from sensory input

Top-down processing — this is based on available knowledge, expertise and experiences

Senses types for perception — Vision, Touch, Sound, Taste, and Smell

Lets look at few models of perception

Milner and Goodale — Perception Action model

Milner and Goodale introduced perception of recognition & perception of action stating that this model accounts for our ability to interact with the environment without significant error, despite the inaccuracy of visual perception and our susceptibility to visual illusion.

As per them dorsal stream

“…is designed to guide actions purely in the here and now, and its products are consequently useless for later reference…it is only through knowledge gained via the ventral stream that we can exercise insight, hindsight and foresight about the visual world”

Glover-Planning Control Model

As per Glover, there are two systems for perception

Planning System — Directs human perception

  • Used prior to or during an action or movement
  • Major function — ensure the object intended for selection is the one the perceiver physically interacts with.
  • Responsible for — alteration of the component, physical motions, object physical characteristics
  • Influenced by — Cognitive processes, conscious & unconscious

Control System — Directs human actions

  • Used while executing an action or movement and after planning system
  • Major function — ensures the correct actions are selected before and during motor activity, according to any changes that may occur.
  • Affected by — spatial characteristics of the object, for e.g shape
  • Influenced by — Speed as compared to the planning system

An example application of the Planning Control Model

While taking a run-up to kick a football, a person’s trajectory of runup and accuracy of kicking the ball improves as the person runs near the ball. The planning system might create inaccuracies initially but due to the flexibility of the control system it allows to change action according to new information.

Takeaway

In UX design these models can be applied by creating experiences with easily recognisable patterns. If the user can recognise or identify a pattern or cue while performing a task then chances of errors are reduced to the minimum and thus create a less stressful, frustrating, and efficient user experience.

--

--