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Unidad IV Ingenier A Cognitiva
Unidad IV Ingenier A Cognitiva
[1] HCI: Developing Effective Organizational Information Systems, Dov Teeni, Jane Carey, Ping Zhang [2] Interaction Design: Beyond Human-Computer Interaction, Yvonne Rogers, Helen Sharp, Jennifer Preece
Introduction [1]
Cognitive engineering applies knowledge of cognitive
psychology to the design and development of systems that support the cognitive processes of users. A simplified cognitive model of human information processing serves as the basis for understanding how cognitive resources such as memory and attention are utilized in HCI. Additional models such as Normans model of user activity and the GOMS model further demonstrate how user interact with computers and the implications for designers. Complexity is seen to represent the utilization of scarce cognitive resources and reducing complexity is one of the goals of cognitive engineering.
Copyright 2006 John Wiley & Sons, Inc
Information Processing which includes processors and memories that interact in order to process information. There are three types of processors:
Working Memory
Perception
Cognition
Motor
Figure 5.3 A simplified model of Human Information Processing (HIP), including memories and processor.
Copyright 2006 John Wiley & Sons, Inc
information-processing task. Automatic behavior: behavior characterized by cognitive processes that are fast and cognitively undemanding. Controlled behavior: behavior characterized by cognitive processes that are relatively slow and cognitively demanding.
spatial, graphic, and holistic. Processing of verbal information: processing characterized as sequential, linguistic, and procedural. Memory Aids
Heuristics: rules of thumb that depend heavily on the content and context of the task. Metaphor: a cognitive process in which an experience is related to an already familiar concept. Mental model: a representation of the conceptual structure of a device or a system.
Copyright 2006 John Wiley & Sons, Inc
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
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Memory
Learning Reading, speaking and listening Problem-solving, planning, reasoning and decision-
making
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Attention [2]
Selecting things to concentrate on at a point in time from the
mass of stimuli around us Allows us to 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
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Activity: Find the price of a double room at the Holiday Inn in Bradley [2]
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Activity: Find the price for a double room at the Quality Inn in Columbia [2]
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Activity [2]
Tullis (1987) found that the two screens
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
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human resources needed for interacting with the computer to accomplish the task.
users goal and its computerized implementation. Gulf of evaluation: the gap between the computerized implementation of the users goal and its evaluation by the user.
Action specification
Interpretation
Execution
Perception
Physical system
the system and the actual model of the system affects complexity, too. The greater the fit, the easier it is to determine how to translate goals into action. The greater the misfit, the more difficult and more erroneous is the process of bridging the execution and evaluation gulfs.
computers to achieve complex goals. Normans model of user activity can be useful for describing the user activity involved in more complex tasks by modelling multiple intentions to accomplish a single goal, (e.g. checking a new sales forecast and summing the corresponding revenues). Each of these two intentions describes how the seven stages are organized to bridge the gulfs between the computer and the user.
Perception [2]
How information is acquired from the world and
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Activity [2]
Weller (2004) found people took less time to
using a border (2nd screen) compared with using color contrast (1st screen)
Do you agree?
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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
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Memory [2]
Involves first encoding and then retrieving
knowledge We dont 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
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People can instantaneously remember about 7 items of information. If you present more than this, they are more liable to make mistakes. When people make mistakes and systems go wrong, inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes. People have a wide range of physical capabilities. Designers should not just design for their own capabilities. like pictures, some like 27 text.
Juan Manuel Gmez Reynoso, Ph.D. (Adapted from Pressman 2005 and Stallings 2005)
Peoples Mind
People learn through mental models A mental model is acquired through the
Long term memory: retrieve Short term memory: perceive. Short-term memory (STM) refers to memories that last no longer than 30 seconds unless they are rehearsed in that timeframe. Working memory: put together pieces, then store
28 Juan Manuel Gmez Reynoso, Ph.D. (Adapted from Pressman 2005 and Stallings 2005)
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Memory Span
The exact reasons for forgetting information over a
short period of time are disputed The general consensus is that the amount of new facts we can retain over short periods of time are severely restricted by this process of forgetting. Another term for the capacity of short-term memory is 'memory span'. A memory span test consists of the individual conducting the experiment reading out lists of words or digits which increase in length. The longest list a person can remember in the correct order in over half the trials is known as his or her memory span.
Chunking
A method of improving our ability to remember things over a
short period of time is called chunking. This is also a word used to describe the organization of things into meaningful sections. Realistically, the average person under normal conditions can expect to remember four items short-term. With chunking, it is possible to remember far more. For example, it is easier to remember nine numbers in three groups of three. The total capacity of short-term memory is hard to define because it will be different depending on the material used. Generally speaking however, short-term memory can be affected by long term memory, time taken to pronounce words and differences between individuals
Copyright 2006 John Wiley & Sons, Inc
Learning Model
Auto
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Juan Manuel Gmez Reynoso, Ph.D. (Adapted from Pressman 2005 and Stallings 2005)
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The more attention paid to something The more it is processed in terms of thinking about it
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
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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 dont 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 him out of context makes him difficult to recognize initially
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Activity [2]
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
arbitrary material
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recall from memory a name from a possible set of 100s GUIs provide visually-based options that users need only browse through until they recognize one Web browsers, MP3 players, etc., provide lists of visited URLs, song titles etc., that support recognition memory
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information people can remember Peoples immediate memory capacity is very limited Many designers think this is useful finding for interaction design But
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Why? [2]
Inappropriate application of the theory People can scan lists of bullets, tabs, menu
items for the one they want They dont 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
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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 peoples memory abilities?
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e.g. Search box and history list Provide them with ways of saving files using colour, flagging, image, flexible text, time stamping, etc
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Goals specify what the user wants and intends to achieve. Operators are the building blocks for describing human-computer interaction at the concrete level. Methods are programs built with operators that are designed to accomplish goals. Selection rules predict which method will be used. For example, If the mouse is working, select point to an item on screen, if not select choose OPEN option in file menu.
Copyright 2006 John Wiley & Sons, Inc
GOMS Architecture
Start
Select Methods
No Stop
Goal reply_email(x)
Mental operations
Visual buffer Perceived_item: John Long term memory (John, relation, friend) (Jack, relation, family) (email, name, John)
Selection rule If Perceived_item = X And (X, relation, friend) Then Process goal reply_email_friend
2. Analyze alternative methods 3. Assign operators to base level goals 4. Assign times to operators 5. Sum the operator times
Operator Times
Press key on keyboard
Use mouse to point to object on screen Move hand to pointing device Move eyes to location on screen
280 ms
1,500 ms
300 ms 230 ms 1,200 ms
25,000 ms
1,200 ms
Summary
A method to describe tasks and how a user performs those tasks with a specific design
bridges task analysis with a specific interface design error-free, goal-directed, and rational behavior
To apply GOMS:
analyze task to identify user goals (hierarchical) identify operators to achieve goals sum operator times to predict performance
Accomplish the goal of <goal description> Report goal accomplished Decision: if<operator> then<operator> else<operator> Goto step <number>
Recall that <working memory object> Retain that <working memory object> Forget that <working memory object> Retrieve LTM that <long-term-memory object> Move mouse Press key <key name> Type in <string of characters> Move-cursor to <target coordinates>
Errors [1]
Errors: deviations from intentional behavior that is
either skill, rule or knowledge based. Classification of errors based on behavior type:
Skill based behavior: automatic behavior that is predefined and requires minimal cognitive resources. Rule based behavior: controlled behavior that relies on predefined rules of behavior that are contingent on particular situation encountered. Knowledge based behavior: highly controlled behavior that requires assessment and generation of new rules of behavior, and is demanding of cognitive resources.
Copyright 2006 John Wiley & Sons, Inc