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Human Computer Interaction
Lecture 3
The Human
Long-Term Memory (LTM)
• Repository for all our knowledge
– slow access
– slow decay, if any
– huge or unlimited capacity (debatable)
• Two types
– episodic – serial memory of events
– semantic – structured memory of facts, concepts, skills
semantic LTM derived from episodic LTM
Long-term memory (cont.)
• Semantic memory structure
– provides access to information
– represents relationships between bits of information
– supports inference(drawing a conclusion)
• Model: semantic network
– inheritance – child nodes inherit properties of parent
nodes
– Semantic Network supports inference through inheritance
LTM - semantic network
Models of LTM - Frames
• Information organized in data structures
• Slots in structure instantiated with values for instance of
data
• Type–subtype relationships
DOG
Fixed
legs: 4
Default
diet: carnivorous
sound: bark
Variable
size:
colour
COLLIE
Fixed
breed of: DOG
type: sheepdog
Default
size: 65 cm
Variable
colour
Models of LTM - Scripts
Model of stereotypical information required to interpret situation.
Script has elements that can be instantiated with values for context
Script for a visit to the vet
Entry conditions: dog ill
vet open
owner has money
Result: dog better
owner poorer
vet richer
Props: examination table
medicine
instruments
Roles: vet examines
diagnoses
treats
owner brings dog in
pays
takes dog out
Scenes: arriving at reception
waiting in room
examination
paying
Tracks: dog needs medicine
dog needs operation
Models of LTM - Production rules
Representation of procedural knowledge.
Condition/action rules
if condition is matched
then use rule to determine action.
IF dog is wagging tail
THEN pat dog
IF dog is growling
THEN run away
LTM - Storage of information
• rehearsal
– information moves from STM to LTM
• total time hypothesis
– amount retained proportional to rehearsal time
• structure, meaning and familiarity
– information easier to remember
LTM - Forgetting
Decay:
– information is lost gradually but very slowly
Interference:
– New memory interferes with recall of a old memory (retroactive
interference)
– Old memory interferes with recall of newer memories (proactive
interference)
… affected by emotion
LTM - retrieval
Recall:
– information reproduced from memory can be assisted by
cues, e.g. Categories
Recognition:
– information gives knowledge that it has been seen before
– less complex than recall - information is cue
Thinking
Reasoning:
Deduction, Induction, Abduction
Deductive Reasoning
• Deduction:
– derive logically necessary conclusion from given premises.
e.g. If it is Friday then she will go to work
It is Friday
Therefore she will go to work.
• Logical conclusion not necessarily true:
e.g. If it is raining then the ground is dry
It is raining
Therefore the ground is dry
Inductive Reasoning
• Induction:
– generalize from cases seen to cases unseen
e.g. all elephants we have seen have trunks
therefore all elephants have trunks.
• Unreliable:
– can only prove false not true
… but useful!
Abductive reasoning
• reasoning from event to cause
e.g. Asim drives fast when he is angry.
If I see Asim driving fast, assume he is angry.
• Unreliable:
– can lead to false explanations
Errors and mental models
Types of error
• slips
– right intention, but failed to do it right
– causes: poor physical skill, inattention etc.
• mistakes
– wrong intention
– cause: incorrect understanding
humans create mental models to explain behaviour.
if wrong (different from actual system) errors can occur
– Don’t ignore conventions, if done then give explicit support to
build correct mental model
Individual differences
• Long term
– gender, physical and intellectual abilities
• Short term
– effect of stress or fatigue
• Changing
– age
These differences should be taken into account into our
designs.
At extremes a decision may exclude a section of the user
population. E.g. Visually impaired
Psychology and the Design of Interactive
System
• Some direct applications
– e.g. blue acuity is poor
 blue should not be used for important detail
• However, correct application generally requires understanding
of context in psychology, and an understanding of particular
experimental conditions
• A lot of knowledge has been distilled in
– guidelines (chap 7)
– cognitive models (chap 12)
– experimental and analytic evaluation techniques (chap 9)

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Hci lecture03

  • 2. Long-Term Memory (LTM) • Repository for all our knowledge – slow access – slow decay, if any – huge or unlimited capacity (debatable) • Two types – episodic – serial memory of events – semantic – structured memory of facts, concepts, skills semantic LTM derived from episodic LTM
  • 3. Long-term memory (cont.) • Semantic memory structure – provides access to information – represents relationships between bits of information – supports inference(drawing a conclusion) • Model: semantic network – inheritance – child nodes inherit properties of parent nodes – Semantic Network supports inference through inheritance
  • 4. LTM - semantic network
  • 5. Models of LTM - Frames • Information organized in data structures • Slots in structure instantiated with values for instance of data • Type–subtype relationships DOG Fixed legs: 4 Default diet: carnivorous sound: bark Variable size: colour COLLIE Fixed breed of: DOG type: sheepdog Default size: 65 cm Variable colour
  • 6. Models of LTM - Scripts Model of stereotypical information required to interpret situation. Script has elements that can be instantiated with values for context Script for a visit to the vet Entry conditions: dog ill vet open owner has money Result: dog better owner poorer vet richer Props: examination table medicine instruments Roles: vet examines diagnoses treats owner brings dog in pays takes dog out Scenes: arriving at reception waiting in room examination paying Tracks: dog needs medicine dog needs operation
  • 7. Models of LTM - Production rules Representation of procedural knowledge. Condition/action rules if condition is matched then use rule to determine action. IF dog is wagging tail THEN pat dog IF dog is growling THEN run away
  • 8. LTM - Storage of information • rehearsal – information moves from STM to LTM • total time hypothesis – amount retained proportional to rehearsal time • structure, meaning and familiarity – information easier to remember
  • 9. LTM - Forgetting Decay: – information is lost gradually but very slowly Interference: – New memory interferes with recall of a old memory (retroactive interference) – Old memory interferes with recall of newer memories (proactive interference) … affected by emotion
  • 10. LTM - retrieval Recall: – information reproduced from memory can be assisted by cues, e.g. Categories Recognition: – information gives knowledge that it has been seen before – less complex than recall - information is cue
  • 12. Deductive Reasoning • Deduction: – derive logically necessary conclusion from given premises. e.g. If it is Friday then she will go to work It is Friday Therefore she will go to work. • Logical conclusion not necessarily true: e.g. If it is raining then the ground is dry It is raining Therefore the ground is dry
  • 13. Inductive Reasoning • Induction: – generalize from cases seen to cases unseen e.g. all elephants we have seen have trunks therefore all elephants have trunks. • Unreliable: – can only prove false not true … but useful!
  • 14. Abductive reasoning • reasoning from event to cause e.g. Asim drives fast when he is angry. If I see Asim driving fast, assume he is angry. • Unreliable: – can lead to false explanations
  • 15. Errors and mental models Types of error • slips – right intention, but failed to do it right – causes: poor physical skill, inattention etc. • mistakes – wrong intention – cause: incorrect understanding humans create mental models to explain behaviour. if wrong (different from actual system) errors can occur – Don’t ignore conventions, if done then give explicit support to build correct mental model
  • 16. Individual differences • Long term – gender, physical and intellectual abilities • Short term – effect of stress or fatigue • Changing – age These differences should be taken into account into our designs. At extremes a decision may exclude a section of the user population. E.g. Visually impaired
  • 17. Psychology and the Design of Interactive System • Some direct applications – e.g. blue acuity is poor  blue should not be used for important detail • However, correct application generally requires understanding of context in psychology, and an understanding of particular experimental conditions • A lot of knowledge has been distilled in – guidelines (chap 7) – cognitive models (chap 12) – experimental and analytic evaluation techniques (chap 9)