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Cognition
BY : UM E FARWA
Experiential cognition
 Experiential cognition is a state of mind in which
we perceive, act and react to events around
us effectively and effortlessly (Norman, 1993)
 Examples include driving a car
Reflective cognition
Reflective cognition involves thinking,
comparing and decision making
 Examples include learning, writing
Cognitive processes
 Cognition can also be described in terms of cognitive
processes
Examples include:
– Attention
– Perception and recognition
– Memory
– Learning
– Reading, speaking and listening
– Problem-solving, planning, reasoning and decision making
Attention
 Allows us to focus on information that is relevant to what we
are doing
– Involves audio and/or visual senses
 Information at the interface should be structured
to capture users’ attention appropriately, e.g. colour,
video/sound
Activity:
Find the price of a
double room at the
Holiday Inn in Bradley
Activity:
Find the price for a
double
room at the Quality Inn
in Columbia
Results
 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%)?
– 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
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 multitaskers
– Heavy were more prone to being distracted
– Heavy multi-taskers are easily distracted and find it difficult to filter irrelevant
information
Design implications for attention
 Make information salient when it needs attending to
 Use techniques that make things stand out like colour, ordering,
spacing, underlining, sequencing and animation
 Avoid using too much because the software allows it
Perception
 How information is acquired from the environment
and transformed into
experiences
 Vision is the most dominant sense
 Design representations that are readily perceivable,
e.g.
• Icons should be easy to distinguish and readable
Which is easiest to read and why?
Design implications
• Icons should enable users to readily distinguish
their meaning
• Bordering and spacing are effective visual ways
of grouping information
• Text should be legible and distinguishable from
the background
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
Recognition versus recall
 Command-based interfaces
 GUIs
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
Reading, speaking, and listening
 Many prefer listening to reading
 Reading can be quicker than speaking or listening
 Listening requires less cognitive effort than reading or speaking
Applications
 Speech-recognition systems allow users to interact with them by using spoken
commands
– e.g. Google Voice Search app
 Speech-output systems use artificially generated speech
e.g. ??????
 Natural-language systems enable users to type in questions and give text-based
responses
– e.g. Ask search engine
Problem-solving, planning, reasoning
and decision-making
 They are all processes involving 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
 May involve working through different scenarios and deciding
which is best option

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Cognition in HCI

  • 2.
  • 3.
  • 4.
  • 5. Experiential cognition  Experiential cognition is a state of mind in which we perceive, act and react to events around us effectively and effortlessly (Norman, 1993)  Examples include driving a car
  • 6. Reflective cognition Reflective cognition involves thinking, comparing and decision making  Examples include learning, writing
  • 7. Cognitive processes  Cognition can also be described in terms of cognitive processes Examples include: – Attention – Perception and recognition – Memory – Learning – Reading, speaking and listening – Problem-solving, planning, reasoning and decision making
  • 8. Attention  Allows us to focus on information that is relevant to what we are doing – Involves audio and/or visual senses  Information at the interface should be structured to capture users’ attention appropriately, e.g. colour, video/sound
  • 9. Activity: Find the price of a double room at the Holiday Inn in Bradley
  • 10.
  • 11. Activity: Find the price for a double room at the Quality Inn in Columbia
  • 12.
  • 13. Results  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%)? – 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
  • 14. 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 multitaskers – Heavy were more prone to being distracted – Heavy multi-taskers are easily distracted and find it difficult to filter irrelevant information
  • 15. Design implications for attention  Make information salient when it needs attending to  Use techniques that make things stand out like colour, ordering, spacing, underlining, sequencing and animation  Avoid using too much because the software allows it
  • 16.
  • 17. Perception  How information is acquired from the environment and transformed into experiences  Vision is the most dominant sense  Design representations that are readily perceivable, e.g. • Icons should be easy to distinguish and readable
  • 18. Which is easiest to read and why?
  • 19. Design implications • Icons should enable users to readily distinguish their meaning • Bordering and spacing are effective visual ways of grouping information • Text should be legible and distinguishable from the background
  • 20. 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
  • 21. Recognition versus recall  Command-based interfaces  GUIs
  • 22. 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
  • 23. Reading, speaking, and listening  Many prefer listening to reading  Reading can be quicker than speaking or listening  Listening requires less cognitive effort than reading or speaking
  • 24. Applications  Speech-recognition systems allow users to interact with them by using spoken commands – e.g. Google Voice Search app  Speech-output systems use artificially generated speech e.g. ??????  Natural-language systems enable users to type in questions and give text-based responses – e.g. Ask search engine
  • 25. Problem-solving, planning, reasoning and decision-making  They are all processes involving 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  May involve working through different scenarios and deciding which is best option