Cognitive models are developed by psychologists and cognitive scientists to understand human cognitive processes like perception, memory, problem solving and decision making based on laboratory tests, and these models can then inform the design of technology by highlighting human cognitive strengths and weaknesses. Cognitive models tell us about human cognitive abilities and limitations in order to help designers produce systems that build on human capabilities while compensating for weaknesses.
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Cognitive Frameworks
Cognitive models are developed by psychologists and cognitive scientists to understand human cognitive processes like perception, memory, problem solving and decision making based on laboratory tests, and these models can then inform the design of technology by highlighting human cognitive strengths and weaknesses. Cognitive models tell us about human cognitive abilities and limitations in order to help designers produce systems that build on human capabilities while compensating for weaknesses.
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Cognitive Modeling
Understanding Human Cognition/ Cognitive
Processes What is Cognition? • Cognition There are multiple things that are involved in a cognition process. Different kinds of cognition – When cognition occurs, there should be thinking, remembering, learning, daydreaming, decision making, seeing, reading, writing and talking – Including all these, our thoughts or understanding develops about anything and this is cognition.
cognition is what we learn, remember
– from the environment and What is Cognition • Cognition is "the mental action or process of acquiring knowledge understanding through thought, and experience, and the senses". • When we touch, smell or observe someone then our knowledge increases automatically and we think why this happens and how, a sense of curiosity develops? Then our perception develops after observing different things. What is Cognition?
• Norman (1993) gives TWO GENERAL'S MODES
OF COGNITION: – experiential cognition – reflective cognition Experiential Cognition(visual perspective, learn easily) • Is the state of mind in which we perceive, act, and react to an event around us. • First, we observe, then applying a technique or action and a reaction occurs or conclusion creates there is a complete experiment we have performed. • Driving a car(first learn driving, learn rules where to stop and after driving feel happiness) • reading a book, playing a video game REFLECTIVE Cognition: • It is a Slow thinking process which involve mental efforts in which, we have to focus on single entity • Attention • Decision making(why, what, how, when) • Judgement(is decision correct or not, we achieve 90% accuracy or not ) Compare with previous research that Leads to new ideas and creativity Example: Designing, learning and writing a book. Cognitive Models • What are cognitive models? Cognitive models are models of human cognition • How are cognitive models developed? Psychologists and cognitive scientists study how humans perceive, think, act in laboratory tests • What do cognitive models tell us? Cognitive models tell us about human cognitive strengths and weaknesses, i.e. what human are good and bad at. Benefits of Cognitive Modeling Cognitive models can help interaction designers in a number of ways: • Inform design decisions Help designers produce better designs • Extend human capabilities Help designers produce systems that build on what humans are already good at • Compensate for human weaknesses Help designers produce systems that can help people do things that that find difficult Cognitive Processes • Cognition has also been described in terms of specific kinds of processes including – Attention(focus on single entity, thing) – perception and recognition – Memory – Learning – reading, speaking, and listening – problem solving, planning, reasoning, decision making
By including all these, we create our cognition.
Attention
• Attention - process of selecting things to
concentrate on, at a point in time, from the range of possibilities available • Involves our auditory(audio, pitch, intensity) and/or visual(color, location, animation, graphics) senses. i.e. Road signs – visual attention is like a spotlight directed towards targets Attention allows us to focus on relevant information when We have clear goals Information is silent (prominent) in environment Attention • We are more likely to notice something if – We are attending to it – It is salient (bright, loud, or otherwise noticeable) ― automatic well-learnt processes need not much attention • Information at the interface should be structured to capture users’ attention – e.g. use perceptual boundaries (windows), color, reverse video, sound and flashing lights 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 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? • 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 Too many icons Over use of graphics Over use of graphics Clean, simple design Clean, simple designs Design Implications for Attention • Make information salient when it’s needs – Use techniques like animation, color, decoration, ordering, sequencing and layout to draw attention • Avoid cluttering up an interface — Interfaces that are plain are much easier to use because it is easier for users to find important information
— Group features together
— Show icons for group headings and commonly used functions — Allow users to customize Perception
• Getting information or extracting from the
environment. – Refers that how information is acquired with the help of different sensory organs (eyes, ears, fingers) and transformed into experience (sound, taste, objects). i.e. Biryani pre-defined taste before tasting – Design representations that are readily perceivable, e.g. – Text should be readable – Icons should be easy to distinguish and read – Information should be organized and easy to remember Perception • A general design principle is that information needs to be represented in an appropriate form to facilitate the perception and recognition of its underlying meaning. Is color contrast good? Find Italian Are borders and white space better? Find French 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? Which is easiest to read and why? Design Implications(suggestions) of Perception • Information needs to be represented in ways that are easily recognized – The meaning of icons and symbols should be obvious – Sounds should be easily distinguished from each other – Text should be easily distinguished from its background – Speech should be easily distinguished and understood Memory • To act properly, we recall or remind different types of information • It enables to us to do many things – It allows to remember someone face – Some one name – First, we encode, Filtering then retrieves the information (where and when) 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 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 him out of context makes him difficult to recognize initially” 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 Recognition versus recall
• Command-based interfaces require users to
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 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… 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?
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 Personal information management
• Personal information 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 – 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? Personal information 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 color, flagging, image, flexible text, time stamping, etc Design Implications for Memory • Don’t overload users’ memories with complicated procedures for carrying out tasks – Keep procedures short and make them consistent • Design interfaces that promote recognition rather than recall – Menus, icons, feedback, etc. • Provide users with various ways of encoding information to help them remember – e.g. categories, labels, color, flagging, time stamping Learning
• How to learn to use a computer-based application
• Using a computer-based application to understand a given topic • People find it hard to learn by following instructions in a manual – prefer to learn by doing Design Implications for Learning • Design interfaces to encourage exploration – Allow users to explore possibilities and undo mistakes • Design interfaces that constrain and guide – Guide users to help them select appropriate actions Reading, Speaking and Listening • Language can be used to convey meaning in different ways that have different qualities – Writing is permanent, listening is transient – Reading is quicker, listening is easier – Written is grammatical, listening is ungrammatical • People differ in their preference and ability to use language – Some prefer listening to reading and speaking to writing – Some have difficulty recognizing written language – Some have difficulty hearing spoken language Design Implications for Reading, Speaking and Listening
• Keep spoken menus to a minimum
– It’s hard to remember more than a few spoken options • Allow text to be resized – Users should be able to resize text to make it easier for them to read Problem-Solving, Planning, Reasoning
• The degree of reflective cognition depends
on a person’s experience and skill – Novices tend to act through trial-and-error, exploring and experimenting with ways of doing things • They are likely to be slow, make mistakes and generally be inefficient • Experts tend to reflect more upon what they want to achieve and then select optimal strategies – They are likely to be able to think ahead and consider the consequences of actions Design Implications of Reasoning
• Provide additional information to users who
wish to better understand more about the activities they are engaged in – As users gain experience with a product they may want more information about their activities to support more reflective cognition