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Chapter 3
COGNITIVE ASPECTS
Overview
• What is cognition?
• What are users good and bad at?
• Describe how cognition has been
applied to interaction design
• Explain what are Mental Models
• Cover relevant theories of cognition
www.id-book.com 2
Why do we need to understand users?
• Interacting with technology is cognitive
• Need to take into account cognitive processes involved and
cognitive limitations of users
• Provides knowledge about what users can and cannot be
expected to do
• Identifies and explains the nature and causes of problems
users encounter
• Supply theories, modelling tools, guidance and methods that
can lead to the design of better interactive products
www.id-book.com 3
Cognitive processes
• Attention
• Perception
• Memory
• Learning
• Reading, speaking and listening
• Problem-solving, planning, reasoning and decision-
making
www.id-book.com 4
Attention
• Selecting things to concentrate on at a point in time from the mass
of stimuli around us
• Allows us to focus on information that is relevant to what we are
doing
• Involves audio and/or visual senses
• Focussed and divided attention enables us to be selective in terms
of the mass of competing stimuli but limits our ability to keep track
of all events
• Information at the interface should be structured to capture users’
attention, e.g. use perceptual boundaries (windows), colour,
reverse video, sound and flashing lights
www.id-book.com 5
Activity: Find the price of a double room at the Holiday Inn
in Columbia
www.id-book.com 6
Activity: Find the price for a double room at the Quality Inn
in Pennsylvania a
www.id-book.com 7
Activity
• Tullis (1987) found that the two screens produced quite
different results
– 1st screen - took an average of 5.5 seconds to search
– 2nd screen - took 3.2 seconds to search
• Why, since both displays have the same density of
information (31%)?
• Spacing
– In the 1st screen the information is bunched up together, making it
hard to search
– In the 2nd screen the characters are grouped into vertical categories
of information making it easier
www.id-book.com 8
Multitasking and attention
• Is it possible to perform multiple tasks without one or
more of them being detrimentally affected?
• Ophir et al (2009) compared heavy vs light multi-taskers
– heavy were more prone to being distracted than those who
infrequently multitask
– heavy multi-taskers are easily distracted and find it difficult to
filter irrelevant information
www.id-book.com 9
Design implications for attention
• Make information salient when it needs attending to
• Use techniques that make things stand out like color,
ordering, spacing, underlining, sequencing and
animation
• Avoid cluttering the interface with too much information
• Search engines and form fill-ins that have simple and
clean interfaces are easier to use
www.id-book.com 10
Perception
• How information is acquired from the world and
transformed into experiences
• Obvious implication is to design representations that
are readily perceivable, e.g.
– Text should be legible
– Icons should be easy to distinguish and read
www.id-book.com 11
Is color contrast good? Find Italian
www.id-book.com 12
Are borders and white space
better? Find french
www.id-book.com 13
Activity
• Weller (2004) found people took less time to
locate items for information that was grouped
– using a border (2nd screen) compared with using color contrast
(1st screen)
• Some argue that too much white space on web
pages is detrimental to search
– Makes it hard to find information
• Do you agree?
www.id-book.com 14
Which is easiest to read and why?
What is the time?
What is the time?
What is the time?
What is the time?
What is the time?
www.id-book.com 15
Design implications
– Icons should enable users to readily distinguish their meaning
– Bordering and spacing are effective visual ways of grouping
information
– Sounds should be audible and distinguishable
– Speech output should enable users to distinguish between the
set of spoken words
– Text should be legible and distinguishable from the background
– Tactile feedback should allow users to recognize and distinguish
different meanings
www.id-book.com 16
Memory
• Involves first encoding and then retrieving knowledge.
• We don’t remember everything - involves filtering and
processing what is attended to
• Context is important in affecting our memory (i.e. where, when)
• We recognize things much better than being able to recall things
• we remember less about objects we have photographed than
when we observe them with the naked eye (Henkel, 2014)
www.id-book.com 17
Processing in memory
• Encoding is first stage of memory
– determines which information is attended to in the environment
and how it is interpreted
• The more attention paid to something…
• The more it is processed in terms of thinking about it and
comparing it with other knowledge…
• The more likely it is to be remembered
– e.g. when learning about HCI, it is much better to reflect upon it,
carry out exercises, have discussions with others about it, and
write notes than just passively read a book, listen to a lecture or
watch a video about it
www.id-book.com 18
Context is important
• Context affects the extent to which information
can be subsequently retrieved
• Sometimes it can be difficult for people to recall
information that was encoded in a different
context:
– “You are on a train and someone comes up to you and says
hello. You don’t recognize him for a few moments but then
realize it is one of your neighbors. You are only used to seeing
your neighbor in the hallway of your apartment block and seeing
ahim out of context makes him difficult to recognize initially”
www.id-book.com 19
Activity
• Try to remember the dates of your grandparents’ birthday
• Try to remember the cover of the last two DVDs you
bought or rented
• Which was easiest? Why?
• People are very good at remembering visual cues about
things
– e.g. the color of items, the location of objects and marks on an object
• They find it more difficult to learn and remember arbitrary
material
– e.g. birthdays and phone numbers
www.id-book.com 20
Recognition versus recall
• Command-based interfaces require users to
recall from memory a name from a possible set
of 100s
• GUIs providMP3 players visually-based options
that users need only browse through until they
recognize one
• Web browsers, etc., provide lists of visited URLs,
song titles etc., that support recognition memory
www.id-book.com 21
The problem with the classic ‘72’
• George Miller’s (1956) theory of how much
information people can remember
• People’s immediate memory capacity is very
limited
• Many designers think this is useful finding for
interaction design
• But…
www.id-book.com 22
What some designers get up to…
• Present only 7 options on a menu
• Display only 7 icons on a tool bar
• Have no more than 7 bullets in a list
• Place only 7 items on a pull down menu
• Place only 7 tabs on the top of a website page
– But this is wrong? Why?
www.id-book.com 23
Why?
• Inappropriate application of the theory
• People can scan lists of bullets, tabs, menu
items for the one they want
• They don’t have to recall them from memory
having only briefly heard or seen them
• Sometimes a small number of items is good
• But depends on task and available screen
estate
www.id-book.com 24
Digital content management
• Is a growing problem for many users
– vast numbers of documents, images, music files, video clips,
emails, attachments, bookmarks, etc.,
– where and how to save them all, then remembering what they
were called and where to find them again
– naming most common means of encoding them
– but can be difficult to remember, especially when have 1000s
and 1000s
– How might such a process be facilitated taking into account
people’s memory abilities?
www.id-book.com 25
Digital content management
• Memory involves 2 processes
– recall-directed and recognition-based scanning
• File management systems should be
designed to optimize both kinds of memory
processes
– e.g. Search box and history list
• Help users encode files in richer ways
– Provide them with ways of saving files using colour, flagging,
image, flexible text, time stamping, etc.
www.id-book.com 26
Is Apple’s Spotlight search tool any
good?
www.id-book.com 27
Digital Forgetting
• When might you wish to forget something that
is online?
– When you break up with a partner
– Emotionally painful to be reminded of them
through shared photos, social media, etc.,
• Sas and Whittaker (2013) suggest new ways
of harvesting and deleting digital content
– e.g. making photos of ex into an abstract collage
– helps with closure
www.id-book.com 28
Memory aids
• SenseCam developed by Microsoft Research
Labs (now Autographer)
• a wearable device that intermittently takes
photos without any user intervention while worn
• digital images taken are stored and revisited
using special software
• Has been found to improve people’s memory,
suffering from Alzheimers
www.id-book.com 29
SenseCam
www.id-book.com 30
Design implications
• Don’t overload users’ memories with
complicated procedures for carrying out tasks
• Design interfaces that promote recognition
rather than recall
• Provide users with various ways of encoding
information to help them remember
– e.g. categories, color, flagging, time stamping
www.id-book.com 31
Learning
• How to learn to use a computer-based
application
• Using a computer-based application or
YouTube video to understand a given topic
• People find it hard to learn by following
instructions in a manual
• prefer to learn by doing
www.id-book.com 32
Cognitive prosthetic devices
• We rely more and more on the internet and
smartphones to look things up
• Cognitive resource cf. extended mind
• Expecting to have internet access reduces the
need and extent to which we remember
• Also enhances our memory for knowing where
to find it online (Sparrow et al,2011)
• What are implications for designing technologies
to support how people will learn, and what they
learn? www.id-book.com 33
Design implications
• Design interfaces that encourage
exploration
• Design interfaces that constrain and guide
learners
• Dynamically linking concepts and
representations can facilitate the learning
of complex material
www.id-book.com 34
Reading, speaking, and listening
• The ease with which people can read, listen, or
speak differs
– Many prefer listening to reading
– Reading can be quicker than speaking or listening
– Listening requires less cognitive effort than reading or
speaking
– Dyslexics have difficulties understanding and
recognizing written words
www.id-book.com 35
Applications
• Speech-recognition systems allow users to interact with
them by asking questions
– e.g. Google Voice, Siri
• Speech-output systems use artificially generated speech
– e.g. written-text-to-speech systems for the blind
• Natural-language systems enable users to type in
questions and give text-based responses
– e.g. Ask search engine
www.id-book.com 36
Design implications
• Speech-based menus and instructions
should be short
• Accentuate the intonation of artificially
generated speech voices
– they are harder to understand than human
voices
• Provide opportunities for making text large
on a screen
www.id-book.com 37
Problem-solving, planning, reasoning and
decision-making
• All involves reflective cognition
– e.g. thinking about what to do, what the options
are, and the consequences
• Often involves conscious processes, discussion with
others (or oneself), and the use of artefacts
– e.g. maps, books, pen and paper
• May involve working through different scenarios and
deciding which is best option
www.id-book.com 38
Design implications
• Provide additional information/functions for users
who wish to understand more about how to carry
out an activity more effectively
• Use simple computational aids to support rapid
decision-making and planning for users on the
move
www.id-book.com 39
Dilemma
• The app mentality developing in the psyche
of the younger generation is making it worse
for them to make their own decisions
because they are becoming risk averse
(Gardner and Davis, 2013)
• Relying on a multitude of apps means that
they are becoming increasingly more anxious
about making decisions by themselves
• Do you agree? Can you think of an example?
www.id-book.com 40
Mental models
• Users develop an understanding of a system through
learning about and using it
• Knowledge is sometimes described as a mental model:
– How to use the system (what to do next)
– What to do with unfamiliar systems or unexpected situations (how
the system works)
• People make inferences using mental models of how to
carry out tasks
www.id-book.com 41
Mental models
• Craik (1943) described mental models as:
– internal constructions of some aspect of the
external world enabling predictions to be made
• Involves unconscious and conscious
processes
– images and analogies are activated
• Deep versus shallow models
– e.g. how to drive a car and how it works
www.id-book.com 42
Everyday reasoning and mental models
(a) You arrive home on a cold winter’s night to a cold house.
How do you get the house to warm up as quickly as
possible? Set the thermostat to be at its highest or to the
desired temperature?
(b) You arrive home starving hungry. You look in the fridge
and find all that is left is an uncooked pizza. You have an
electric oven. Do you warm it up to 375 degrees first and
then put it in (as specified by the instructions) or turn the
oven up higher to try to warm it up quicker?
www.id-book.com 43
Heating up a room or oven that is
thermostat-controlled
• Many people have erroneous mental models (Kempton,
1996)
• Why?
– General valve theory, where ‘more is more’ principle is
generalised to different settings (e.g. gas pedal, gas cooker, tap,
radio volume)
– 12
– Thermostats based on model of on-off switch model
www.id-book.com 44
Heating up a room or oven that is
thermostat-controlled
• Same is often true for understanding how
interactive devices and computers work:
– poor, often incomplete, easily confusable, based on
inappropriate analogies and superstition (Norman,
1983)
– e.g. elevators and pedestrian crossings - lot of people
hit the button at least twice
– Why? Think it will make the lights change faster or
ensure the elevator arrives!
www.id-book.com 45
Exercise: ATMs
• Write down how an ATM works
– How much money are you allowed to take out?
– What denominations?
– If you went to another machine and tried the same what would happen?
– What information is on the strip on your card? How is this used?
– What happens if you enter the wrong number?
– Why are there pauses between the steps of a transaction? What
happens if you try to type during them?
– Why does the card stay inside the machine?
– Do you count the money? Why?
www.id-book.com 46
How did you fare?
• Your mental model
– How accurate?
– How similar?
– How shallow?
• Payne (1991) did a similar study and found that
people frequently resort to analogies to explain how
they work
• People’s accounts greatly varied and were often ad
hoc
www.id-book.com 47
Gulfs of execution and evaluation
• The ‘gulfs’ explicate the gaps that exist between
the user and the interface
• The gulf of execution
– the distance from the user to the physical system
• The gulf of evaluation
– the distance from the physical system to the user
• Bridging the gulfs can reduce cognitive effort
required to perform tasks
Norman, 1986; Hutchins et al, 1986
www.id-book.com 48
Bridging the gulfs
www.id-book.com 49
Information processing
• Conceptualizes human performance in
metaphorical terms of information
processing stages
www.id-book.com 50
Model Human processor (Card et
al, 1983)
• Models the information processes of a user
interacting with a computer
• Predicts which cognitive processes are
involved when a user interacts with a
computer
• Enables calculations to be made of how long
a user will take to carry out a task
www.id-book.com 51
The human processor model
www.id-book.com 52
Limitations
• Based on modelling mental activities that
happen exclusively inside the head
• Do not adequately account for how people
interact with computers and other devices
in real world
www.id-book.com 53
Distributed cognition
• Concerned with the nature of cognitive
phenomena across individuals, artefacts, and
internal and external representations (Hutchins,
1995)
• Describes these in terms of propagation across
representational state
• Information is transformed through different
media (computers, displays, paper, heads)
www.id-book.com 54
How it differs from information
processing
www.id-book.com 55
www.id-book.com 56
What’s involved
• The distributed problem-solving that takes place
• The role of verbal and non-verbal behavior
• The various coordinating mechanisms that are
used (e.g. rules, procedures)
• The communication that takes place as the
collaborative activity progresses
• How knowledge is shared and accessed
www.id-book.com 57
External cognition
• Concerned with explaining how we interact with
external representations (e.g. maps, notes,
diagrams)
• What are the cognitive benefits and what
processes involved
• How they extend our cognition
• What computer-based representations can we
develop to help even more?
www.id-book.com 58
Externalizing to reduce memory
load
• Diaries, reminders, calendars, notes, shopping lists, to-do lists
– written to remind us of what to do
• Post-its, piles, marked emails
– where placed indicates priority of what to do
• External representations:
– Remind us that we need to do something (e.g. to buy something for
mother’s day)
– Remind us of what to do (e.g. buy a card)
– Remind us when to do something (e.g. send a card by a certain date)
www.id-book.com 59
Computational offloading
• When a tool is used in conjunction with an external
representation to carry out a computation (e.g. pen
and paper)
• Try doing the two sums below (a) in your head, (b) on
a piece of paper and c) with a calculator.
– 234 x 456 =??
– CCXXXIIII x CCCCXXXXXVI = ???
• Which is easiest and why? Both are identical sums
www.id-book.com 60
Annotation and cognitive tracing
• Annotation involves modifying existing
representations through making marks
– e.g. crossing off, ticking, underlining
• Cognitive tracing involves externally
manipulating items into different orders or
structures
– e.g. playing Scrabble, playing cards
www.id-book.com 61
Design implication
• Provide external representations at the
interface that reduce memory load and
facilitate computational offloading
– e.g. Information visualizations have been designed
to allow people to make sense and rapid decisions
about masses of data
www.id-book.com 62
Summary
• Cognition involves several processes including attention,
memory, perception and learning
• The way an interface is designed can greatly affect how
well users can perceive, attend, learn and remember
how to do their tasks
• Theoretical frameworks, such as mental models and
external cognition, provide ways of understanding how
and why people interact with products
• This can lead to thinking about how to design better
products
www.id-book.com 63

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CIS375 Interaction Designs Chapter3

  • 2. Overview • What is cognition? • What are users good and bad at? • Describe how cognition has been applied to interaction design • Explain what are Mental Models • Cover relevant theories of cognition www.id-book.com 2
  • 3. Why do we need to understand users? • Interacting with technology is cognitive • Need to take into account cognitive processes involved and cognitive limitations of users • Provides knowledge about what users can and cannot be expected to do • Identifies and explains the nature and causes of problems users encounter • Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products www.id-book.com 3
  • 4. Cognitive processes • Attention • Perception • Memory • Learning • Reading, speaking and listening • Problem-solving, planning, reasoning and decision- making www.id-book.com 4
  • 5. Attention • Selecting things to concentrate on at a point in time from the mass of stimuli around us • Allows us to focus on information that is relevant to what we are doing • Involves audio and/or visual senses • Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events • Information at the interface should be structured to capture users’ attention, e.g. use perceptual boundaries (windows), colour, reverse video, sound and flashing lights www.id-book.com 5
  • 6. Activity: Find the price of a double room at the Holiday Inn in Columbia www.id-book.com 6
  • 7. Activity: Find the price for a double room at the Quality Inn in Pennsylvania a www.id-book.com 7
  • 8. Activity • Tullis (1987) found that the two screens produced quite different results – 1st screen - took an average of 5.5 seconds to search – 2nd screen - took 3.2 seconds to search • Why, since both displays have the same density of information (31%)? • Spacing – In the 1st screen the information is bunched up together, making it hard to search – In the 2nd screen the characters are grouped into vertical categories of information making it easier www.id-book.com 8
  • 9. Multitasking and attention • Is it possible to perform multiple tasks without one or more of them being detrimentally affected? • Ophir et al (2009) compared heavy vs light multi-taskers – heavy were more prone to being distracted than those who infrequently multitask – heavy multi-taskers are easily distracted and find it difficult to filter irrelevant information www.id-book.com 9
  • 10. Design implications for attention • Make information salient when it needs attending to • Use techniques that make things stand out like color, ordering, spacing, underlining, sequencing and animation • Avoid cluttering the interface with too much information • Search engines and form fill-ins that have simple and clean interfaces are easier to use www.id-book.com 10
  • 11. Perception • How information is acquired from the world and transformed into experiences • Obvious implication is to design representations that are readily perceivable, e.g. – Text should be legible – Icons should be easy to distinguish and read www.id-book.com 11
  • 12. Is color contrast good? Find Italian www.id-book.com 12
  • 13. Are borders and white space better? Find french www.id-book.com 13
  • 14. Activity • Weller (2004) found people took less time to locate items for information that was grouped – using a border (2nd screen) compared with using color contrast (1st screen) • Some argue that too much white space on web pages is detrimental to search – Makes it hard to find information • Do you agree? www.id-book.com 14
  • 15. Which is easiest to read and why? What is the time? What is the time? What is the time? What is the time? What is the time? www.id-book.com 15
  • 16. Design implications – Icons should enable users to readily distinguish their meaning – Bordering and spacing are effective visual ways of grouping information – Sounds should be audible and distinguishable – Speech output should enable users to distinguish between the set of spoken words – Text should be legible and distinguishable from the background – Tactile feedback should allow users to recognize and distinguish different meanings www.id-book.com 16
  • 17. Memory • Involves first encoding and then retrieving knowledge. • We don’t remember everything - involves filtering and processing what is attended to • Context is important in affecting our memory (i.e. where, when) • We recognize things much better than being able to recall things • we remember less about objects we have photographed than when we observe them with the naked eye (Henkel, 2014) www.id-book.com 17
  • 18. Processing in memory • Encoding is first stage of memory – determines which information is attended to in the environment and how it is interpreted • The more attention paid to something… • The more it is processed in terms of thinking about it and comparing it with other knowledge… • The more likely it is to be remembered – e.g. when learning about HCI, it is much better to reflect upon it, carry out exercises, have discussions with others about it, and write notes than just passively read a book, listen to a lecture or watch a video about it www.id-book.com 18
  • 19. Context is important • Context affects the extent to which information can be subsequently retrieved • Sometimes it can be difficult for people to recall information that was encoded in a different context: – “You are on a train and someone comes up to you and says hello. You don’t recognize him for a few moments but then realize it is one of your neighbors. You are only used to seeing your neighbor in the hallway of your apartment block and seeing ahim out of context makes him difficult to recognize initially” www.id-book.com 19
  • 20. Activity • Try to remember the dates of your grandparents’ birthday • Try to remember the cover of the last two DVDs you bought or rented • Which was easiest? Why? • People are very good at remembering visual cues about things – e.g. the color of items, the location of objects and marks on an object • They find it more difficult to learn and remember arbitrary material – e.g. birthdays and phone numbers www.id-book.com 20
  • 21. Recognition versus recall • Command-based interfaces require users to recall from memory a name from a possible set of 100s • GUIs providMP3 players visually-based options that users need only browse through until they recognize one • Web browsers, etc., provide lists of visited URLs, song titles etc., that support recognition memory www.id-book.com 21
  • 22. The problem with the classic ‘72’ • George Miller’s (1956) theory of how much information people can remember • People’s immediate memory capacity is very limited • Many designers think this is useful finding for interaction design • But… www.id-book.com 22
  • 23. What some designers get up to… • Present only 7 options on a menu • Display only 7 icons on a tool bar • Have no more than 7 bullets in a list • Place only 7 items on a pull down menu • Place only 7 tabs on the top of a website page – But this is wrong? Why? www.id-book.com 23
  • 24. Why? • Inappropriate application of the theory • People can scan lists of bullets, tabs, menu items for the one they want • They don’t have to recall them from memory having only briefly heard or seen them • Sometimes a small number of items is good • But depends on task and available screen estate www.id-book.com 24
  • 25. Digital content management • Is a growing problem for many users – vast numbers of documents, images, music files, video clips, emails, attachments, bookmarks, etc., – where and how to save them all, then remembering what they were called and where to find them again – naming most common means of encoding them – but can be difficult to remember, especially when have 1000s and 1000s – How might such a process be facilitated taking into account people’s memory abilities? www.id-book.com 25
  • 26. Digital content management • Memory involves 2 processes – recall-directed and recognition-based scanning • File management systems should be designed to optimize both kinds of memory processes – e.g. Search box and history list • Help users encode files in richer ways – Provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc. www.id-book.com 26
  • 27. Is Apple’s Spotlight search tool any good? www.id-book.com 27
  • 28. Digital Forgetting • When might you wish to forget something that is online? – When you break up with a partner – Emotionally painful to be reminded of them through shared photos, social media, etc., • Sas and Whittaker (2013) suggest new ways of harvesting and deleting digital content – e.g. making photos of ex into an abstract collage – helps with closure www.id-book.com 28
  • 29. Memory aids • SenseCam developed by Microsoft Research Labs (now Autographer) • a wearable device that intermittently takes photos without any user intervention while worn • digital images taken are stored and revisited using special software • Has been found to improve people’s memory, suffering from Alzheimers www.id-book.com 29
  • 31. Design implications • Don’t overload users’ memories with complicated procedures for carrying out tasks • Design interfaces that promote recognition rather than recall • Provide users with various ways of encoding information to help them remember – e.g. categories, color, flagging, time stamping www.id-book.com 31
  • 32. Learning • How to learn to use a computer-based application • Using a computer-based application or YouTube video to understand a given topic • People find it hard to learn by following instructions in a manual • prefer to learn by doing www.id-book.com 32
  • 33. Cognitive prosthetic devices • We rely more and more on the internet and smartphones to look things up • Cognitive resource cf. extended mind • Expecting to have internet access reduces the need and extent to which we remember • Also enhances our memory for knowing where to find it online (Sparrow et al,2011) • What are implications for designing technologies to support how people will learn, and what they learn? www.id-book.com 33
  • 34. Design implications • Design interfaces that encourage exploration • Design interfaces that constrain and guide learners • Dynamically linking concepts and representations can facilitate the learning of complex material www.id-book.com 34
  • 35. Reading, speaking, and listening • The ease with which people can read, listen, or speak differs – Many prefer listening to reading – Reading can be quicker than speaking or listening – Listening requires less cognitive effort than reading or speaking – Dyslexics have difficulties understanding and recognizing written words www.id-book.com 35
  • 36. Applications • Speech-recognition systems allow users to interact with them by asking questions – e.g. Google Voice, Siri • Speech-output systems use artificially generated speech – e.g. written-text-to-speech systems for the blind • Natural-language systems enable users to type in questions and give text-based responses – e.g. Ask search engine www.id-book.com 36
  • 37. Design implications • Speech-based menus and instructions should be short • Accentuate the intonation of artificially generated speech voices – they are harder to understand than human voices • Provide opportunities for making text large on a screen www.id-book.com 37
  • 38. Problem-solving, planning, reasoning and decision-making • All involves reflective cognition – e.g. thinking about what to do, what the options are, and the consequences • Often involves conscious processes, discussion with others (or oneself), and the use of artefacts – e.g. maps, books, pen and paper • May involve working through different scenarios and deciding which is best option www.id-book.com 38
  • 39. Design implications • Provide additional information/functions for users who wish to understand more about how to carry out an activity more effectively • Use simple computational aids to support rapid decision-making and planning for users on the move www.id-book.com 39
  • 40. Dilemma • The app mentality developing in the psyche of the younger generation is making it worse for them to make their own decisions because they are becoming risk averse (Gardner and Davis, 2013) • Relying on a multitude of apps means that they are becoming increasingly more anxious about making decisions by themselves • Do you agree? Can you think of an example? www.id-book.com 40
  • 41. Mental models • Users develop an understanding of a system through learning about and using it • Knowledge is sometimes described as a mental model: – How to use the system (what to do next) – What to do with unfamiliar systems or unexpected situations (how the system works) • People make inferences using mental models of how to carry out tasks www.id-book.com 41
  • 42. Mental models • Craik (1943) described mental models as: – internal constructions of some aspect of the external world enabling predictions to be made • Involves unconscious and conscious processes – images and analogies are activated • Deep versus shallow models – e.g. how to drive a car and how it works www.id-book.com 42
  • 43. Everyday reasoning and mental models (a) You arrive home on a cold winter’s night to a cold house. How do you get the house to warm up as quickly as possible? Set the thermostat to be at its highest or to the desired temperature? (b) You arrive home starving hungry. You look in the fridge and find all that is left is an uncooked pizza. You have an electric oven. Do you warm it up to 375 degrees first and then put it in (as specified by the instructions) or turn the oven up higher to try to warm it up quicker? www.id-book.com 43
  • 44. Heating up a room or oven that is thermostat-controlled • Many people have erroneous mental models (Kempton, 1996) • Why? – General valve theory, where ‘more is more’ principle is generalised to different settings (e.g. gas pedal, gas cooker, tap, radio volume) – 12 – Thermostats based on model of on-off switch model www.id-book.com 44
  • 45. Heating up a room or oven that is thermostat-controlled • Same is often true for understanding how interactive devices and computers work: – poor, often incomplete, easily confusable, based on inappropriate analogies and superstition (Norman, 1983) – e.g. elevators and pedestrian crossings - lot of people hit the button at least twice – Why? Think it will make the lights change faster or ensure the elevator arrives! www.id-book.com 45
  • 46. Exercise: ATMs • Write down how an ATM works – How much money are you allowed to take out? – What denominations? – If you went to another machine and tried the same what would happen? – What information is on the strip on your card? How is this used? – What happens if you enter the wrong number? – Why are there pauses between the steps of a transaction? What happens if you try to type during them? – Why does the card stay inside the machine? – Do you count the money? Why? www.id-book.com 46
  • 47. How did you fare? • Your mental model – How accurate? – How similar? – How shallow? • Payne (1991) did a similar study and found that people frequently resort to analogies to explain how they work • People’s accounts greatly varied and were often ad hoc www.id-book.com 47
  • 48. Gulfs of execution and evaluation • The ‘gulfs’ explicate the gaps that exist between the user and the interface • The gulf of execution – the distance from the user to the physical system • The gulf of evaluation – the distance from the physical system to the user • Bridging the gulfs can reduce cognitive effort required to perform tasks Norman, 1986; Hutchins et al, 1986 www.id-book.com 48
  • 50. Information processing • Conceptualizes human performance in metaphorical terms of information processing stages www.id-book.com 50
  • 51. Model Human processor (Card et al, 1983) • Models the information processes of a user interacting with a computer • Predicts which cognitive processes are involved when a user interacts with a computer • Enables calculations to be made of how long a user will take to carry out a task www.id-book.com 51
  • 52. The human processor model www.id-book.com 52
  • 53. Limitations • Based on modelling mental activities that happen exclusively inside the head • Do not adequately account for how people interact with computers and other devices in real world www.id-book.com 53
  • 54. Distributed cognition • Concerned with the nature of cognitive phenomena across individuals, artefacts, and internal and external representations (Hutchins, 1995) • Describes these in terms of propagation across representational state • Information is transformed through different media (computers, displays, paper, heads) www.id-book.com 54
  • 55. How it differs from information processing www.id-book.com 55
  • 57. What’s involved • The distributed problem-solving that takes place • The role of verbal and non-verbal behavior • The various coordinating mechanisms that are used (e.g. rules, procedures) • The communication that takes place as the collaborative activity progresses • How knowledge is shared and accessed www.id-book.com 57
  • 58. External cognition • Concerned with explaining how we interact with external representations (e.g. maps, notes, diagrams) • What are the cognitive benefits and what processes involved • How they extend our cognition • What computer-based representations can we develop to help even more? www.id-book.com 58
  • 59. Externalizing to reduce memory load • Diaries, reminders, calendars, notes, shopping lists, to-do lists – written to remind us of what to do • Post-its, piles, marked emails – where placed indicates priority of what to do • External representations: – Remind us that we need to do something (e.g. to buy something for mother’s day) – Remind us of what to do (e.g. buy a card) – Remind us when to do something (e.g. send a card by a certain date) www.id-book.com 59
  • 60. Computational offloading • When a tool is used in conjunction with an external representation to carry out a computation (e.g. pen and paper) • Try doing the two sums below (a) in your head, (b) on a piece of paper and c) with a calculator. – 234 x 456 =?? – CCXXXIIII x CCCCXXXXXVI = ??? • Which is easiest and why? Both are identical sums www.id-book.com 60
  • 61. Annotation and cognitive tracing • Annotation involves modifying existing representations through making marks – e.g. crossing off, ticking, underlining • Cognitive tracing involves externally manipulating items into different orders or structures – e.g. playing Scrabble, playing cards www.id-book.com 61
  • 62. Design implication • Provide external representations at the interface that reduce memory load and facilitate computational offloading – e.g. Information visualizations have been designed to allow people to make sense and rapid decisions about masses of data www.id-book.com 62
  • 63. Summary • Cognition involves several processes including attention, memory, perception and learning • The way an interface is designed can greatly affect how well users can perceive, attend, learn and remember how to do their tasks • Theoretical frameworks, such as mental models and external cognition, provide ways of understanding how and why people interact with products • This can lead to thinking about how to design better products www.id-book.com 63

Editor's Notes

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