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Human Performance 1H2

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Title: Human Performance 1H2


1
Human Performance 1H2
Chris Baber
2
Assessment
  • Course-work (50)
  • ONE lab report (45)
  • 2500 words
  • to be handed in THURSDAY week 11
  • to describe data collection and apply principles
    from lectures
  • Attendance of sessions (5)
  • Examination (50)
  • 2 questions from 3
  • 1½ hours

3
Module Objectives
  • Relate cognitive psychology to human-centred
    system design
  • Employ basic concepts from cognitive psychology
  • Describe the use of products in terms of the
    requisite cognitive activities.

4
Reading List
  • Norman, D.A.
  • The Design of Everyday Things
  • New York Basic Books, 1990
  • http//www.baddesigns.com/index.shtml
  • Noyes, J.M. and Baber, C.
  • User-Centred Design of Systems
  • Berlin Springer-Verlag, 1999
  • Smyth, M.M. et al.
  • Cognition in Action
  • London LEA, 1987

Matthews, G., Davies, D.R., Westerman, S.J. and
Stammers, R.B., Human Performance London
Psychology Press, 2000 Wickens,
C.D. Engineering Psychology and Human
Performance, New York Harper Collins, 1992
5
Assumptions
  • Much of everyday behaviour is automatic
  • Requires little conscious control
  • Involves learned routines
  • Involves expectation (based on previous
    experience)
  • Is error-free (or at least, error-recoverable)
  • Is skilled (i.e., well-practised)

6
Seven Stage Action ModelNorman, 1990
GOAL OF PERSON
7
Key point 1
  • A User model for designers assumes that people
    actively seek information from the environment
    and develop expectations of how things work
    these expectations influence the ways in which
    people seek information.

8
Key Point 2
  • Human Behaviour (as far as this lecture course is
    concerned) can be defined in terms of
  • Conscious, rational activity, such as problem
    solving
  • Pre-conscious, automatic activity, such as
    schema-driven behaviour

9
Key Point 3
  • Problem Solving involves
  • Framing
  • Through representation
  • Through changing states
  • Through analogy
  • Recognition of affordances in the problem space

10
Problem Solving
  • A problem is something that doesnt solve easily
  • A problem doesnt solve easily because
  • you dont have the necessary knowledge or,
  • you have misrepresented part of the problem
  • If at first you dont succeed, try something else
  • Tackle one part of the problem and other parts
    may fall into place

11
Describing Problem Solving
  • Move from Initial State to Goal State through
    Intervening States (problem space)
  • More than one solution
  • Correct solution limited by boundary conditions
  • Active involvement and testing
  • Means-Ends Analysis

12
Keypoint 4
  • In order to learn the correct representation, it
    is necessary to undo the incorrect representation
  • This means that acquiring new knowledge might
    mean effortfully removing erroneous, old
    knowledge

13
Key point 5
  • PERCEPTION involves a set of active processes
    that impose
  • STRUCTURE,
  • STABILITY,
  • and MEANING
  • on the world

14
Key point 6
  • Perception limits are set by sensory / neural
    mechanisms but beyond these limits, perception
    can be cognitively controlled
  • Sensory experiences interpreted in a CONTEXT and
    derive from a variety of sources

15
Automaticity
  • Norman and Shallice (1980)
  • Fully automatic processing controlled by SCHEMATA
  • Partially automatic processing controlled by
    either Contention Scheduling
  • Supervisory Attentional System (SAS)

16
Supervisory Attentional System Model
Supervisory Attentional System
Control schema
Trigger database
Perceptual System
Effector System
Contention scheduling
17
Contention Scheduling
  • Gear changing when driving involves many routine
    activities but is performed automatically
    without conscious awareness
  • When routines clash, relative importance is used
    to determine which to perform Contention
    Scheduling
  • e.g., right foot on brake or clutch

18
SAS activation
  • Driving on roundabouts in France
  • Inhibit look right Activate look left
  • SAS to over-ride habitual actions
  • SAS active when
  • Danger, Choice of response, Novelty etc.

19
Attentional Slips and Lapses
  • Habitual actions become automatic
  • SAS inhibits habit
  • Perserveration
  • When SAS does not inhibit and habit proceeds
  • Distraction
  • Irrelevant objects attract attention
  • Utilisation behaviour patients with frontal lobe
    damage will reach for object close to hand even
    when told not to

20
Key point 7
  • The design of displayed information INFLUENCES
    how the user can use that information
  • The design of displayed information should
    support EXTRACTION of relevant information

21
Density and Clutter
  • Density is related to available screen space
  • E.g 80 x 24 line display 1920 character spaces
  • The proportion of filled spaces Density
  • Density averages 25 but rarely exceeds 50

22
Levels of Density
70 density 50 density 30
density
Shneiderman, 1992
23
Reducing Density
Grouping / tabulating Reduce number of words
Reduce number of characters
24
Conclusions
  • Understanding basic Gestalt principles helps
    manage focus
  • Some objects on a display are more conspicuous
    than others
  • Use highlighting sparingly
  • Some objects form perceptual groups
  • Use this to help design screen layout and to
    minimise risk of confusion

25
Keypoint 8
  • Working memory is a volatile storage medium.
  • Do not expect people to remember complex
    information, particularly if they are doing
    something else at the same time.
  • Design information to keep within memory limits,
    e.g., no more than 9 items to a list
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