Title: Lecture
1Lecture 3 Human Cognition(Preece 3 Norman
3-5)
2What 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?
3Why 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
4Lecture Overview
- Part I Overview of Cognition
- Part II Models of Cognition
5Part I Overview of CognitionAttention
PerceptionMemoryLearningMaking errors
6Applying Cognitive Psychology to Human-Computer
Interaction
7Core Cognitive Processes
- Attention
- Perception
- Memory
- Learning
- Motor behavior
- Reading, speaking and listening
- see Preece book
- Problem-solving
- see Preece book
8Attention 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
9How 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?
10Graphical Encodings
11Graphical Encodings (cont.)
12Graphical Encodings (cont.)
13Graphical Encodings (cont.)
- Encoding 4 Position on a common scale
14Graphical Encodings (cont.)
- Encoding 5 Position on identical but unaligned
scales
15Graphical Encodings (cont.)
- Encoding 6 Angles with respect to horizontal
16Graphical Encodings (cont.)
- Which type of encoding do you feel will yield the
most accurate human judgments of differences? - Why?
17An 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
18An Empirical Study of Graphical Encodings (cont.)
19An 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
20Color 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?
21The 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
22A 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
23A Memory Test (cont.)
- Now quickly write down as many of the numbers as
you can remember
24Another 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
25A Memory Test (cont.)
- Now quickly write down as many of the items as
you can remember
26George 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?
27Short 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
28Conceptual 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
29Visual 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
30A Penny For Your Thoughts
31Memory 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
32Human 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... )
33What 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
34The Learning Curve
Time to Perform Task
Number of Repetitions
Problem-Solving(Steps Uncertain)
Cognitive Skill(Steps Routinized)
NOVICE
CASUAL
EXPERT
35Power 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)
36Learning (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
37Human 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
38Errors (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
39Errors (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
40Errors (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
41Errors (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
42Part II Models of Cognition Mental
ModelsInformation ProcessingExternal Cognition
43Mental 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?
45How 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
46Mental 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
47Information 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)
48Information 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
49External 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?
50External 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
51External 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
52External 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
53External 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
54Summary 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)