Title: Human Performance 1H2
1Human Performance 1H2
Chris Baber
2Assessment
- 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
3Module 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.
4Reading 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
5Assumptions
- 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)
6Seven Stage Action ModelNorman, 1990
GOAL OF PERSON
7Key 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.
8Key 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
9Key Point 3
- Problem Solving involves
- Framing
- Through representation
- Through changing states
- Through analogy
- Recognition of affordances in the problem space
10Problem 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
11Describing 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
12Keypoint 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
13Key point 5
- PERCEPTION involves a set of active processes
that impose - STRUCTURE,
- STABILITY,
- and MEANING
- on the world
14Key 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
15Automaticity
- Norman and Shallice (1980)
- Fully automatic processing controlled by SCHEMATA
- Partially automatic processing controlled by
either Contention Scheduling - Supervisory Attentional System (SAS)
16Supervisory Attentional System Model
Supervisory Attentional System
Control schema
Trigger database
Perceptual System
Effector System
Contention scheduling
17Contention 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
18SAS 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.
19Attentional 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
20Key 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
21Density 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
22Levels of Density
70 density 50 density 30
density
Shneiderman, 1992
23Reducing Density
Grouping / tabulating Reduce number of words
Reduce number of characters
24Conclusions
- 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
25Keypoint 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