Title: CS260: Lecture 2
1CS260 Lecture 2
2Human Learning
- Why study human learning in HCI?
3Why Study Human Learning?
- A People learn to use new systems periodically
- A As people gain familiarity with systems, they
evolve their use of them. - A Learning science is one of the most-studied
areas in social science, with effective success
metrics. - A Learning is not an isolated mental process,
its part of most everyday knowledge work
practices (micro-genesis). - A To better understand adult, child and
unschooled users. - A Because formal education strongly shapes the
way people think.
4Lev Vygotsky
- Vygotsky was an extraordinary scholarwho studied
Law, and taught Literature, History of Art and
Psychology by age 22. - Vygotsky pursued a social perspective and took it
very far, developing theories of knowledge,
development, and education that were profoundly
influential.
5Vygotsky in Education
- Vygotsky is (with Piaget) the leading education
theorist of the early 20th century. - Vygotskys social theory of learning
- Like Piaget he argued that children learn by
constructing their own understanding of the world
they experience. - In contrast to Piaget, he insisted that the
world experienced by children is a social,
rather than a natural one. i.e. games, toys, and
books are social constructions that embody social
norms and expectations for the child.
6Vygotsky Genetic method
- Another of Vygotskys ideas is his genetic
domains - Onto-genesis Development by an individual
- Socio-historical Development of the society
- Phylo-genesis Development of the (human)
species - Micro-genesis Creation of ideas concept
learning - His social theory involves the interplay between
1. and 2. - Thus Vygotskys approach interleaves methods that
would be regarded as both scientific and
humanistic.
7Vygotskys Genetic Principle
- Vygotskys genetic principle has extraordinary
implications. - Among other things, it implies a socio-historical
approach to understanding human behavior. - This approach is still popular among researchers
in Management and Cooperative Work. - And much more
8Power laws
- One of the puzzling findings in human behavior is
the presence of ubiquitous power law processes.
A power law probability distribution has the
form - p(x)
1/rank(x)a - Where a is typically between 0 and 3 and is often
very close to 1. - Power laws are not natural from a statistical
point of view. Something very special must be
happening to cause them.
9Power laws
- Processes that exhibit power-law statistics
- The probabilities of words in the English
language - Word probabilities in any reasonably large corpus
- Number of links into a web site, click-thru of
web sites - Citations in academic journals
- Paths that users take walking through a house
- Products purchased from a vendor
- Size of cities, sizes of companies
- Stock market returns, trades, volumes
- Incomes of people many others
- One of the strongest nontrivial facts in
social sciences
10Genetic processes and Power laws
- Power laws arise (and were first studied) in
genetics. If there are k types we assume each
type gives birth, mutates or dies with some
probability. - With a variety of choices of parameters, this
process gives rise to power law distributions. - For many choices of parameters,the power is 1.
11Genetic processes and Power laws
- While genetic processes may explain many power
law phenomena, they can do more than that. - Just as in classical genetics, a genetic process
implies a phylogenic tree exists for the
objects in a domain. - We can guess the ancestry of an item from its
current popularity, the popularity of its
parent, and the separation time. - This can help us understand the adoption and
learning of activities.
12Learning and existing knowledge
- Learning is a process of (genetically) building
new knowledge using existing knowledge. - Knowledge is not acquired butconstructed out of
existingmaterials. - The process of applying existingknowledge in new
settings is called Transfer.
13ZPD
- Learning is layered and incremental.
- In real societies, learners are helped by others.
- In fact learners have a zone of concepts they
can acquire with help. - This is the Zone of Proximal Development (ZPD).
14Back to learning..
- Example Who knows what this is?
100k
15Back to learning..
16Learning new applications
- Applications are designed to fit in ordinary
users ZPD. - In most cases, you cant assume that there is
human available to help a user learn the new
system. - A tutorial help system can provide much of this
support.
17Learning new applications
- People learn best by doing (constructing new
knowledge). - Using a system exposes a users conceptual models
of how it works, and allows them to diagnose
mistakes. - A tutorial help system should be able to
recognize and respond to common user
misunderstandings.
18Learning and experience
- Learning is most effective when it connects with
the learners real-world experiences. - The knowledge that the learner already has form
those experiences serves as a foundation for knew
knowledge.
19Learning and transfer
- Transfer is certainly enhanced by similarity
between the old and new contexts. - What other factors should affect transfer?
20Transfer and understanding
- Transfer depends on thorough learning in the
first situation (learning with understanding). - The more thorough the understanding in the first
situation, the more easily knowledge will
transfer.
21Understanding
- By understanding we mean that a person has a
mental model of why a thing behaves as it does. - This model allows the person to predict how the
thing behaves in other situations, and to
explain their reasons for that conclusion.
22Transfer and Generality
- Generality of existing knowledge has the learner
already seen it applied in several contexts?
23Transfer and Motivation
- Motivation is the new knowledge useful or
valuable? - Motivation encourages the user to visualize use
of the new knowledge, and to try it out in new
situations. - Students are usually motivated when the
knowledge can be applied to everyday situations.
24Transfer and Abstraction
- Is the existing knowledge abstract or specific?
- Abstract knowledge is packaged for portability.
Its built with virtual objects and rules that can
model many real situations. - E.g. clipart
25Summary
- Factors affecting transfer
- Real-world experience
- Degree of Understanding (the earlier concept)
- Generality of the earlier knowledge
- Motivation
- Abstraction
26Metacognition
- Metacognition is the learners conscious
awareness of their learning process.
Metacognitionhelps transfer
27Metacognition
- Strong learners carefully manage their learning.
- For instance, strong learners reading a textbook
will pause regularly, check understanding, and go
back to difficult passages. - Weak learners tend toplough through theentire
text, then realize they dontunderstand and
startagain.
Have I learnedthis yet?
28Metacognition
- Another very good strategy is to predict the next
main point in an argument before you read it - What would a user interview be like?
- What techniques will improve learning?
- Then when you see thereal answer, the
newknowledge will tie withreal experience
theexperience you just had.
Let me guess whats comingnext..
29Structuring Learning
- A similar strategy is very effective for
teaching. - Ask students to work on a problem first, trying
out their own approaches. - Then provide an explanation (a set of principles
to explain the problems behavior).
Reading, lecture
Problem, lecture
Problem work only
30Structuring Learning
- Again this gives students some rich and immediate
experience with the problem. - When the explanation is given, students can
relate the new information with the experience
they just had.
Reading, lecture
Problem, lecture
Problem work only
31 32Piaget Stages of learning
- Piaget observed very systematic progression of
knowledge in young children through stages - Sensori-motor (acting, observing, remembering)
- Semiotic or symbolic (naming things)
- Concrete operations (relationships,
transformations) - Propositional or formal thought
33Sensori-motor stage (lt 2 years)
- Conditioned behaviors, and first hand-eye
coordination. - Grasping, manipulating things.
- Some indirect manipulation.
- Object persistence.
34Semiotic stage (gt1.5 years)
- Children continue to play with missing objects,
and may use gesture to invoke them. - This soon turns to imaginary play.
- Drawing.
- Speech naming first the things that are
present. - Then referring to things thatare not present,
and to the past and future.
35Concrete thought (2-7,7-11 years)
- Concrete thought a system of (real) objects,
relationships, and operations on them. - Children understand things by being able to
relate them to similar things, and to predict the
consequences of their actions. - They can plan and act to achieve a desired
outcome.
36Concrete thought
- But early concrete thought is still tied to
direct experience it is not de-centered. - E.g. children in this stage can navigate through
their neighborhood, changing their route if
needed. - i.e. they can mentally model and predict the
results of their actions. - But they cannot indicate that route abstractly,
say on a map.
37Concrete thought
- Concrete thought includes rich spatial and
temporal relationships. - Visual design is a concrete process.
38Formal thought (11 years)
- Objects and operations no longer need to relate
to the world. Things dont need to be true or
consistent. Thinking is a game. - Operations are more abstract, and often
complementary e.g. joining-separating. - Children learn a number of principles, like
reversibility, proportion, chance.
39Formal thought caveats
- Researchers have found that the transition to
formal thought is not as reliable as Piaget had
thought. - Many features of this stage are missing in
children who do not attend school. - This stage corresponds with the transition from
learning from experience (pre-school), to
learning from texts (school).
40Aside Design for Developing Regions
- Users in developing regions often have limited
formal schooling. This leads to systematic
challenges - Users are not comfortable with formal objects
such as a red square, i.e. they do not treat
objects as sets of attributes, but as concrete
things. - Graphic (picture representations) are OK, but
should not be too abstract. - Users favor representations of people doing
actions. - Users expect consistency and realism.
41Formal thought (7 years)
- Side-effects of abstract representations
- Context disappears things are just true or
false everywhere. - Rules are very powerful, and both the rules and
the reasoning must be accurate, or false
conclusions will be drawn. - Detail must be discarded or the rules may
conflict.
42Thought styles
- Designers and other visually-oriented people
usually favor concrete thought
context-dependent, rich representations. - Technologists and mathematically-oriented people
favor formal thought context independent,
sparse representations, rich consequences.
43A mismatch
- Many interface researchers (technologists) tried
to build UI design tools using abstract interface
specs (UIMSes) - the designer specifies rules about the interface
and the system finds a solution satisfying
them. - Real designers hated this idea. They lost control
over spatial relationships and overall layout
which was lost in the rules.
44Macro and micro-Piaget
- Piagetian stages are often evident in learners
acquisition of particular concepts. - i.e. the learners first experience is
sensori-motor if I do X, then Y happens. - They develop a language for naming the
operations, objects, groups of objects etc. - They acquire concrete understanding of the
systems operation I can change state X to Y
using operation Z. - Finally, they may develop a formal understanding
of how the system works (as explicit rules).
45Piagets progression
- The Piagetian progression can be a good model for
the progression in learning new concepts, like
how to use a computer program. - Look for a Sensori-motor ? Symbolic ? Concrete ?
Abstract progression in your own learning, and in
your users.
46Inquiry cycles
- Inquiry-based learning makes students
meta-cognitive strategy explicit. - It also treats learning as a kind of scientific
research.
47Inquiry cycles
- Question a new problem for the learner
- Hypothesis Learner proposes a solution or a way
to understand the problem better - Investigate Learner figures a way to try out the
hypothesis (often an experiment)
48Inquiry cycles
- Analyze understand the results of the
investigation. - Model Construct a model or principle for whats
going on. - Evaluate Evaluate the model, the hypothesis,
everything that came before.
49Inquiry cycles
- See http//thinkertools.soe.berkeley.edu
- Thinkertools uses software agents to personify
the different stages in inquiry cycles. - The agents help scaffold the child through the
cycle.
50Scaffolding
- Refers to the process of shaping the learners
experience while learning, by creating a
scaffold to guide their actions. - Generally, the teacher begins by doing most or
all of the task. - The task is repeated, with the learner doing more
and more of it. - Eventually, the learner does the entire task
themselves the scaffold is removed.
51Scaffolding and ZPD
- Scaffolding produces a steady progression through
the learners ZPD (Zone of Proximal Development)
ZPD
Inaccessibletasks
Solo tasks
Scaffolded learning
52Scaffolds and Tools
- First-generation learning tools were electronic
flashcards - System flashes a new item on the screen
- User has to enter the right input (typing,
multiple choice etc.) - System learns users weaknesses, and focuses its
examples on those weak cases. - Quite effective for low-level learning (e.g.
Morse code).
532nd Generation Scaffolds
- Allow exploration of a knowledge domain
- Caclulators, spreadsheets, graphing programs,
probes etc. - Modeling/Simulation (e.g. Interactive Physics)
- Matlab packages
54MicroWorlds
- An idea promoted by Seymour Papert (creator of
Logo). - A Microworld is a simplified model of the
physical world, which emphasizes certain physical
principles and omits other detail. - E.g. 2D geometry (turtle geometry).
55MicroWorlds
- Microworlds encourage less structured exploration
by learners. - The idea is that the learners discoveries will
be driven more by their own goals, leading to
better learning. - The structure of the Microworld should ensure
that they make the right inferences.
56Feedback, Reflection, Revision
- One of the most important principles in
learner-centered design is Early Feedback - The learner should be given feedback as soon as
possible as they form new concepts. - This can take the form of a multiple-choice
question so the answers can be given
immediately.
57Feedback, Reflection, Revision
- Reflection tools encourage meta-cognition.
- Thinkertools which we mentioned earlier
encourages learners to follow an inquiry cycle.
58Feedback, Reflection, Revision
- Small-group discussion is another way to
encourage reflection. - Discussion makes each learner reflect on their
understanding to explain to others, and to
interpret others explanations. - Systems that do this CSILE (Vanderbilt)
59Feedback, Reflection, Revision
- Peer instruction (Mazur) is a pattern that
encourages all these steps - Students are given a multi-choice question
- They write down an individual answer
- The class votes their answer
- Students discuss in small groups, then answer
again. - Another vote is taken
- The instructor explains the right answer.