Title: Cognitive Factors in Design
1Cognitive Factors in Design
- Course Notes
- Kathryn Summers
- 2009
2Balancing design priorities
- User goals and desires
- What do users need to do
- What do users want to do
- Branding goals, business goals
- Technological constraints, cost constraints,
physical manufacturing constraints
3Technology
- Cognitive artifacts can extend human cognitive
power in these ways - Reduce memory load
- Increase access to information
- Facilitate collaboration/communication
- Cognition??cognitive artifacts
4Technology facilitating tasks
- Provide mental aids, reduce demands on knowledge
in the head - Use technology to make things more visible and to
provide better feedback - Use technology to automate the task, so the user
doesnt have to do it - Use technology to change the nature of the task,
to make it easier
5Cognitive artifacts--Changing the task
- Personal point of viewchanges the task
- Writing changes task from memory to
writing/keeping track of/reading - System point of viewpersonartifact is smarter
than either one alone
6Technology disadvantages
- Can make us LESS smart
- Can reinforce power disparities, economic
disparities, even informational disparities (the
digital divide) - Can force us to behave like machines (science
finds, industry applies, man conforms)
7Normans law
- Technology should complement human abilities
- Compensate for weaknesses
- Enhance strengths
- Grudins lawtechnology will fail or be subverted
when those who benefit are not those who do the
work
8Natural or evolutionary design
- Each design is studied
- Incremental changes made
- Changes evaluated
- New incremental changes made
- Drawbacksits slow, and requires flexibility,
attention, and commitment
9The design process (from Donald Norman)
Designers mental model
Users mental model
Translate mental model into design decisions
Interpret perception
Perceive system image
Build system image
System image
10Why designers are not users
- Designers are experts about the system
- When they use the system, they mostly work from
knowledge in the head - Users are experts about the task
- Beginning users have to work from knowledge in
the world to use the system - Not all users are alike (physically, culturally,
educationally, etc.)
11Normans principles for interface design
- Naturalness principleexperiential cognition
helped when properties of the representation
match the properties of the thing being
represented - Mappingthe relationship between the format of
the representation and the thing being
represented - Perceptual principleperceptual/spatial
representations are more natural and are easier
to process than non-perceptual/non-spatial
representations (but only if the mapping is
natural)
12Why systems dont succeed
- Gulf of executiondoes the system allow users to
do what they want to do? Or did the designers
vision of what users would want to do fail to
match actual user goals/needs? - Gulf of evaluationdoes the system provide clear
information about available actions? Does the
system provide clear feedback?
13Making things visible
- Make options visible help user build an accurate
mental model - Use clear mappings between actions and options
- Natural mappings, affordances, constraints
- Cultural mappings
- Avoid cognitive friction map one control to one
action - Make results visible (feedback)
14What to make visible (or audible)
- What can be manipulated? What kind of
manipulation is possible? - What is currently happening?
- What options are available?
- What are the results of the users action
(feedback)?
15Memory (knowledge in head)
- Arbitrary memorylimited to 5-7 things at most
- Memory for meaningful relationshipsfruit of good
mappings - Memory through explanationfruit of a good mental
model
16Knowledge in world
- Serves as its own reminderthe signal, and the
message - Ben Shneidermandirect manipulation interfaces
17Using constraints
- Physical constraints (only five spaces for zip)
- Semantic constraints (rider needs to see)
- Cultural constraints (words go right to left)
- Logical constraints (one piece left)
18Representation
- Abstraction/ representation enable cognition by
removing perceptions/experiences from some of
their details and allowing them to be manipulated - A good representation captures essential elements
and leaves out the rest a misleading
representation can lead to faulty thinking,
faulty conclusions - Which features are relevant depends on the task
and the goal. - We value what we can represent. Things not
represented get forgotten or diminished. - Solving a problem means representing it so that
the solution is obvious. A good representation
may turn a (hard) reflective task into an (easy)
experiential taske.g., tic-tac-toe
19Information display
- Find the relevant information
- Process the information to generate the desired
conclusion - Information display solutions need to support
the needs of all interested parties (e.g.,
prescriptionsshould meet the needs of doctors,
nurses, pharmacists, patients see matrix
solution on pg 65)
20Additive or substitutive
- Additive representations (tally marks, intensity)
- Substitutive representations (arabic numerals,
hue) - Examplebudgeting program for LD users
21Things that go wrong
- Understanding errors
- Slips
- Mistakes
22Slipsunconscious or subconscious errors
- Capture errors (when two activities start out
similarly, and one of them is more familiar) - Description errors (different actions have
similar descriptions, i.e., pouring orange juice
on cereal) - Data-driven errors (you see something that shapes
what you do, like calling the phone number you
see - Associative errors (you make an error based on
another process you were just thinking about) - Activation decay (you forgot what activated the
action) - Mode errors (same button does different things
depending on modewhat Cooper calls cognitive
friction)
23Mistakeserrors based on conscious thought
- Faulty application of past experience
- Incomplete information
- Social pressure
24Error prevention
- Use natural and artificial constraints. Add
forcing functions (where necessary for
safetyavoid annoying users) - Make options and results visibleprovide
information in the world, reduce reliance on
memory, or knowledge in the head - Keep decision structure for key tasks either
shallow or narrow - Think of errors as attempts to do the task
require less accuracy
25Error recovery
- Minimize consequences for error
- Make actions reversible
- Make errors easy to discover
- Be polite
26Learning how to use artifacts
- In the past, pieces of artifacts were generally
physically visible smart folks could figure it
out by lookingsurface artifacts - We interpret artifacts based on their
affordances, mappings, and constraints - Now the relationships between controls,
indicators, and system state are arbitrary and
can be invisible (ergo, good design makes things
visible)internal artifacts, in need of an
interface - (for examplepeople are internal artifacts)
27Cognitive artifactslides for presentation
- Shared workspacewe can all see/analyze the
points at the same time, we are all free to add
new insights (communication, collaboration) - External memoryincreasing memory permanence and
memory quantity - Spatial layout of slidesallows perceptual
processing, helps point out relationships between
ideas - Multiple delivery modesallows people to focus on
what they see OR on what they hear (may support
individual learning styles)
28A good system image will . . .
- Encourage users to explore a system and enable
them to form a good mental model by - Making things visible, including options and
feedback - preventing errors or making them easily
recoverable - The result is users who can use the system
effectively, and who will probably enjoy their
experience.
29Thinking about learning cognition
30Two kinds of cognition
- Experiential
- We perceive events and react efficiently and
effortlessly - The mode of expert behavior and flow
- Typically involves active participation
- Reflective
- We compare, analyze, and make decisions.
- The mode of new ideas and novel responses
31Learning and cognition
- Learninga relatively permanent change in
behavior potential due to practice or experience - Cognitionthe processes by which sensory input is
transformed, reduced, elaborated, stored,
recovered, used (Ulric Neisser, 1967)
32Observational learning
- Attentionidentify relevant info, pay attention
- Encodingprocessing the info
- Retentionstorage and retrieval
- Emissiondoing the behavior yourself
33Multimedia and learning
- Norman worries that multimedia environments lean
naturally towards experiential cognition,
interfering with reflection. - Multimedia environments are likely to involve
event-driven processing or pattern-driven
processing (recognition rather than analysis)
34Experiential vs. Reflective tools
- Experiential cognitive toolsallow us to
experience and act on the world (telescopes) - Should provide lots of sensory stimulation
- Should NOT require reflection, analysis, or
problem-solving to use - Reflective cognitive toolsallow us to modify and
act on representations - Should support comparison, exploration,
problem-solving - Should not overwhelm the attention or restrict
attention to a tiny piece of the information
35Cognitive Processes in Learning
- Accretionaccumulation of facts
- Tuningpractice
- (5000 hrs, 2 full-time yrs to become an expert)
- Restructuringreflectively forming the right
conceptual structure, changing how you understand
the activity - Flowabsolute absorption in the activity (can be
disrupted by the tool)
36- Informal learning
- Unstructured
- Group activity
- Goal is motivated
- Fun
- No interruptions
- Frequent flow experiences
- Self-pacing
- Topics, time, place are freely chosen
- Participants can be any age
- School learning
- Structured
- Individual activity
- Goal not motivated
- Fun not relevant
- Interruptions
- No flow experiences
- Pacing is fixed, forced
- Topics, time, place fixed
- Participants between ages of 6-20