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Human Abilities Part 2 of 2

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Title: Human Abilities Part 2 of 2


1
Human Abilities - Part 2 of 2
  • Understanding the user The Model Human
    Processor and Cognitive Abilities Information
    Processing

This material has been developed by Georgia Tech
HCI faculty, and continues to evolve.
Contributors include Gregory Abowd, Jim Foley,
Diane Gromala, Elizabeth Mynatt, Jeff Pierce,
Colin Potts, Chris Shaw, John Stasko, and Bruce
Walker. Comments directed to foley_at_cc.gatech.edu
are encouraged. Permission is granted to use with
acknowledgement for non-profit purposes. Last
revision June 2005.
2
The Model Human Processor
  • A true classic - see Card, Moran and Newell, The
    Psychology of Human-Computer Interaction,
    Erlbaum, 1983
  • Microprocessorhuman analog using results from
    experimental psychology
  • Provides a view of the human that fits much
    experimental data

3
Block Diagram - Model Human Processor (MHP)
LONG-TERM MEMORY
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
PERCEPTUAL PROCESSOR
COGNITIVE PROCESSOR
MOTOR PROCESSOR
4
MHP is not Complete
  • Only two senses
  • Certainly the most important
  • Focus is on a single user interacting with some
    entity (computer, environment, tool)
  • Neglects effect of other people

5
Three Processors
  • Perceptual Processor
  • Cognitive Processor
  • Motor Processor
  • Each has a cycle time (average and range),
    determined experimentally
  • Represented by C

6
Block Diagram - MHP Three Processors, Cycle
Times
LONG-TERM MEMORY
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
PERCEPTUAL PROCESSOR C 100 5-200 ms
COGNITIVE PROCESSOR C 70 27-170 ms
MOTOR PROCESSOR C 70 30-100 MS
C Cycle Time Range
Eye movement (Saccade) 230 70-700 ms
7
Three Memories
  • Perceptual Store
  • Short Term Memory
  • Long Term Memory

8
Block Diagram MHP Three Memories
LONG-TERM MEMORY
Memory 3 - permanent memory, huge capacity
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
Memory 2 - working memory, small capacity,
conscious thought, calculations
PERCEPTUAL PROCESSOR
COGNITIVE PROCESSOR
MOTOR PROCESSOR
Memory 1 - Perceptual Buffers to briefly store
impressions
9
Memory 1 Perceptual Stores
  • Memory structures
  • Image Stores - Holds fixed image of outside world
    long enough for some analysis
  • Processes - Info goes to brain for more
    processing
  • e.g. Pattern recognition
  • Uses context knowledge to make sense of what is
    seen/heard

10
Perceptual Stores
  • Visual and auditory impressions
  • Visuospatial sketchpad, phonological loop
  • Very brief, but accurate representation of what
    was perceived
  • Details decay quickly (70 - 1000 ms visual 0.9 -
    3.5 sec auditory)
  • Limited capacity (7 - 17 letters visual 4 - 6
    auditory)

11
L O B R Q T Z W P
12
Memory 2 Short Term Memory
  • Representation is either auditory or visual
  • Rehearsal needed to prevent decay (try it)
  • Without rehearsal, decays in minute or less
  • Can store as long as are able to pay attention to
    rehearsal harder than you think (try it)
  • Another task prevents rehearsal - interference
  • New info can push out old info - interference
  • Capacity is 5 to 9 chunks of information

13
About Chunks
  • A chunk is a meaningful grouping of information
    allows assistance from LTM
  • 4793619049 vs. 404 894 7328
  • NSAFBICIANASA vs. NSA FBI CIA NASA
  • My chunk may not be your chunk
  • User and task dependent

14
Memory 3 Long-Term Memory
  • Seemingly permanent unlimited
  • Access is harder, slower
  • -gt Activity helps (we have a cache)
  • Representations are semantic (declarative,
    procedural) and visual and auditory
  • Facts, procedures, pictures, sounds
  • Retrieval depends on network of semantic
    associations (linked lists)

File system full
15
Block Diagram MHP Three Memories, Repn,
Decay Time, Size
LONG-TERM MEMORY
R Semantic Visual Auditory D Infinite S
Infinite
SHORT-TERM (WORKING) MEMORY
AUDITORY IMAGE STORE
VISUAL IMAGE STORE
R Acoustic or Visual D (1 chunk) 73 73-226
s D (3 chunks) 7 5-34 s S 7 5-9 chunks
R Acoustic D 1.5 0.9-3.5 s S 5 4.4-6.2
letters
R Visual D 200 70-1000 ms S 17 7-17
letters
PERCEPTUAL PROCESSOR C 100 5-200 ms
COGNITIVE PROCESSOR C 70 27-170 ms
MOTOR PROCESSOR C 70 30-100 MS
R Representation D Decay Time S Size C
Cycle Time Range
Eye movement (Saccade) 230 70-700 ms
16
Another View of the Three Memories
Rehearsal
Perceptual Stores
Short Term Memory
Long Term Memory
Decay, Displacement
Decay? Interference?
Decay
Chunks
17
Cognitive Processor Recognize-Act Cycle
  • On each cycle contents of STM triggers actions
    in LTM associated with action in LTM
  • An icon in STM triggers retrieval of meaning of
    the icon from LTM
  • What if is no meaning in LTM?
  • This idea relates to the gulf of execution and
    gulf of interpretation concepts introduced in a
    different lecture

18
Links from STM to LTM
  • Conflicting links create problems!
  • On the next slide - read the words for an example
    of conflicting links

19
Read the Words
  • Black
  • Green
  • Red
  • Blue
  • Yellow

20
Find the Black Word!!
  • Black
  • Green
  • Red
  • Blue
  • Yellow
  • Black
  • Green
  • Red
  • Blue
  • Yellow

21
Find the Yellow Word!!
  • Black
  • Green
  • Red
  • Blue
  • Yellow
  • Black
  • Green
  • Red
  • Blue
  • Yellow

22
LT Memory Structures
  • Episodic memory
  • Events experiences in serial form
  • Helps us recall what occurred
  • Semantic memory
  • Structured record of facts, concepts skills
  • One theory says its like a network
  • Another uses frames scripts (like record
    structs)

23
Memory Characteristics
  • Information moves from STM to LTM by rehearsal,
    practice, and use in context
  • We forget things due to decay and interference

Unclear if we ever really forget something -
just loose link to the info
Lack of use
Similar new info gets inway of old info
24
Recognition vs. Recall
  • Recognition
  • You see or hear a stimulus which helps you
    retrieve info from LTM
  • Recall
  • You have to retrieve info from LTM without a
    specific stimuli
  • Which is easier?
  • Implications for UI design?

25
Four Major Cognitive Processes
  • Selective Attention
  • Learning
  • Problem Solving
  • Language

26
1 Selective Attention
  • We can focus on one particular thing
  • Cocktail party chit-chat - hearing key words can
    shift our attention
  • Driving while talking - take customary route, may
    not be where are going
  • Prominent visual cues can facilitate selective
    attention
  • Examples?

27
2 Learning
  • Two types
  • Procedural How to do something
  • Declarative Facts about something
  • Involves
  • Memorization
  • Understanding concepts rules
  • Acquiring automating motor skills
  • Swimming, Bike riding, Typing, Writing. Tennis
  • Driving to work
  • Even when dont want to

28
Learning
  • Facilitated
  • By structure organization
  • By similar knowledge, as in consistency in UI
    design
  • By analogy
  • If presented in incremental units
  • Repetition
  • Hindered
  • By previous knowledge
  • Try moving from Mac to Windows
  • gt Consider users previous knowledge in your
    interface design

29
Observations
  • Users focus on getting job done, not learning to
    effectively use system
  • Users apply analogy even when it doesnt apply
  • Or extend it too far - which is a design problem
  • Dragging floppy disk icon to Macs trash can does
    NOT erase the disk, it ejects disk!
  • More on this in lecture on structuring help

30
3 Problem Solving
  • Storage in LTM, then application
  • Reasoning
  • Deductive - If A, then B
  • Inductive - Generalizing from previous cases to
    learn about new ones
  • Abductive - Reasoning from a fact to the action
    or state that caused it

31
Goal in UI design - Facilitate Problem Solving!
  • How can you help the user apply these three kinds
    of reasoning while learning/using a UI?
  • Deductive
  • Inductive
  • Abductive

32
Reasoning about a UI
  • Deductive If I want to delete something, I must
    first select it. Facilitate by animating the
    disappearance of selected object
  • Inductive I could make text bold by selecting it
    and then using the Bold command. Maybe I could
    italicize in the same way. Facilitate by putting
    bold and italic commands together
  • AbductiveTimeout on the web browser if not
    connected. Facilitate by telling the user why
    the timeout occurred

33
Observations On Learning a UI
  • We are more heuristic than algorithmic
  • We try a few quick shots rather than plan
  • Resources simply not available
  • We often choose suboptimal strategies for low
    priority problems
  • We learn better strategies with practice

34
Implications of Observations
  • Allow flexible shortcuts
  • Forcing plans will bore user
  • Allow multiple ways of doing things
  • Select-cut-paste
  • Select-drag
  • Provide active rather than passive help
  • Recognize dead ends and inefficient methods

35
4 Language
  • Rule-based
  • How do you make plurals?
  • Productive
  • We make up sentences
  • Key-word and positional
  • Patterns
  • Should systems have natural language interfaces?
  • Stay tuned

36
Recap - Human Abilities 1 and 2
I. Senses A. Sight B. Sound C. Touch
D. Smell
II. Information processing A. Perceptual B.
Cognitive 1. Memory a. Short
term b. Medium term c. Long
term 2. Processes a. Selective
attention b. Learning c.
Problem solving d. Language
III. Motor system A. Hand movement B.
Workstation Layout
37
Class DiscussionModel Human Processor
  • What are the three major subsystems and their
    functions?
  • What does it mean to say that certain
    subprocessors have variable rates?
  • What is the recognize-act cycle? Is it like
    the fetch-decode-execute of a CPU?
  • What are some of the other assumptions underlying
    the MHP model?
  • How good is the model?

38
People
  • Good
  • xxx
  • yyy
  • zzz
  • Bad
  • aaa
  • bbb
  • ccc

Fill in the columns - what are people good at and
what are people bad at?
39
People
  • Good
  • Infinite capacity LTM
  • LTM duration complexity
  • High-learning capability
  • Powerful attention mechanism
  • Powerful pattern recognition
  • Bad
  • Limited capacity STM
  • Limited duration STM
  • Unreliable access to LTM
  • Error-prone processing
  • Slow processing

Computer is opposite! Allow one who does it best
to do it! (Function allocation)
40
End Part 2
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