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Title: Lecture


1
Lecture 3 Human Cognition(Preece 3 Norman
3-5)
2
What Did You Learn Last Week?
  • To impress your friends, suppose that you decide
    to sprinkle the following terms into your
    conversations
  • "Conceptual model"
  • "Gulf of evaluation"
  • "Gulf of execution"
  • "Direct manipulation"
  • What are some example sentences that properly use
    these terms?

3
Why Do We Need to Know About Human Cognition?
  • Interacting with technology involves cognitive
    processes
  • Perceiving
  • Remembering
  • Learning
  • Acting
  • We need to understand the limits of those
    cognitive processes
  • We need to identify and explain the nature and
    causes of problems users encounter
  • We need theories, tools, and methods that help us
    do better design

4
Lecture Overview
  • Part I Overview of Cognition
  • Part II Models of Cognition

5
Part I Overview of CognitionAttention
PerceptionMemoryLearningMaking errors
6
Applying Cognitive Psychology to Human-Computer
Interaction
7
Core Cognitive Processes
  • Attention
  • Perception
  • Memory
  • Learning
  • Motor behavior
  • Reading, speaking and listening
  • see Preece book
  • Problem-solving
  • see Preece book

8
Attention Make Salient Information Stand Out
  • Everyone knows what attention is It is taking
    posession by the mind in clear and vivid form, of
    one out of what seem several simultaneously
    possible objects or trains of thoughtIt implies
    withdrawal from some things in order to deal
    effectively with others William James,
    ca. 1890
  • Humans are limited with respect to what they can
    attend to at a given time attend to at a given
    time
  • Design Implication Make salient information
    stand out using, e.g.,
  • perceptual boundaries (windows)
  • color
  • reverse video
  • Sound

9
How Can we Foster Accurate Perceptual Judgments?
  • Remember Stage 5 of Norman model is Perceive
    state.
  • What are some ways we can encode information
    (e.g., feedback) on the screen?
  • Suppose we want to express quantitative
    relationships among objects of differing
    magnitudes.
  • Which ways do you think will lead to accurate
    perceptual judgments?

10
Graphical Encodings
  • Encoding 1 Angles

11
Graphical Encodings (cont.)
  • Encoding 2 Areas

12
Graphical Encodings (cont.)
  • Encoding 3 Lengths

13
Graphical Encodings (cont.)
  • Encoding 4 Position on a common scale

14
Graphical Encodings (cont.)
  • Encoding 5 Position on identical but unaligned
    scales

15
Graphical Encodings (cont.)
  • Encoding 6 Angles with respect to horizontal

16
Graphical Encodings (cont.)
  • Which type of encoding do you feel will yield the
    most accurate human judgments of differences?
  • Why?

17
An Empirical Study of Graphical Encodings
  • Cleveland McGill (1986) aimed to answer this
    question empirically
  • Participants in the study were asked to make
    perceptual judgments using several of the
    encodings just presented
  • angle, area, color hue, length, color brightness,
    position (on common scale), position (on
    identical but unaligned scales), color purity,
    slope, volume

18
An Empirical Study of Graphical Encodings (cont.)
  • Sample Questions

19
An Empirical Study of Graphical Encodings (cont.)
  • Results From best to worst, the accuracy of the
    encodings is as follows
  • Position on a common scale
  • Position along identical but unaligned scales
  • Length
  • Angle/Slope
  • Area
  • Volume
  • Color properties

20
Color and Text Perception Limits
  • Color Perception There are limits w.r.t.
  • number of colors we can distinguish (7)
  • the range of colors we judge to be a certain
    color (e.g., red)
  • Text Perception There are limits w.r.t.
  • the size of the font we can read
  • The combinations of foreground/background colors
    that are legible

What is the time?
What is the time?
What is the time?
21
The Impact of Studies of Human Perception on
Design
  • Differences among graphics elements should be
    recognizable
  • Always try to encode differences with the highest
    ranked encoding on Cleveland McGill's scale
  • Text should be legible
  • Colors should be distinguishable

22
A Memory Test
  • Try to remember the following numbers (there will
    be a quiz)
  • 3, 12, 6, 20, 9, 4, 0, 1, 19, 8, 97, 13, 84

23
A Memory Test (cont.)
  • Now quickly write down as many of the numbers as
    you can remember

24
Another memory test
  • Try to remember as many of the following as you
    can (there will be a quiz)
  • Split belt, fern crackers, banana laser, printer
    cream, cheddar tree, rain duckling, hot rock,
    fluffy crackers, cold music

25
A Memory Test (cont.)
  • Now quickly write down as many of the items as
    you can remember

26
George Miller Knows How Many Items You Remembered!
  • Miller (1956) We can hold 7 or 2 chunks in
    short term (working) memory
  • A chunk is a unit of information, e.g., a number,
    a word
  • Chunks can be combined and remembered as a unit
    (consider the second memory test you just took)
  • What implications does this result have for user
    interface design?

27
Short Term vs. Long Term Memory
  • Short-term memory (STM)
  • Working or temporary memory of the present
  • Can hold 7 ?2 items (Miller), or up to 10-12 with
    rehearsal
  • May be effortlessly stored to and retrieved from,
    but is highly volatile
  • Long-term memory (LTM)
  • Memory of the past
  • Enormous size (100 million items)
  • Takes time and effort to commit items to LTM, and
    to retrieve from LTM
  • Easier to store to and retrieve from if the item
    fits into what is already known

28
Conceptual vs. Procedural Memory
  • Conceptual memory
  • What Objects, attributes, facts
  • Relations, e.g., cause-effect, nouns-verbs-objects
  • Example Boise is capital of Idaho
  • Procedural memory
  • How Memorized steps linked to a goal
    (algorithm!)
  • Results from practice
  • Can become automatic and sometimes unconscious,
    yet difficult to change and error-prone
  • Example Procedure for brushing teeth

29
Visual vs. Auditory (Textual) Memory
  • Paivios (1971) dual-coding theory
  • Pictures and words are stored in separate areas
    of memory
  • Picture memory codes for an item can become
    connected to word memory codes for same item
    (dual coding)
  • Pictures are more likely than words to be dually
    coded
  • Implication We tend to remember pictures better
    than words
  • Dozens of empirical studies corroborate this

30
A Penny For Your Thoughts
31
Memory in Head vs. World (Norman)
  • Knowledge in Head
  • Short term and long term memory stores
  • Knowledge in World
  • Great precision is not required for most
    decisions we just need to select from
    alternatives
  • We can recognize far better than we can recall
  • E.g., money, streets, cars
  • Natural constraints are present
  • E.g., assembly of object, rhyming words
  • Cultural constraints are present
  • E.g., face forward in elevator, show up late, but
    not too late

32
Human Memory Design Implications
  • Recall is better than recognition ?
  • When possible, put knowledge in the world, i.e.,
    in the interface
  • GUI as opposed to a command-line interface
  • Short term memory can store only 7 ? 2 items ?
  • Dont make users remember items from screen to
    screen
  • Automatically propagate essential information
    dont make user re-enter it
  • Pictures are remembered better than words ?
  • Where practical, provide pictorial and textual
    representations for items people will
    dually-code the representations and ultimately be
    able to remember the pictures better
  • Procedural memory is error-prone ?
  • Design should anticipate errors (see upcoming
    slides... )

33
What is Learning?
  • Performance improvement
  • Power Law of Practice Performance of task
    improves with time
  • Affects perception, motor behavior, cognition
  • Knowledge acquisition
  • What is learned interacts with what is already
    known
  • Transfer of training
  • Metaphor/analogy
  • Misconceptions Incongruities between current
    situation and what is already known

34
The Learning Curve
  • The learning curve

Time to Perform Task
Number of Repetitions
Problem-Solving(Steps Uncertain)
Cognitive Skill(Steps Routinized)
NOVICE
CASUAL
EXPERT
35
Power Law of Practice
  • Tn T1n-a
  • where T1 is the time of the first trial and a is
    typically in range 0.2 to 0.6 (Plots as
    hyperbolic curve)
  • Alternate version
  • log Tn logT1 a log n
  • (Plots as straight line good for linear
    regression)

36
Learning (cont.)
  • Design Implications
  • Need to provide variety of methods by which users
    can accomplish tasks
  • Highly visible but relatively inefficient (for
    novices)
  • Invisible but efficient (for experts)
  • Example
  • Novices are more likely to use menus to
    accomplish tasks, whereas experts migrate to
    keystroke shortcuts
  • 80-20 rule Users will use 20 of a systems
    functionality 80 of the time.
  • Know what the most frequently performed tasks
    are, and make sure that the full spectrum of
    users can access them
  • The other 80 tasks dont need to be as
    accessible, as theyre most often performed only
    by experts

37
Human Limits of Motor Behavior
  • There are limits with respect to how quickly
    humans can move
  • One relevant limitation has to do with moving the
    mouse pointer to a target
  • Fitts Law predicts this time
  • T k log2 (D/S 0.5)
  • where
  • T time to move to target
  • D distance between hand and target
  • S size of target
  • k 100 msec
  • Lets test this out http//www.tele-actor.net/fit
    ts/
  • Also take this quiz http//www.asktog.com/columns
    /022DesignedToGiveFitts.html

38
Errors (see Norman ch. 5)
  • Humans routinely make errors
  • Slips Errors resulting from automatic behavior
  • Mistakes Errors resulting from conscious
    processing

Form Goal
Map goal to intention
Determine system is in desired state?
Map intentions to actions
Interpret system state?
Perform action
Perceive system state?
THE WORLD
39
Errors (cont.)
  • Types of slips
  • Capture error
  • Youre doing one activity, but then a similar
    activity takes over
  • E.g, sing one tune, but then you begin singing
    another
  • Description error
  • You perform a correct action on a wrong object
  • E.g., pour orange juice on cereal
  • Data-driven error
  • You see data immediately at hand, instead of
    correct data
  • E.g, dial a number in view, instead of correct
    number

40
Errors (cont.)
  • Types of slips (cont.)
  • Associative Activation error
  • Internal association causes you to say or respond
    inappropriately to event
  • Tee kettle rings you open front door
  • Freudian slips
  • Loss-of-Activation error
  • You begin activity, but then forget what you were
    doing
  • Walk to bedroom, but cant remember why
  • Mode error
  • You perform an action that normally satisfies
    goal, but you get unexpected results because you
    werent in right mode
  • Try to select a word in word processor when
    Search dialog box is up

41
Errors (cont.)
  • Design implications
  • Prevent slips
  • Make it difficult to perform inappropriate action
  • Dont allow oil to go into gas tank (physical
    constraint)
  • Allow disk to fit in disk drive in only one way
  • Require confirmation of destructive actions
  • Enable easy detection/correction of slips
  • Provide good feedback
  • Allow actions to be reversed well after the fact
  • Recycle bin bin must be explicitly emptied

42
Part II Models of Cognition Mental
ModelsInformation ProcessingExternal Cognition
43
Mental Models
  • Internal constructions of some aspect of the
    external world, e.g., computer systems (Craik,
    1943)
  • People run mental models to make predictions
    about system behavior
  • People develop core mental models, and apply
    them to explain how other things work
  • Not always appropriate!
  • People can have deep or shallow models
  • e.g. how to drive a car or how it works

44
Mental Models (cont.)
  • Example Mental model of thermostat
  • You arrive home on a cold winters night to a
    cold house. How do you get the house to warm up
    as quickly as possible? Set the thermostat to be
    at its highest or to the desired temperature?
  • You arrive home starving hungry. You look in the
    fridge and find all that is left is an uncooked
    pizza. You have an electric oven. Do you warm it
    up to 375 degrees first and then put it in (as
    specified by the instructions) or turn the oven
    up higher to try to warm it up quicker?

45
How did you fare?
  • Your mental model
  • How accurate?
  • How similar?
  • How shallow?
  • Payne (1991) did a similar study and found that
    people frequently resort to analogies to explain
    how they work
  • Peoples accounts varied greatly and were often
    ad hoc

46
Mental Models (cont.)
  • Many people have erroneous mental models
    (Kempton, 1996)
  • Thermostats are particularly problematic
  • Peoples mental models tend to be based on
    general valve theory, where more is more
    principle is generalized to different settings
    (e.g. gas pedal, gas cooker, tap, radio volume)
  • However, thermostats are based on model of on-off
    switch

47
Information Processing Model
  • Analogy drawn between the human mind and a
    computer
  • Just like a computer, human information
    processors have various hardware components
  • Memory
  • Working (storage capacity 3 chunks access time
    70 msec)
  • Long term
  • Perceptual processor (clock speed 100 msec)
  • Cognitive processor (clock speed (70 msec)
  • Motor processor (clock speed 70 msec)

48
Information Processing (cont.)
  • The Model Human Processor (MHP) is seen as an
    approximation of human behavior
  • Good enough for purposes of prediction
  • In fact, in pioneering studies by Card, Moran,
    and Newell, the MHP was able to predict human
    performance with an error rate of only 10-20
  • However, the MHP is highly limited
  • Predictions only good under artificially closed
    conditions
  • Doesnt take into account the distractions of a
    typical environment
  • Predictions limited mainly to expert performance

49
External Cognition
  • Concerned with explaining how we interact with
    external representations (e.g. maps, notes,
    diagrams)
  • Key questions
  • What are the cognitive benefits?
  • What processes are involved?
  • How do they extend our cognition?
  • What computer-based representations can we
    develop to help even more?

50
External Cognition (cont.)
  • Humans externalize to reduce memory load
  • Diaries, reminders,calendars, notes, shopping
    lists, to-do lists
  • Remind us that we need to do something (e.g. to
    buy something for mothers day)
  • Remind us of what to do (e.g. buy a card)
  • Remind us when to do something (e.g. send a card
    by a certain date)
  • Post-its, piles, marked emails
  • Where placed indicates priority
  • Replaces cognitive task with perceptual one

51
External Cognition (cont.)
  • Computational offloading
  • When a tool is used in conjunction with an
    external representation to carry out a
    computation (e.g. pen and paper)
  • E.g., try doing the two sums below (a) in your
    head, (b) on a piece of paper and (c) with a
    calculator.
  • 234 x 456 ??
  • CCXXXIIII x CCCCXXXXXVI ???
  • Which is easiest and why? Both are identical sums
  • Replaces cognitive task with perceptual one

52
External Cognition (cont.)
  • Annotation
  • Involves modifying existing representations
    through making marks
  • e.g. crossing off, ticking, underlining
  • Replaces cognitive task with perceptual one
  • Cognitive tracing
  • involves externally manipulating items into
    different orders or structures
  • e.g., moving scrabble tiles on rack
  • e.g., moving around cards in hand
  • Replaces cognitive task with perceptual one

53
External Cognition (cont.)
  • Design Implication
  • Carefully-designed external representations at
    the interface can improve task performance by
    reducing memory load and facilitating
    computational offloading

e.g. Information visualizations potentially allow
people to make sense of large amounts of data
54
Summary Points
  • Empirical data suggests limits on human
    performance and cognition
  • We can use these data to help us design computer
    systems that are easy to use and maximize human
    performance
  • In particular, these data provide
  • Design principles and concepts
  • Design guidelines
  • They also serve as the basis for analytic tools
  • Predictive models of human performance
  • GOMS, Keystroke-Level Model (to be covered later)
  • Walkthrough methods for predicting performance
  • Cognitive walkthrough (to be covered later)
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